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To be honest, I hope everytime I leave mid match in the middle of someone playing their endless deck they get mad, its just boring to even play against those types, and once it gets to the point that you see the same deck 3 games in a row I just start alt tabbing and sitting there drawing out the timer, maybe play 1 card and hold a hand trap in my hand on their turn and not even pay attention to game.
Hope all those surrender victories on turn 1 and players like me afking on them ruin it for them.
I used exodia as my example as one I'm willing to sit through because at least those decks aren't every other match.
Yugioh as a whole has a serious issue with power creep, Swordsoul and DPE was bad enough but now you have Kashtira and other decks that make it look like peanuts by comparison. Unfortunately the only solution would be to either gut a large portion of the broken, overtuned archetypes or rework the game to discourage spamming multiple boss monsters.
Or you could unban Mystic Mine, but then all of the children that play this game would cry because they actually have to bring backrow removal.
As much as I like the game, it's unlikely it'll get better anytime soon with the amount of work the devs would have to put in and the community with a completely backwards view on "balance." It's the same kind of people that'd say Meta Knight in SSBB or Oddball in Goldeneye was balanced, and pretend that you're the problem for picking a character that's actually fun and well balanced.
While we're on the topic of balance, hand traps need erratas to have actual downsides. Making Ash discard itself and another card and Maxx C give the opponent 500-1000 health per draw would be incredibly minor drawbacks that'd make you have to actually think about using them.
Case and point:
i agree with the mystic mine part but side note, the mtg had similar problem with people doing long turns, they added two monsters sheoldred and orcish bowmasters, these monsters punish people for drawing cards, more you draw the more damage you take, it gets mitigated by helath gain but is still good to stop combo decks.
in ygo it would be actually better if there was hand trap that punish your opponent for special summons like 1 special summon = -2000 hp it would limit the moves players can perform per turn, while max c works in similar way to ensure more healthy game state, it doesnt really solve the core problems of endless turns.
Yeah that's a great idea, though it probably should be lowered to 200-500 hp.
So basically just throw that card on your opponent that force him to end turn so you next turn can special summon your whole extra deck cause opponent did not draw the same card to punish you ?
Sounds like a bad design really. You already got decks like Branded,BW and Red Eyes that does burn dmg to you for every move you do.
Plant decks also got a synchro monster that force you to pay 1000 lifepoint to summon non-plant monsters.
Also dont forget some decks are build to summon 3-4k beatsticks out of the thin air with only 1 card. Have fun playing againts those when you are forced to pay 2000 point for each summon.
Also because I didn't feel like it before I'll start to dismantle your flawed points.
Complaining about powercreep is a moot argument in most cases. Almost every game in some way shape or form that lasts for an incredibly long time suffers from some sort of powercreep. And in most cases those things can be fixed by redesigning characters from the ground up like League of Legends or by tweaking some numbers around because the games are self contained in their own bubble that can be easily adjusted. For a simulator based on a physical product, that's going to be even harder to do cause if you start retroactively ban/remove products that people paid for and then start selling them a worse alternative and even then cards that may seem useless now or powerful like in your own statement end up becoming irrelevant in the near future only for them to potentially gain relevance once again. Yugioh is not like other card games where they rely on rotations to sell more and trim the fat as, in my opinion I may add, Yugioh stands out in the fact we don't have those things. Although I will agree to some extent that more care should go into future releases
Also, Konami tried to limit how players special summon with how initially link monsters worked in MR4 and that in and of itself was so widely disliked by the community since it straight up hurt the game and many decks at the core which is why we now have MR5. If you can come up with a way to limit special summoning works that fits with the core gameplay that doesn't hurt or outright kill some decks with some arbitrary (You can only special summon X per turn.) You could try and implement a Legend system like how Rush Duel works but even then you could just play Rush Duel and if boss monsters are relegated to being 'Legends' then you are only going to see the same handful of them anyway.
While I won't argue that some decks come out of the gate swinging a little too hard, most of the time their power doesn't come from just the deck itself but with added additions from other archetypes. Swordsoul/Tenyi, Tribrigade/Zoodiac, Tearlament/Ishizu, Spright/literally anything level 2 (Toads, Live twin, etc.) What exactly do you gut out of these decks that when by themselves aren't a problem but when paired with other decks that the community sees synergy with do you start tearing apart these decks until they are no longer playable even by themselves?
