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Bir çeviri sorunu bildirin
Having to use staples was something that was needed for forever.
Secondly, what you seem to imagine was just playing with your friends and such, aka schoolyard Yu-Gi-Oh, which wasn't the real game back them, it was the only version you knew, and, you can still play it, you can still play that version of the game with like minded people, but you just seem to want everyone to play it, which is bs.
Thirdly, yes, there's a lot of people who actually like modern Yu-Gi-Oh, I'm sorry, but the old one was too boring for some people, slower doesn't equal "better". You like older, cool, find like minded people, play that version, done.
-I was not aware of the release date for Ash, like I said I came a few seasons ago and it was already there, I just assumed. Well that is because it is a really broken card. Think about it. At it worst. It gives you 1 card so you cycle, and the enemy immediately ends his turn on his first summon if they have more of them to do, so just set cards if you have them or end it, unless you have ash in hand but its the same issue, op cards countering op cards. The best case scenario for maxx is just picking a lot of cards with no draw backs at all, this can go on any deck and it mostly is. How is pot of greed, graceful charity and so many others that do the same considered broken and banned but not this one? just biased preference.
-Yes I agree, and I would like a lot of them, not just 4/5 because meta its boring to see the same king, eldrich and flooze deck over and over because it literally stops the enemy from doing anything, that is not skill that is just brain dead op that anyone with the money to get the cards can do irl, and in game yea its easy to get points, but that does not stop it from being brain dead op and people still think its skill. Its a horrible meta, doing nothing its not fun.
-Well yes I played it back then, but i honestly see it at the same speed, if something this is much slower because you have to spend 10 to 20 minutes waiting for the enemy to finish their whole infinite combo, and now they can do everything and you cant do nothing. Does this sound fun to you? I am not saying older was better in any way, I am saying, this is not fun.
-I honestly like the modern yugioh things they have going, xyz was fun to learn and interesting in concept, pendulum was interesting too, then zombies, machines, dragon maids, kings, heroes, beasts, plushies, sweet maldoche, all of them. I like them. I love the variety and more work on cards. More is better after all, but you cannot admit that some are just so strong that should be considered banned for how broken they are. When you play a game with any deck that already is strong in meta, and you add on to that really strong and broken cards. Then only the ones with those sets can possibly stand a chance. That is why people with those, you cant do anything deck can go unchallenged and dont want cards like ash and maxx c banned. I am not saying old is better, I like the modern work on the game. What I do not like is how some cards that are banned, are not banned for biased and monetary reasons that just turn into excuses from a lot of people, and in a way keep just amusing like you do, that we want old, that we want x. Instead of what it actually is. Just wanting to have fun on a game made for fun.
Anyway, Ash isn't OP unless your whole strategy hinges on that 1 draw/search, and you can't do anything without it, but in cases like that, add engines, and baits.
The Adventure engine is extremely powerful in that regard, it will bait Ash without using the normal summon. Other good engines or cards you can use are pots, obviously, pots are good Ash baits, there's Upstart Goblin, or the Metalfoes Fusion engine, basically, you run two Foolish Burial Goods (or three, nothing stops you) and one copy of Metalfoes Fusion, Foolish Burial Goods sends Metalfoes Fusion to the GY, which you can then return to the deck and draw one card.
If your deck doesn't use the normal summon, you can use an Invoked engine, which is another good Ash bait.
Also, fun fact, in the TCG, where Maxx "C" is banned, there's people who dropped running handtraps completely, preferring to run extenders, which solve problems turn one and turn two. You get interrupt? Cool, have extenders. And those people aren't just some randoms in casuals, but people who actually won tournaments, even the guy who won the EU championship, with Rikkas, didn't run Ash. Maxx "C" is the big reason why Ash feels mandatory, because it's a really powerful counter.
You can play around Ash, use the least important searches early, even if you get Ashed, you have your main searcher safe, and if your opponent keeps Ash for the most important one? Cool, all your others resolved, so you should have enough cards to extend a little even if you got Ashed. This is actually something I do in my decks, for example in Evil Twins, a lot of people know that Ashing the Twin on the field is the better choice, well, if I have Secret Password and a Twin for example, I'll use Secret Password, grab Sunny's Snitch, then play that, if neither of these two get Ashed, I'll grab either Ki-Sikil Frost or Lil-La Treat, depending which Twin I have in hand, so if something happens to my Twin from hand, I can extend from there. If I already have Sunny's Snitch, Secret Password grabs a Home, so again, if something happens to my Twin, I can go from there, mix and match.
Use your first searchers/draws to bait an Ash, and if they don't take the bait, try to grab something that'll help if your main search gets hit.
