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Докладване на проблем с превода
Define "original".
1.Mulligan, both players on their own draw phase can return 1 card to deck & then draw 2.
2.Deck Split, instead of playing with one Deck you play with three, & can draw from anyone you want, each deck is now split 3 ways, Monster, Magic, Trap, thus allowing players to take advantage of high draw potential for the type of card you want to use, reducing RNG by a large factor requiring players to be more tactical, but you can still play a normal deck if desired.
3.Burn Out, you no longer lose if you deck out instead you can pay half your lifepts to reshuffle your deck/s & draw 1(you can do this at any point in the duel regardless of how many cards you have left), a new damage condition of Burn Out is now added which let's the turn player inflict damage to the other players lifepts equal to the number of cards they have more than the other player, so if you mill 20 cards from your opponent leaving them with 15 & you have 45, you can burn them for 30lp, same once you reshuffle your deck for half your lp you can burn the miller, either player can either skip their draw phase or discard a card to negate this burn.
4.Extra Deck is increased to 30 vs 15, pendulums can't be set on top unless under the new max, otherwise they go to the grave like a normal monster.
5.Life Exchange, any damage inflicted is dealt to you instead for the rest of the turn & you can now pay 1000LP to greyout one card or more(X1000lp)on the field making it unable to activate & disabling it's effects, the card can't be removed/destroyed/targeted until the start of the owners turn.(This only works on your own turn.) IF a persistence floodgate when it's effect returns all cards already on the field are immune to it.
ngl these are all beyond god awful ideas
To help fix this, they could just make it so a player's timer continues to decrease, and does not pause when cards are moving.
This would also help deck variation and give a higher skill floor to higher ranks.
But it would probably hurt Konami's profits.
Players already have too much power and consistency(particularly the player going first). That's what results in games ending in so few turns, and allows people to take 30-minute turns.
Allowing people to mulligan, or have a bigger ED would just be making the powercreep hole wider, making the issue worse.
with turn 1 and 2 having 30 seconds extra
would make the game faster and more fun to play and to watch
instead of 300 seconds each
This is the textbook example of "speaking but not communicating"
Only possibly viable way I've been able to think of has nothing to do with limiting Special Summons or mass-banning decades of card releases, both of those are stupid ideas that demonstrate a lack of understanding what the issues in the game actually are. That's before getting into the practical logistics of it. They already tried restricting special summoning before with MR4, remember. The backlash was so incredible talk of "killing the game" moved from hyperbole into actual possibility.
Instead, one very simple change to attack declaration, pulled from the earliest eras of the DM anime. Monsters cannot attack an opponent directly unless there's another effect that explicitly allows them to do so. Meaning stuff like Sky Striker Hayate or that one Lyralisc could hit directly, but no swinging with a Barone or Gigantic Spright unless it's running something over. One change and suddenly the battle phase matters a huge deal again, negate-spamming is no longer optimal because most also destroy the negated card and you need it to stick around to actually deal damage, and battle-related OTK's moving forward are gutted.
That's a lot of common complaints addressed in one simple master rule adjustment, hitting only toxic game mechanics and not decks directly. Hell, it directly helps some do-nothing decks like Gladiator Beasts and War-Rocks. More than a few cards could come off the banlist because their respective decks are no longer as oppressive, though a few monster-light ones like Sky Striker and Eldlich are likely to find themselves limited instead.
Bold assumption thinking it's a change I'd want. I just voiced the concept, because even with it's faults it's a much better idea than the typical fare of "only 5 SS a turn!" or whatever. A fresh idea to talk about at least.
Lots of effects stick tokens or monsters on your opponent's field. Lots of effects turn off or even invert effect damage into LP gain. These are existing outs to your concern without having to make an addendum, but here's a thought for one anyway: If a player controls no monsters during a standby phase, the turn player may declare direct attacks with any monsters they CURRENTLY control.