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Een vertaalprobleem melden
Also I would start with an ED full of cards like Gate Guardian, ritual monsters and Horus lv8 who shouldn't be in the main deck to begin with.
Rikka Konkon, Tearlaments Havnis, Naturia Molecricket, Incredible Ecclesia, the Virtuous, those are all good examples of good going 2nd cards.
If they remove the busted going 2nd cards such as Evenly Matched, Maxx "C", etc, where "draw the out" isn't needed on both sides, and make some good going 2nd cards, the game would be in a much better state.
Those new cards aren't even make your deck super OP or anything ( such as bystial in dragon link), but rather make it more playable if you got turn 2 nightmare, or getting Dark ruler no more by the very next turn.
TBH even my dragunity line up would be more OP since it include buster - lock, but getting turn 2 would be a nightmare.
The banlist still a disaster tho,
Lies, everyone complains about how much card text there is. Especially on pendulum cards. Also there's always been different themes and art styles. It's so bad that a lotof players specialy newer ones would rather scoop then sit and read to figure out what's going on. Helps propagate the Yugiho players don read meme lol.
It's fun when I get interrupted or negated for sure bro... But it can be fun to build decks sometimes, I'll give you that. Altho a lot of deck are invalidated by Bystial now so It feels like there a lot less viable deck that be made.
Not true, 90% of the time if the opponent ever get any kind of momentum on you it feel hopeless and better just too scoop and go next next. Only time maybe that's true if you running a going 2nd deck. But going 2nd deck suck in master duel for sure because going 1st and setting up a unstoppable bored is more proven consistent way to win in yugigo.
I like the concept of Exorcist Nuns for sure but anyone that plays against this deck sure ain't having fun. The multiple quick effect banish if you didn't draw a out is unfair. I usually just roll my eyes when I run in to this deck and go next. Not fun...
The interactions are the other most distinctive aspect. After the goat era, people developed so many janky ideas for decks and those only went further and further off the deep end since then. By this point, archetypes guide them in a certain direction but it definitely allows for even more creativity with how many generic options exist. Magic the gathering also has some crazy stuff possible with their cards, but I feel like they are different levels of crazy. There's a reason this game is the one infamous for long card text and complicated rulings, and it absolutely is exciting when you go through five layers of interactions to finally break a board.
The pacing is a hit or miss, it is fun to play midrange decks that can recover from a board wipe but the momentum swings can get out of hand at different power levels. This would be more of a specific level than any general game idea, but some decks just get way too much advantage out of a single card. It can get frustrating to be in a top deck war and suddenly one normal summon ends on a full board through disruption
just pray u win the coin flip :P
Simultaneous turns is far superior because it becomes how the game is played. You don't just add cards to deal with situations. You build a deck that can deal with situations on both turns. It inherently stops those big boards from being an issue unless you brick.
Like how exactly do you make better going second cards that aren't just making us have Simulturns anyway?
Even though it's shifted away from a TCG with strategy and player interaction, it's still a pretty decent gacha/collecting game.
Since they've abandoned the concept of making a balanced card game with more than a few viable decks at a time, it is kind of strange that they haven't put more effort into getting the lore and story out there on display.
Some of the archetypes have pretty neat stories outright, or through theorising.
In terms of gameplay. the newer mechanics and gimmicks are neat in concept, and they would be more enjoyable if the game wasn't experiencing as much powercreep as it is.
Even though the gameplay has pretty much devolved into a coinflip simulator with next to no player interaction, it is still able to keep my attention, and I am still able to find some fun in playing it.
As glaring as the flaws are in this game, I still prefer to play it over other card-based games.
As for this mostly agree except card design is still mixed I feel like sometimes they are going in a good direction at least until a nice looking cliff appears and I really can't agree on exosisters I will never see the appeal of a one note deck like that because I don't see girl and lose all rational thought.
You don't need to do setups on your opponents turn but you DO need your deck to be inherently capable of playing at all times. This was done with traps and flips at first. Then hand traps went beyond Kuribo when normal traps and flips became too slow and vulnerable. The game either has to go find a stage of itself where the power and ability to end the game in any sense before both players have had a few turns is nonexistent outside a gimmick deck or it has to move on to its natural evolution which is the ability to play cards on your opponents turn without sacrificing combo potential. Stuff like Havnis or cards that simply have 2 effects. Like say a monster that was a hand trap like imperm but also special summoned itself if you had nothing on field. So on your turn its a body of board but on the enemy turn its a combo breaker.
The current middle-ground state we exist in now is not at all a good compromise. People that think the game is a coin flip for instance don't realize there are 2-3 very different types of Yugioh coexisting. The low powered 2005 style with flips n traps and monsters only on your own turn. The mid range with all sorts of hand traps and specialized outs to unbreakable boards which can completely win on turn 1 if you don't stop them because OTKing is easy enough you won't make it turn 3. Then there is the Tear/Floo type of Yugioh where both players fight it out on every turn. The second one is the worst imo because its way too yes/no while 1 and 3 are so different in approach to the same goal of playing together that they can't coexist without 1 becoming 3. 1 becoming 3 being something like Eldlich getting Havnis effects.