You can play around Ash, if you know what you're doing, she's not that big of a hindrance, hence why some people stopped playing her if Maxx "C" is banned.
-Sure no problem, Ill try to reply in order as well
-I honestly dont think ash is op, but I have come up with the conversation of, if maxx c is banned ash should too since it falls on that same ground, on that is why I agreed and add Ash to the list.
-Thanks for the tip, sadly I do not think this might help with my Usarctic deck.
-Thanks, I think this might help with my Usarctic deck, though I might have already a lot of things that can proc Ash to bait them into it, I honestly have more issues with maxx c than Ash.
-I can completely agree, you basically have to have ash on hand to use it on a maxx c or you loose a turn while they cycle at least 1 card. 2 cards and end turn if they play it right and use it when I activate Miabilis.
-I completely agree, I dont think Ash is a game breaker, and really not as punishing as maxx, good thing my deck has ways around it, some hurt more than other but that is fun, I do not feel bad about counters, yes I think a hand counter is really strong but not the end of the world since it only stops draws or similar effects, not summoning, traps or magics designed with other purpose. Unlike some decks that are just focused completely on not letting the other player play, or do anything. That is just not fun, same reason Jinzo and imperial order were once banned, though I see imperial order a lot now days and I am alright with it, paying half your hp is a lot for it, though in some situations it does not matter its gg since you have that on hand. I have not added this one to my deck, but I have been considering it.
-Eyup that is the idea, use something if I have it on hand, sadly that is not always the case, but that is the fun in the game.
-I completely agree, without maxx I would definitely take ash out of my deck.
Hand traps in their current state are a *recent* development in the game, in response to the natural progression of power creep and a change in focus. Cards like kuriboh existed early on, but were rarely ever used other than for a surprise factor since there were regular cards that did what they did better. The end of the GX era and start of 5Ds was when they started properly experimenting with hand traps, but at that point the game was still slow enough that you rarely needed a response window during your opponent's first turn that, again, couldn't just be done by running a spell or trap with a better effect. Only in the past few years have combo engines ♥♥♥♥♥♥ consistent enough for first turn disruption to be a large component of the game. And even then, they're not mandatory as other cards can fill their role depending on the rest of your deck. Board breakers like dark ruler no more and kaijus are good enough that you can avoid running hand traps and let your opponent set up whatever they want, just to tear it down later.
Playing with bad cards against friends was never how the real game was played. That is what is referred to as playground yugioh. The 2003 world championship was already filled with staple cards. 2004 was one of the least diverse years in yugioh history because essentially every deck was just some chaos variant. Nearly every single person had the same win condition, resolve CED or BLS and enjoy controlling the board. Even in the future when there were tier 0 decks like zoodiacs, there were at least enough different options that tournaments still had different rogue decks or people trying to counter the current meta. Comparing old playground yugioh to modern competitive yugioh has no merit whatsoever. You can also still play modern playground yugioh if you want, it's easier than ever before to find people locally or online to play with. And this game even has a casual mode if that little bit of effort is too much for you. Otherwise, you are playing in a competitive setting, and shouldn't be surprised or outraged when people are trying to win. This means you will see better decks more often than worse decks because, shockingly, they win more.
This game is free to play and by far the most newbie-friendly in terms of cost of any online card game right now. Go play literally any other alternative - MTG arena, shadowverse, yugioh duel links, pokemon TCGO, whatever - and see how long it takes you to build a competitive deck from a new account without spending money. Meanwhile, just playing through the tutorial and *some* of the single player campaigns gives you enough gems and crafting components to create any competitive deck you want. Or multiple. Plenty of people who have been playing for the entire, what, 8 months this game has been out already have 20+ complete decks and are running out of slots for them all without ever having spent a dime.
Master duel is a best of 1 format. Exclusively. Actual competitive players scoff at this game for being so chaotic due to this. Without a side deck and best of 3, you are at the mercy of your starting draw and shoving enough outs into your deck to hopefully deal with whatever kind of deck your opponent that you will never play a second match against might be running. That is presumably why their ban list allows such powerful generic cards like maxx "c" to be run at 3 and degenerate combos like verte anaconda/DPE or halqifibrax/auroradon to exist. All three of these are impossible in the TCG due to the ban list right now. What does all that mean? Any one duel doesn't matter. Card games are inherently about luck, but a best of 3 format and the ability to side deck options your deck is naturally weak to create much more consistency. This game has no consistency. Getting upset over losing a duel is so ridiculous when it means nothing here.
tl;dr skill issue
Ok, on deck variety, there's actually negatives when there's too many decks that are viable, and that's a problem for IRL as well, not just MD. For casual players, it may feel good because there's a lot of different decks, but that can make it just as much of a coinflip as the people complain about now.
