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And forgot to say that's why the banlist is completly trash in this format
Also, there's not a single card in the game that's been banned yet. They've all been either limited or semi-limited. Fur Hire was very much in that boat of "cards that can take you out in one turn", and their nerf was warranted. As it stands right now, this is a meta where a lot of decks can be competitive and make it very far into ranked as long as you're smart/lucky about your opponent's backrow.
I know it sucks when your favorite strong deck takes a hit to its consistency, though.
And that has to deal with Konami putting in stupid restrictions onto ace cards in addition to not thinking ahead on certain card releases (Treacherous Trap Hole anyone?)
Yes, because we totally want a reboot of the Chaos meta am I right? You know, when everyone and their grandmother nuked fields with CED and banished your stuff with BLS/Sorcerer? Old metas were even more monotonous than DL, let's not kid ourselves.
Also EVERY summon type after Fusion? So no Rituals either? Harsh.
- RA -
Rituals were in the game same time as Fusions. There was a time when the two top of the line monsters were Black Luster Solder (Ritual) and BEWD. Then more stuff came out and they were eventually power creeped out.
Wrong:
Fusion: Introduced in LOB.
Ritual: Introduced in MRL/SRL.
- RA -
Because they've been so selective many archetypes are viable, when in the normal tcg they are not.
The summoning system is fine until XYZ really, when monsters don't have levels and half of the cards don't effect them.
it's really annoying to see this: move yugioh back to season 1 meme. A meta were spirit of kindness and water omantics would be viable cards. The only reason you would add luster soldier to your deck is not for ritual, but for fusion.
Problem 2: no cards are limited on release. Limitations to cards that have little to no responding threats SHOULD BE LIMITED. Enemy controller should have been limited early on, archtypes with little to no answers should be limited on release like Vampire Takeover, Fur-hire Wiz, just to name a few. If you are complaining about the limited list, then you literally have no idea how competition works.
Problem 3: rank is a joke. Climbing the ranks is entirely bassed on win streak, so any maniac with a 30 card deck can luck into a couple of winstreaks and get into a higher rank than they should, which literally ruins games for everyone else because there is nothing to be learned from playing against these people. On top of ALWAYS takeing as long as possible to complete turns because they have to read every single card since they have zero knowledge of the game/meta.
Problem 4: Konami looked at the statistics of their game, and realized if they reduced the ammount of gems obtainable at any given time by at least 30%, it will increase pack sales exponentially as they add more and more card boxes. It is to the point where Konami is literally releaseing 3 boxes a month.. And still decreasing the ammount of obtainable gems.
For the record I have nothing against people playing casually and messing around with random decks. The issue is that ranked is designed to give you free ranks, to make you feel good. It's not a ladder, it's not an intense stratigical leveling system. You managed to win 3 games in a row because your oppenents happened to have poor draws? Guess you go up in rank. Nothing is worth the time until Legend. At legend everyone is actually trying to reach King of Games, so they actually try, making it actually competitive. Everything before Legend, and even KOG, is pointless to play if you want serious games
Literally all this game needs is a weekly tournament where the game creates brackets bassed on your PvP stats, and has a small 1v1 format with groups of, say, 20 people at a time. Top 3 players get 500 gems. Incredibly easy to do, but that would take effort, time, and money. Konami doesn't like spending money, and they OBVIOUSLY don't want to support the community so.. this game is kindof a joke. It's like H1Z1, everyone is playing it because there is absolutely nothing else. (and konami knows this, which is why they are sucking as much money as possible, like most mobile games)
Eh. There's really no easy way around this. This seems like an inherent problem you might have with the game of Yu-Gi-Oh, not just Duel Links, because depending on the deck a person's running, turns would naturally take much longer in the standard format. There are situations where people need to take time to consider what their options are, what their opponent's options are, how they can win, etc. Especially when you're running decks that have the potential to juggle resources between the hand, the field, the deck, the graveyard, and even the banish pile (i.e. Spellbooks and Paleozoics). Decks with a learning curve and a more complex playstyle aren't always fun to play against, especially when you're playing against someone who's not used to their new deck just yet. But how are those people going to get better unless they fumble a little bit and realize what works and what doesn't? None of us were born with incredible card sense.
