Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Ghojhiuz Jan 5, 2023 @ 6:51pm
Yugioh needs new rules.
Yugioh needs to create ways to prevent 1 extremely time consuming round, I had to wait a lot of minutes for the damn opponent to finish the first round, and then he left the duel, it became hell, we waited and never dueled, out of 30 duels none arrived by the third turn, this game is full of quick effects and archetypes formed purely from card searchers, practically nobody creates new decks and strategies it's always the same boring thing, I liked yugioh when there were no archetypes, the duelist was forced to assemble one unique strategic deck, currently all decks are a ctrl+C Ctrl+V, there are no more duels there is torture, no duel is satisfactory, because no duel develops over the turns, in the first turn the dueling bastard spends 30 cards in the first turn and prevents the opponent from playing, practically yugioh died.
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Showing 1-15 of 69 comments
aben WHY (VC Off) Jan 5, 2023 @ 6:58pm 
Yeah but then Yugioh will just be bootleg MTG. The CrAZy combos are what separating this card game from others.
HeraldOfOpera Jan 5, 2023 @ 7:37pm 
Yugioh SEVENS takes your premise and runs with it. It uses playground Yugioh house rules as most of its rules changes and then makes the in-universe inventor of the variant be a literal elementary-school kid for good measure.

Currently the physical cards are OCG-exclusive and the full reset to the cardpool was the only thing that could possibly have worked to undo the powercreep.
Yerc2 Jan 5, 2023 @ 9:14pm 
Gameplay keeps evolving to become simpler, easier, more accessible, with skill/knowledge contributing less and less.
That's pretty much the state of all games with powercreep that try to sell stuff though/ It's been the state of YGO for years.

While I also think the game would be better off if it didn't involve people taking 30-minute long turns, special summoning 20 monsters, all to stop their opponent from being able play-
And how the game had more skill, adaptive play, and was more enjoyable when the winner wasn't decided during the first turn-

I do not share your opinion of archetypes, and players making patchwork decks.
Given how MD is designed, it's pretty much impossible for them to realistically encourage people to make their own patchwork or non-meta decks. There's no incentive or good reason for players to do so.
If I want to use an archetype with cute cards, I'm gonna use them all! :D

Although, I think it would be super cool if they introduced a format where each player got like 20 random* cards, and they had to duel each other with decks that have those in them. If that makes any sense.
Deck variation and the pacing of the game would be awesome in a format like that.
1 rule solves 80% of problems, all effects are hard once per turn. Bam. Done.
Merilirem Jan 5, 2023 @ 9:31pm 
Originally posted by aben WHY (VC Off):
Yeah but then Yugioh will just be bootleg MTG. The CrAZy combos are what separating this card game from others.
More the lack of hard resource system. Other games have crazy combo's they just take time to build them up. In yugioh if you have the cards you can play them. Cards are the only real resource.
Last edited by Merilirem; Jan 5, 2023 @ 9:31pm
Arkew Von Greffer Jan 5, 2023 @ 11:41pm 
Master rule 6 : you can only use 1 omni negate and 1 handtraps per turn
Merilirem Jan 5, 2023 @ 11:45pm 
Originally posted by Arkew Von Greffer:
Master rule 6 : you can only use 1 omni negate and 1 handtraps per turn
That would be terrible. Omni negates are specific things to begin with so you would just be limiting people to using more specific negates and as for hand traps they would just play the most powerful. Also a hand trap isn't even a real term so good luck defining that one without murdering all monster effects that activate in hand. Not to mention Imperm rulings.

All in all its a mess that basically just kicks a bunch of non-meta decks in the teeth.
Dude, back in the old days peoplegeould only build "patchwork" decks if they were children with no money to their name or poor.

Otherwise, especially in events, everyone ran the exact same cards, because if you didn't, you'd auto lose.

There's more diversity now than ever.
Merilirem Jan 6, 2023 @ 1:31am 
Originally posted by C.C. アヌビス:
Dude, back in the old days peoplegeould only build "patchwork" decks if they were children with no money to their name or poor.

Otherwise, especially in events, everyone ran the exact same cards, because if you didn't, you'd auto lose.

