Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Adorable, and I didn't thought you could get lower than you already did so far....
Where do I need to place the expectation bar for you people to no longer manage to reach underneath it? At the bottom of the Mariana Trench?
Also, I know this will trigger you, but modern Yu-Gi-Oh has the highest amount of skill expression the game ever had, sure, that's less accentuated in DL because we don't have as many good cards as we need right now, but that's the truth. Whoever thinks that Caveman Yu-Gi-Oh had more skill expression is just deluding themselves, then again, can't stop those with delusions of grandeur.
And while yes, I agree that the meta needs a small shift, it should be done by giving us better cards like Ash.
Traps are slow, because you start with one less card. Here's 2 examples from the TCG to properly explain it: Book of Moon and Upstart Goblin. Book of Moon is a quick-play spell that puts a monster on the field in facedown, it's limited, because it's too good, while Paleozoic Canadia, the trap equivalent of Book of Moon is barely played, mostly (if at all) used in Frog decks. Upstart Gobling is a Draw 1 spell card that gives your opponent 1000 LP as well, it's limited, while Jar of Greed, it's trap equivalent never sees play.
Traps are slow because you start with 1 less card in your hand, as you can't use them, so they either need overpowered effects or be handtraps.
No, we need Ash.
Veiler is nice, Ghost Ogre is ok, but we need Ash.
Almost all searches bar Magician's Rod are done by spell cards. Veiler does nothing against spells, and Ogre is also useless against them, because the spell card needs to be already on the field when the effect is used, so chaining it to the activation does nothing.
As to BE alternative dragon, yes it's a very easy special summon but the card isn't really in the game, it's locked behind a character skill, and even then can only be summoned onto the field. Yes the opponent can return it to the hand, or you can add it back from the GY to your hand with an effect, but the fact that it takes that much work to get it back to your hand for the easy summon means it's not really toxic/problematic IMO.
It's true that dueling the same small pool of P2W decks can become dull, but that hasn't really been my experience recently due to the variety of rouge decks. I think the game is pretty F2P friendly, except at the most competitive level (the next stage of the KC for example). One of the most powerful and commonly played decks currently in the game (Shiranui) is very F2P.
I'd love to see changes to the ranked system as you suggest. Basically ANYTHING other than the stale tedious mess we have atm. If you hit KOG one month you start the next month at Plat 6, so after a few duels you're just back to sweaty Legends again, which makes it difficult to test out new or experimental decks, and then once you hit KOG there's basically nothing to do.
But its much slower and can be negated. Nav's graveyard effect cannot be (believe me, I've tried with counter-traps) so essentially, its uncounterable and thats the issue I have with it. Plus its overloaded.
Chaos Hunter? A F2P card.
As long as she's on the field, the opponent can't banish cards, if they can't banish Navigation, they can't use the negation effect, and since they can't banish, they can't use Circle on her either.
It's true TTH can be used in any deck as not tied to an archetype which makes it a great staple for Duel Links, but in my opinion/experience, Overflow is a MUCH better card.
Treacherous - it targets, can't be searched, semi-limited, only targets monsters, usually can't be used more than once per duel (unless you have means to remove the first copy from your GY, or you activate the first copy in response to Cosmic etc. but very unusual to use more than once per duel)
Cybernetic - non-targeting destruction making it difficult to respond to, can be easily searched with Core, destroys monsters and spell/traps, not limited and no restrictions so pretty easy to pull off 3 times in a duel. As a bonus you get a deck search if it's destroyed (whereas if treach is destroyed you now have a trap in the GY, making your 2nd copy a dead card)
As you say it requires a little set up, yet remains a very common early game play for CD players, especially since they can use materials from field, hand and GY (plus the variety of monsters treated as CD, and the skill that spawns them).
Also banishing the materials is hardly a cost as the quickplay fusion spell uses banished materials, a common play being to activate it in the end phase of the turn they use Overflow to wipe out any backrow you may have remaining with Rampage dragon.
So while it's archetype specific, Overflow is just way more powerful.