There is absolutely no way for Konami to know what does and doesn't have reasonable answers until they're played for a while in-game. Things like Pot of Greed, Raigeki, Harpy's Feather Duster, that are obviously easy to play, hard to counter, and not at all detrimental to the person who plays them, are easy; they'll just never be released in-game. But things like the Bamboo engine, Sylvans, and Fur Hire, aren't as simple. It is totally unfeasible for Konami to playtest every single card they release against every single potential counter against them that's currently in the game and then decide based on those impossible playtesting standards what is and isn't "too good" to release unlimited. That's why they have the playerbase do it for them by looking at what's successful in ranked over several seasons, analyzing WHY they're successful, deliberating, and deciding what to do with them.
Jesus Christ, dude... How do you expect people who are just starting the game and aren't good at it yet to gain knowledge of the game and the meta? Reading guides and watching other people play doesn't cut it. No one starts playing Yu-Gi-Oh with perfect knowledge of the meta and the cards available. At one point in time, you were the same stupid little autismo that you're currently trying to belittle. No one was born good at this game, and playing the game is the best way to get better. Get over yourself.
Also, I'm not sure what there is to do about the fact that the only way you can rise in ranks is by winning. Spin it however you want, but winning several times and losing almost none of the time will always be what it comes down to when you're trying to shoot for the highest rank. At some point, those thirty card decks fall off completely, because by the time they reach gold, players start to realize that no amount of luck with a 30 card deck will beat a well-constructed 20-card deck once they start losing consistently and are unable to break into Plat.
Also, three wins in a row only brings a player up to the next tier in the rank. Getting from one rank to the next (i.e Gold 1 to Plat 1) requires 15 wins in a row or a net +15. A win gives +1, and as far as I remember, a loss in Gold is -1, a loss in Plat is -1.5, and a loss in Legend is -2. Keep that in mind.
The ♥♥♥♥ are you talking about...? Box releases have ALWAYS been 3-4 weeks apart. Where are you getting these 30% reduction numbers from? We're currently in an event that gives gems just about every day, in increasing amounts. There's over 100k free gems obtainable through leveling. The only thing I can think of that you might be talking about is the fact that all the 5D's characters so far have been released at level 30 and not level 45, which IS odd (and it's not a 30% decrease in gem gain. 5D's characters actually give 1/3 the amount of gems that other characters do, but that's still 6000 free gems that weren't available before they were released). The only thing I can think they'd be doing is spacing out the level cap increases so there's more to look forward to, and players can use the gems from those level cap increases on newer boxes that might come out and be stronger, rather than blowing their entire gem load on today's meta, when tomorrow's meta could be stronger and leave them empty. But aside from that, players can still obtain the same amount of gems from all the other sources that they always could, there's been no other "reductions".
You're speaking from the high horse of a player who's currently in Legend and no longer has to be a part of whatever's going on down in Rookie, Bronze, and Silver. Literally, what you're saying here is "Ranked is a ♥♥♥♥♥♥ and useless part of the game, until you get on MY level. Once you're as good as I am, then it magically stops being bad, and actually becomes a competitive environment." If you're a Legend-level player who's as good as other Legend-level players, then Legend is your competitive environment. If you're a Silver-level player who's still learning, but doesn't quite have the cards or the skill of better players yet, Silver is your competitive environment, until you get good enough to be in Gold, then Platinum, etc.
Huh. That sounds a lot like rewarding players for a winstreak. :thinking: What's the difference between rewarding a player by promoting them from one tier in a rank to another tier in the SAME rank for a winstreak, and rewaring a player with 500 gems for a winstreak?