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I haven't played enough to think I've solved the meta or anything, so it could be that something has emerged that dominates. If I had to guess, the best character is probably the white haired heptastar guy with the turn skipping card
I agree with Grixo though: 5 elements gets me very reliable top 4s and often can help you from making a TERRIBLE mistake because it 'signposts' what you should be building...but you also never really feel like you played a great game with no mistakes. Heptastar is complicated and it is so easy to completely screw your game up and end up last because the builds go in such wild directions and you need a keen understanding of when and how to pivot...but top players that have a good grasp on Heptastar can make it look oppressive. Cloud Sect is the simplest to play arguably but that also means simplest to counter, if you lose to Cloud it is normally that you had a good idea of what could counter it it is just too damn fast and you cant get the pieces online to deal with it in time.
Where do you see rankings and what they play?
balance what balance sword intent is super broken lets do 240+dmg tell me balance and most people play that stupid build
Thats the reason why you don´t see sword intent been used anymore at all if you get some ranks up.
Its a bit like Rock paper scissor, Those one Time hit Wonders counter Hyper defensive/Heal or Decks that want to play several full rounds, but get countered by most straight forward Damage Decks and some Chase.
Now, returning to my first point - 240 damage multihit. If you use a fully levelled Flow Cloud Chaos Sword (2x6) you need 38 Sword intent. If you use that one card that gives you Qi for each injured (1x5 at base level) you need 47 Sword intent. Assuming you use that card that doubles your Sword Intent at level 2, and the multihit is your last card in the sequence, you have 6 cards to generate either 19 or 24 sword intent (depending on which card you use). Most Sword Intent cards at max level give 4-5 sword intent, so it is sort of doable - except your post mentions that Qi Thing.
So, assuming the exhaust Qi card comes right after the multihit, you have 5 cards to rustle up 11~13 Qi and 19~24 Sword Intent. I'm pretty sure that's literally impossible.
On top of all of this, this entire build scenario assumes basically perfect RNG.
In conclusion, stop malding and figure out some counters. Sword Intent builds are very predictable. It's almost always have some method to disable the burst (card skip) or defend it (Guard up, good defence build) or simply out-DPS them. On most Sword Intent builds you basically have 5-6 free turns. They might shift the burst up a couple cards, but you can basically bet on taking almost no damage for the first 3 turns at least.
I mean the sword intent combo has to be played in a very specific Order to work and the most change you can do is put the all out attack, one space earlier, if you are sure its enough for your Enemy.
It´s like the Tutorial archetype for other Players, so they learn the basics of keeping Cards arround for countering Decks that otherwise would end you.
Red-hair guy is ugly, tho. Plus, you combat broken with broken, because he is just more OP.
The problem is unbalanced classes, much too high RNG vs skill component, and your success comes from finding Heartbroken Tune and Concentric Tune + your class card (guaranteed) + high chance of finding other debuff cards. Apparently noobs bashing with always the same build never gets boring.
Compare that to Tan Shuyan from the same sect who has only one crappy special card to pick, and it's easy to see Yan Chen has a vast advantage.
To add insult to injury, Tan Shuyan has to almost die to get one upgrade for her card, and only one upgrade is available. But then that card also doesn't do much, unless we are lucky with continuous healing card draws (needs 8 very rare cards to max). Now that determines her healing potential, the build she excels at, but healing builds are weak, slow, and RNG chances to perfect them are the lowest in the game.
Yao Ling, like Yan Cheng also has 3 special cards, and Jiang Ximing can attack 4 times in a row with enough RNG luck on card draw.
But all of them lose mid-game against a good max_hp damage elements combo, because that's broken. It's just not that obvious because of RNG obfuscating the results, and characters broken in different stages of the game.
Add to that someone losing 2 times is already outclassed, and cannon fodder for the rest of the game, ALT+F4 is the logical choice.
I think the last three fights I didn't even touch the deck, just absorbed it all or hit go.
I can't recall exactly what I'd mustered but it had to do with -4 max/current hp when playing an element? It wasn't just one 'thing' doing that though. I think I had a continuous and an echo formation along with a level-up selection compounding the effect.
Opponent guard up stacks were an ineffective speed bump because playing a card would proc the effect so many times (and do other damage/heal/def),
It was killing people in 4-5 turns. Some people were losing -0/0 and never even got to play an atk. 'Twas amazeballs.
Some people lasted longer. They had premium stuff, but it still just could not hold up. The bottom line... I'm not sure what could possibly deal damage or heal fast enough. It was like 4x -4 hp/max hp + other stuff all turns except the continuous and echo.
Nah.
No lie, my first 1st place finish was in ranked instead of casual and was a comeback from 1 destiny after probably 4-5 straight losses, then nothing but win.
Some builds can win in 4-5 turns, some just can't. If your opponent also wins in 4 turns you have to have more cultivation so you act first.