You can't prepare for everything, and the more stuff that's viable, the less stuff you can prepare for, and that simply makes it "hope I don't get to play against something my deck can't deal with", and that's not fun either. Honestly, the sweet spot for "variety" is five to six meta decks and a bunch of rogues. There's a bunch of stuff preventing it from being stale, but there's just enough so you can prepare for almost everything.
Floo really struggles if you use Ghost Ogre & Snow Rabbit, if they try to use the field spell, Ghost Ogre blows it up, or you can blow up the penguin when they summon it so you don't have to deal with it's floodgate effect. Ghost Ogre is a really powerful card in the meta right now, it deals with Adventure, Floo, and a bunch of other stuff, even has some really funny DPE interactions, as it will destroy DPE, making your opponent having to destroy another one of his cards, as it doesn't negate the effect.
A smaller meta isn't "no skill", a smaller meta actually allows for more skill expression, who prepares better, who plays the strategy better and such. And I agree, some cards need to be banned, there's no denying on that, but powerful boards can be dealt with with the proper hand traps and interruption, or, make the big board useless with stuff Dark Ruler No More, Forbidden Droplet or Kaijus and Lava Golem. I have a whole guide about hand traps, board breakers and bunch of in-between cards, feel free to check it out on my profile.
For me, those long ass combos don't really matter, I don't get enjoyment from playing huge turn duels, or anything like that, for me, fun comes from making a decent deck and seeing it function and potentially win. If it doesn't win, I look back over the duel, see why, if it's misplays, I try to not repeat them, if it's bad ratios or stuff like that, change the cards. If I keep wishing I had a specific card instead of another, I swap around. That's how I get my fun, tinkering with stuff, making stuff that works and dealing with the problems that come out.
-Ok that is one hell of an insulting and unpolite way to put it, but go ahead, ill hear you regardless
-I disagree, if that was the case people would show more of these cards, more effort on different strategies instead of the 4/5 standard metas that just work by making your opponent unable to do anything, people keep using maxx and those decks because its easy, its brain dead, and people think it takes skill, it does not.
- I disagree, I am unable to progress on the pass on casual, I play casually with my friends and I have no issues, but if I want to play with someone else for progress or just for fun, that is were the issue lies. There are only 4 to 5 decks that are always used, because they are broken and op, over, and over, and over again. I understand playing to win. But when Millions of people play the same 4/5 decks with the same cards added over and over, there is something over powering about those cards that just make it baneable. Pot of greed, graceful charity and more came under the same ground and were properly banned. These are not and make the game dull, boring, repetitive and not fun at all. You can keep trying to make it seem like I want the old set up, but like I said many times, I do not. Its about the current state, and it is not only toxic but it has no reason to be. Like I also said before, I have no reason to use ash if maxx was properly banned like it should.
-I will never agree with this, the go play other games, its quite the insulting response for when you are trying to make a critic and a compelling list of issues given due to a bad decision when it comes to balancing the game in order to favor microtransactions. I said I was playing this game because my friends were playing it, I did not cared about the microtransaction, the amount of decks or any fake currency, anything of that. I wanted to play a games with my friends, and maybe play online if they are not around. I play mtg, I played other systems, but I will very well not allow anyone to tell me what to and what not to play just because they cant take a critic over a clear issue with something and are not willing to understand another point of view.
-I agree and disagree. I agree that this is the best program able to play the game, yes its pretty, its more polished and all that. I like it. Now were I disagree, It is not our fault there is no side deck, it is not our fault that there is no best of three, but it is because of maxx, those three cards that you mention and some others that I can tell you for sure. This game is nothing but consistency. I could play 10 games, they will be the same 4 to 5 decks and maybe!, very seldom maybe! i will see something else. And like I said many times, but keep just saying things I never said. I am not having an issue about loosing. I am having an issue about seen the same decks, the same cards, and every game, every time, every day. I see someone play a deck that does not allow the other player to do anything, maxx, ash and call of the grave. Over and over and over. You are wrong to say it has no consistency when its all people play on normal. And to ignore it is just being delusional apart of how insulting you had been. Loosing a duel means nothing here, yes, here and everyone. But also there is no excuses for things the game could had easily fixed, but does not for convenience. That people give this many excuses and make stuff up just to shut down an idea or a post that makes critic of something they do not agree.
-But that is the point, to have many cards, many builds, many possibilities. If you clear favor 4/5 you are not making it a card game based on options per setting/release. You would be mixing deliberately badly made cards that no one will use with cards that are clearly designed to reign over. This would not be a horrible idea, this would be a clear design flaw that other games do not have. Think MTG, when a new release/setting is out it compliments on cards previously released, and gives way more than just 5 more options for new decks, but makes other better, counters others and progresses the evolution of the game. If you do not, you are making it stagnant, which is what a lot of people feel about this game and why maxx is an issue.
