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When I first got Masters, I agree, the AI decks were strong. The new ones that is. So I had to adapt strategy to compensate.
Hooru is still the most reliable in beating Forge. However, the rest have realigned. Rakano, if you go control + a bit of aggro is now 2nd most reliable with Combrei Third.
https://www.reddit.com/r/EternalCardGame/comments/7odfjr/results_of_my_week_of_raredrafting_8_drafts/
Obviously depending on your luck and skill your results will vary. Draft the rares and legends make smart picks at common and uncommon and see how you do. Even if you do poorly with a sub 3 win draft you've done alright.
The only reason to not rare draft is if you hate the draft format (that it's not fun) or you're short on time, in which case fair enough.
As for Masters Forge it sucks, I'm still sour about my last defeat vs Natural Order at Masters it's a deck with Valk enforcer, Shelterwing rider, Nostrix, Harsh rule, Leave a Witness, Vanquish and Wisdom and Rimescale Draconis and other common and uncommon bombs. It can be beaten but it's a complete toss up on what they draw and in what sequence. Ie, You hope they Harsh rule their own Legendary Fliers and then draw nothing relevant for the next turns.
Like I proposed, make enemies way weaker, but increase entry Fee. Or let us have more losses, each loss decreasing enemy deck strength. I just hate not playing my deck I just built...
1. Flyers. Most times with Hooru you'll be offered quite a bit in the selection process.
2. Removal. Here is where you'll struggle as there's often not many worthwhile. Entrapment is now a good choice that comes up often.
3. Ground Units. Highly defensive ones. Pick a 2/3 over a 3/2 for example(except in some cases of course)Their job will be to get in hits when they can(rarely vs AI decks) and keep the AI on the defense.
4. Draw. I'm a big proponent of draw spells BUT NOT HERE. Get a very limited amount. Favors work fine. There are many AI decks you can defeat by letting them mill themselves out.
5. Aegis seems to just force the AI to waste spells getting rid of it. Lucky that Hooru has the most choices for Aegis units,eh?
6. Combat Tricks. Try and snag a couple. The AI will fall for them
7. Weapons. Here you have to be careful and not get too many, but a few can tell the difference in many matches.
I had a Hooru deck with about 8 flyers, 3 removal, 2 bodies to block ground 1/5 and 1/3 and 1 or two combat tricks, ♥♥♥♥♥♥ ones, but tricks nontheless. I got beaten by a Hooru deck that had better flyers and synergies with valkyrie. You are not talking to some useless pleb that never played Forge before. I did Forge for more than 100 hours and it's my favourite mode to play in. If you didn't notice the ramp up in difficulty since the new set dropped then you simply don't play enough Forge because I averaged 5 wins prior to dusk road and now have ♥♥♥♥♥♥ 3 wins average.
The new set introduced lots of synergy cards and you can't just say okay I go valkyrie and expect to get them offered. Forge decks have decreased in quality (less good drops/removal) and AI decks have improved (more synergy based). Those are FACTS!!! Anyone denying this simply does not play as much Forge as I do.
I've played over 60 forges since the last set dropped. You want to simply ♥♥♥♥♥ and not seek help? Fine.
But he is right, its not just a matter of what you pick, since the offers are random, sometimes you just are going to lose no matter what you do
I don't need help because I play Forge enough to know how it works. This is not a thread to seek help, it's a thread to point out a balance issue, and so far the majority of players that play Forge agree with me. I don't magically become 200% worse over night. The deck power increased for AI while the deck power of players decreased because the new uncommon/common cards of the set are synergy centric. The player can not build around valkyries or gunslingers because it's RNG if you get more of them. You can only pick stand alone good cards. The AI has highly effective synergy based decks on Master.