Using Mystic Mine as an example is awful cause it an of itself was just an awfully designed card that was legal for far too long for how powerful it was. I have no defense for this card's release. But clearly cause you can't think outside of the box and look at the bigger picture, the meta and tools we the players have access to and are allowed to use (for example handtraps which have been present for a long time back in the day in the forms of Kuriboh, Honest and battle fader to name a few) cause there's no arbitrary restriction as it being restricted to a certain color allow us to handle a numerous amount of situations. Do I think some cards should be retrained? Most definitely. Maxx C is too powerful of a card by itself but any actual skilled player knows how to play around it or through it and sometimes as with the NATURE of card games, sometimes the cards you draw will not be in your favor and heavily in the favor of your opponent, this is not a Yugioh exclusive issue. But going back to my point, with the meta constantly shifting we are able to incorporate different hand traps to slow down our opponents, back when spright was the meta, no one was running nibiru, now that we are seeing less of it, it's seeing more play along with cards like droll and lock bird, with Lab out, if you are having trouble against the deck you may want to incorporate more backrow removal or if people aren't relying on backrow you
can use Dark Ruler No More. The meta shifts and it's up to you as a player to determine how you plan to adapt to it, if you want to just play your deck with no thought as to the forms of interruption or interaction or just plain not wanting to use these cards or have them used against you, the solo mode is right there.
There's no backwards view on balance. People play this game for a number of different reasons and the only reason it may seem backwards is because people like you and me can not agree on what would be considered "balance" for a card game of this magnitude. Not one change is going to make everybody happy and no one is blind to how powerful a certain deck is, that's what a meta is. You can not get rid of a meta and if everything is balanced to the point where it all just plays the same, what's the actual point? To achieve perfect balance is to make sure everything sticks to the status quo and plays the same and in your hypothetical points, if anything dares to break that status quo then it needs to be gutted instead of asking the players to get better and try new things to experience the game in a new way. For every "Meta Knight" there's a Ganondorf at the end in a community agreed upon list that says he is one of the worst characters, so should Ganondorf be as good as Meta Knight or do all characters have to be as bad as Ganondorf? This isn't even taking into consideration that a ganondorf main could potentially beat a meta knight player even if they have to try a little harder if the skills of the players involved are vastly different or the ganondorf player will have to practice and come up with different ways and strategies to compete against higher tiered opponents which in turn may make him higher on that tier list once found out.
I hope you see how flawed your points are. You are more than welcomed to be upset at the game but come up with actual ways to try and make the game better instead of insulting the community that actually finds enjoyment in it. Like I said at the start, get over yourself and think for a second about the bigger picture.
Like this, introducing new additions to the game that mixes things up. (Though I will say I think 700-1k per special summon would be a much more appropriate as most decks don't even care about life points so making them more conscious about the potential holes they may leave could be a better alternative. And even then that could give an unprecedented power boost to burn decks which in turn may have people consider running anti effect damage cards.)
Edit: Also adding this in, too often people keep wanting to take away from the game because they don't want to think or can't actually come up with things to add to the game to potentially make things better or easier. They just say some blanket statement as "remove overpowered cards" without actually defining what makes certain cards overpowered and shame strangers on the internet because the game isn't like in the anime or the video games where everyone has their own cool signature deck that nobody else plays that can go back and forth with each other. Do better, be better.
that's why bo1 is a joke, it's not the serious mode the game is intended for.
nibiru can do that on your opponent's turn, evenly matched can do that on your turn. Some decks would definitely run better with this card, but maybe they can add a new wording like "damage from this card does not stack with other effects". It would still depend on who counters whom, but that's is with card games, even if the luck involved is as little as 10%, it's still an important factor. the card would at least be good against decks with a winrate above 60% and would make the games more "balanced", since everyone would have access to such a card, not just limited few who happened to play the best deck in the game.
yes, this is surprisingly more and more an issue nowadays, as the summoning conditions of broken monsters become easier and easier.
i'm not saying this is definitive solution, but they will always print more and more powerful cards. So this is just a loose concept on how to improve the current state of a game to make it more enjoyable. Maybe it would hurt more than help, it's entirely possible.
People aren't upset they can't adapt, people are upset that people play broken, overtuned decks constantly and ruin the game for anyone that doesn't want to be forced to run those same broken cards and archetypes. News flash; a game where you're forced to run broken cards because everyone else is running them isn't balanced.
