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I don't mind restrictions, I just don't believe stopping your opponent completely is fun. And before I know who interjects, yes on the opposite end when people make a board with 4-5 negates + hand traps, that's just as bad if not arguably worse.
Whether it's fun or not is rather irrelevant, as the point here is to climb a ranked ladder by beating your opponents. Aside from that one objective goal, everybody else has fun differently in subjective ways that you can not speak on. Some people see a superheavy 4-negate board and get frustrated with the game, others see that as the fun part of the game where they are playing a puzzle trying to figure out how to break that board with the resources they drew.
The only real argument against them is that especially in a best of 1 format, they are extremely sacky and boil down to "did you draw the out". While that sucks, it's not that different from the rest of the game here. If your opponent scales wakaushi and you don't have a droll or maxx c or board breakers in hand, you can just save yourself time and surrender on the spot there. That's just the nature of this game while it remains as only a best of 1 format, and they've done a fair job addressing it by limiting most of the biggest offender floodgates. At that point, if they get lucky and draw the 1-of, they should be rewarded with at least a chance for it to win the game, in the same way a branded player gets rewarded for opening aluber to bait out interruptions while already having the fusion in hand
I have also wondered if negates should exist. Really just anything that stops plays is questionable. Its far better to have plays happen and just interrupt them then to not have them happen at all. Like popping monsters they need or even stopping them by removing targets which effectively negates but is actually a lot more interesting when put into practice.
I think there is a line for both floodgate effects and negates but we have certainly passed it when stun does nothing but flip and pray and people make 6 negate boards with more negates in hand.
The real issue is when games are one-sided, and on the flip side they tend to be fun when it swings both ways and neither player feels out of it until the end. This is something that can and does still happen at all levels of play, through floodgates and through negates. Yugioh in general has a very hard time making that happen consistently because of just how varied the card pool is, and MD having a best of one format exacerbates that issue, but most individual cards or types of cards are just the scapegoats people point to because that's what they lost to. You wouldn't be nearly as frustrated with the baronne or the skill drain if you didn't lose to it, and that's what it usually comes down to, and something people really need to learn to deal with in a zero-sum game with so much luck involved
You need to separate the whiners from the actual players. This includes the ones whining about losing who just want to whine and actually had fun. The whining itself needs to be ignored because it doesn't matter. Even the best game will have people whining about something.
From a design standpoint is has been proven time and time again that doing stuff is more fun than being told you can't do stuff. Its just a matter of figuring out where the lines are. Floodgates I think as a whole have gone over that line.
I understand that people can strip away everything that's fun in a game because they are salty. Which is why such people make poor banlists. However that doesn't mean everything is ok. Some things are just not as much fun. You can still enable the same style of play without floodgates and it generally results in more interaction.
Ok it just occurred to me that maybe we should speak about the different types of action. That being Interaction between players and actions taken by said players. Because floodgates and negates might be interaction but they shut down actions. That's the key point of this. Its about players playing enough to be fun without going into the extreme territory of a 20 minute combo deck that might not even be good. Floodgates sit on one end and stuff like Shiranui sits on the other end. What you want is both players doing something while trying to interact with what the opponent is doing in somewhat equal measure.
You don't want one player unable to take actions.
You don't want one playing being required to take too many actions.
You don't want one player having to stop 20+ actions with 1-2 action. ( AKA the required hand trap issue. To be clear this is only a problem when its a must. Nothing wrong with disrupting a combo, you just shouldn't need to do so turn 1 or get locked out entirely.)
What you do want is both players taking similar numbers of actions and no single action being the one that ends the game. By that I mean something that on its own demands an answer or it decides the game right then and there. It wasn't the players playing together, it was just one card asking if you can win or not. Not the end goal of a combo, but something that tips the scales so far one side may as well surrender.
Do you understand what I have said so far? If there is anything you disagree with or I made a mistake on you can say it now before this conversation can decide to continue or not.
The flood.
Basically the same reason Maxx C doesn't really stop combo decks.
The only one defending floodgates made a very short comment. Also Runick isn't even a floodgate archetype. It just gets paired with them because it meshes well. Runick itself only floodgates itself.