There's more diversity now than ever.
I mean it depends what you mean by good old days. The game goes through phases and some are more open and budget than others. Patchwork decks can compete in some Meta's over the years but not at all during others. Not saying they had any advantage or would win just that the floor for competing wasn't always the same.
Shark Jan 6, 2023 @ 2:09am 
Originally posted by C.C. アヌビス:
Dude, back in the old days peoplegeould only build "patchwork" decks if they were children with no money to their name or poor.

Otherwise, especially in events, everyone ran the exact same cards, because if you didn't, you'd auto lose.

There's more diversity now than ever.
Honestly at this point im thinking its not exactly a generational problem of "boomers" as people like to call it and more people just not having played a comp based multiplayer yugioh game or going to irl stuff. I pretty much only played solo games for most my yugioh playtime. Which means i saw stuff like Qli in Arc V Tag Force and thought hey neat looks fun. While other people at that time had to deal with them at a comp lvl and saw them all the time. You dont really see the special summon spam or complete lockdown strats when playing against the ai except for some rare cases like Dorothy running friggin skill drain beatdown in GX Tag Force or i think it was Hose the random npc who just whooped my ass in a single turn.

So in other words i always had fun with Yugioh because i spent most my time playing the chill solo games not really knowing the horrors of the comp metagame. I wouldnt go as far as saying i hate the way the game is played here but i'd still much prefer a new solo game. In general that whole comp atmosphere in games is not really for me probably partly thx to anxiety. I think they could solve the problem for atleast alot of people with complaints by just releasing a paid casual solo game with optional multiplayer again. The only options for casual play rn are Duel Links which lets be real is a complete mess with constant error messages and a lets say "not so generous" monetization that makes it hard to build alot of decks especially since tech cards are scattered all over the boxes or Link Evolution. And another lets be real that game is a buggy mess with completely uninspired solo content and a buggy matchmaker which the game has since its previous installment that makes it super hard to find random people to play with even on release. Like trying to play through the Vrains duels had about a 50ish percent chance that the game would freeze and they never fixed that.

So yea i think its about time Komoney gives the right for Yugioh video games to another company:cleanseal:
Originally posted by Merilirem:
Originally posted by Arkew Von Greffer:
Master rule 6 : you can only use 1 omni negate and 1 handtraps per turn
That would be terrible. Omni negates are specific things to begin with so you would just be limiting people to using more specific negates and as for hand traps they would just play the most powerful. Also a hand trap isn't even a real term so good luck defining that one without murdering all monster effects that activate in hand. Not to mention Imperm rulings.

All in all its a mess that basically just kicks a bunch of non-meta decks in the teeth.

for handtraps i would define card in hand who can be used for negate/nulifying an effect
Originally posted by Arkew Von Greffer:
Originally posted by Merilirem:
That would be terrible. Omni negates are specific things to begin with so you would just be limiting people to using more specific negates and as for hand traps they would just play the most powerful. Also a hand trap isn't even a real term so good luck defining that one without murdering all monster effects that activate in hand. Not to mention Imperm rulings.

All in all its a mess that basically just kicks a bunch of non-meta decks in the teeth.

for handtraps i would define card in hand who can be used for negate/nulifying an effect

So by that definition and limitation, I can still use Maxx "C", D.D. Crow and Ash in the same turn.
yep
HeraldOfOpera Jan 6, 2023 @ 7:59am 
Originally posted by Arkew Von Greffer:
yep
As was pointed out, there are only two meta cards that meet your requirements and one of them is only meta because it counters Maxx "C" specifically. (We know this because TCG players are, dependent on deck, willing to abandon handtraps entirely in favor of board breakers)
DeathDweller Jan 6, 2023 @ 8:28am 
2 minutes official timer per turn will solve most of the problems. It will kill long combo decks? Yes and it should, no game should have this cancer anyway. They will learn to adapt by changing cards and strategy, they won't end up on a 5 monster negate board turn 1, they'll be forced to build up defense and offense turn by turn, as it was intended before they appeared.
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Date Posted: Jan 5, 2023 @ 6:51pm
Posts: 69