Power creep doesn't stop being a problem just because Konami is unable or unwilling to fix it, but congrats on using your head champ.
Make extra deck monsters only able to be summoned in the extra monster zone, if they get resummoned through an effect like reborn they can go in the main monster zone. That's it.
Oh, and reducing the turn time from 300 to 60-90 would help too.
The fact archetype specific boss monsters can be tossed in other archetypes is ridiculous in of itself, giving Baronne an errata to require Fleur Synchron and Spright extra deck monsters requiring Spright material would be a good start.
That same argument for hand traps being able to be played around (which they can't unless you happen to have an effect to get rid of or negate effects from the hand which are quite sparse) can be made about Mystic Mine, even more so since it has no protection in of itself and can be destroyed by MST, Dust Tornado, or literally any other spell or trap that can destroy backrow. I still find it laughable that people genuinely think that hand traps, which often have zero downsides, are balanced yet a field spell that affects whoever is ahead including yourself and can easily be destroyed is a problem. Now that's an actual skill issue lmao.
There's no backwards view on balance. People play this game for a number of different reasons and the only reason it may seem backwards is because people like you and me can not agree on what would be considered "balance" for a card game of this magnitude. Not one change is going to make everybody happy and no one is blind to how powerful a certain deck is, that's what a meta is.[/quote]
The issue is that people like you blindly defend blatantly broken cards with vapid excuses while the rest of us who see it for what it is have to put up with it. When was the last time you've seen someone play Monarchs? Obelisks? Hell, Utopia? Not the "Hurr I threw the wind Monarch in Floowandereeze!" ♥♥♥♥, actual Monarchs with Erebus, Thestalos, Delg, or Zaborg? Not recently I bet, it's the same garbage every game. Branded, Swordsoul, Bystial, Kashtira, etc etc. It's laughable people think the game is anything but an unbalanced trainwreck when yugioh has countless archetypes yet people always play the same few, funny how that works.
That's rich coming from the same person defending the status quo. No one is asking for perfect balance, it's naive to think any game can be perfectly balanced. People want the gap between newer, busted cards and archetypes and older, dated cards and archetypes to be closed enough where it's not a curbstomp.
Yeah Ganon can only beat Meta Knight if it's a better player, doesn't mean Ganon isn't bad. Way to miss the point that Meta Knight is just better than Ganon by arguing "Ackshually if the Meta Knight player sucks ♥♥♥♥ the Ganon could win!", doesn't change that the person playing Ganon needs to put in more effort and work than the person playing Meta Knight. Much like in yugioh where the person playing Elementsabers and the like are going to need to be better (and luckier due to how card games work) than the idiot playing Branded.
That's one of the many reasons I laugh at yugioh players who talk about "skill" when all they use is Sprights and ♥♥♥♥, the person playing balanced decks is infinitely better than the one playing meta decks because they beat you without relying on broken cards to win. They beat you by outplaying you, simple as that.
My points are only "flawed" to the mindless community that not only ignore but defend the issues like apes, I insult the community because I have nothing but disdain for the average yugioh player just like I do with any other fanbase that does the same. It's ironic you tell me to get over yourself and think about the bigger picture when your retorts are either completely missing the point I and others before me have said or have incredibly simple answers that anyone could come up with.
Like this, introducing new additions to the game that mixes things up. (Though I will say I think 700-1k per special summon would be a much more appropriate as most decks don't even care about life points so making them more conscious about the potential holes they may leave could be a better alternative. And even then that could give an unprecedented power boost to burn decks which in turn may have people consider running anti effect damage cards.)[/quote]
I was being generous with 200-500 because I was taking burn decks into consideration, but thanks for your "input".
What a load of garbage, people want the power of broken decks curbed specifically because they take away. It's asinine people like you that defend cards that are completely overtuned because they and you are small minded and want cheap, easy wins without any effort. People want overpowered cards gone because they promote a vacuous playstyle devoid of thought or strategy, something yugioh clearly lacks because of its playerbase hating anything that takes an ounce of thought to get past like Mystic Mine and applauding cards that can be used to promote playing like a neanderthal. You want "better"? Start with yourself.
Oh, and I like that "Do better, Be better." because it's a blanket statement often made by children like yourself who think they're right because they're so blinded by their own ego. A proverbial cherry on top of your retort lacking any amount of thought, reason, or capacity to consider balance in a nuanced way. You want my respect? You don't deserve any respect.