-Well no but that is the fun of it, you do not know what you will fight against so make the best preparations you can, but if you can make the same for every deck, there is an issue. I dont think people should be afraid of having to deal with 10 or more different decks, its a card game after all, you shouldn't have so many people playing the same deck, there is something inherit wrong if there is not enough variety on a card game.
-I dont think I have ever seen ghost ogre and snow rabbit, ill have to check which one of them I could add to my usarctic deck
-Oh, no no, please excuse. I am not calling having 4/5 main decks as having no skill. They can be pretty complicated and fun to pull out. But the ones I am calling no skill are more like floo and king that just out right make the enemy unable to play or do nothing. Is that skill? not really, you are playing a card that stops everything. Its not fun to play against, and seen someone cocky saying they are the best with the best skill for playing that sort of things is what I believe to just be a no skill deck, you dont need skill just the card to be down to be on a lock down. Like that other lock down that made I think it was melodious unable to be targeted, unable to be damaged, unable to be removed, unable to everything, so just wait until the enemy kills you, this is what I dont think its fun or has any merit or skill.
-I can see that, I have fun just having a good back and fort with cards, the long summoning is more annoying than anything. If you have something in hand but cant use it, you have to confirm after every action, if not, you just wait there until they are done, but if you alt tab it makes you surrender. It is just boring when just playing cards should be fun
The thing about variety is, the more you have, the less skill is favored in favor of luck. Just being able to prepare for a deck doesn't mean you auto win, it means you don't auto lose it. Let's look at an example, say Gravekeeper's are as viable as Marincess, both are ♥♥♥♥♥♥ decks, but hey, w/e, Grabekeeper's simply kill Marincess, and it doesn't matter if you first or second. If GK goes first, I auto lose to their field spell, if they go 2nd, I'm losing the power boost Great Bubble Reef gets by banishing cards from my own GY, and if you get rid of her, I'm done, because while the deck relies on making a big beatstick protected by the field spell, if I can't use my GY, I lost.
Cool, in that GK v Marincess, I could pack quick play spell removal, ok, but then I would also need to pack cards that can deal with stuff like Banisher of Radiance or Jowgen, since Stun is also equally as viable, then I'd also need to make sure I can pack stuff to deal combo boards, as I'm really needing that Blue Tang to resolve, otherwise I can't do anything, but I also need to prepare anti-hand trap to deal with Dimension Shifter, and maybe some Mask of Restrict to remove the threat of Kaiju/Lava Golem because 8-Axis blind second is just as viable as everything else. Notice the problem? The more viable things, the less viable my deck is because I'm not winning by skill, I'm winning or losing by sheer luck of if I'm facing a deck I've been able to prepare for or one that I wasn't.
But, one thing that many don't mention, is that having a specific meta allows more room for rogue decks. You know what decks will be played the most, you know their weaknesses, and you can try to find a way to exploit it, awesome, now you can build your deck in accordance with that and you'll have a bigger shot at winning. That's creative deckbuilding, which is allowed by the smaller number of meta decks. Some decks, or even counter cards, are meta specific, right now something like Ghost Reaper & Winter Cherries can outright demolish meta decks like Adventure Combo, Adventure Tenyi, and others, simply by you having an Auroradon in your ED, if your opponent can't counter the Ghost Reaper, she'll take away your opponent's Auroradon, they can't do their flashy combos, and it's over.
You see, you're trying to be an innovator, face lots of stuff, try new stuff, etc, but, Yu-Gi-Oh doesn't allow a player to be an innovator until they were able to hone their knowledge of the game. You need to have a lot of knowledge on hows and whys and whats before you can start innovating. Lemme use some TCG examples, recently, Offerings to the Doomed became a mainstay card in certain decks, and that's a card as old as the game itself, being released in 2004. Someone else made good use of Psychic Lifetrancer, a card that never saw competitive play, or if it did, it was because there was better than an empty slot.
And you can't deny you don't have the knowledge, I mentioned Ghost Ogre, you said you never heard of her, so I'm probably sure you don't know who Ghost Reaper is either, selfish self plug again, how many of the cards in my guide do you know about? Beside Ash Blossom and Maxx "C", ofc. If you lack the knowhow, you can't innovate and make good decks, hell, you talked about Melodious as problematic, like, what? While cute, those gals are really bad, but since you don't know the out, you don't know how to deal with it and you think it's stronger than it actually is.
Again, while Maxx "C" and some other cards need to be banned, the situation is not as dire as people make it be.