<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title><![CDATA[Urban-Rivals - Message Board - Strategy and Tactics: ELO Mode: The Deciding Rounds]]></title><link><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></link><description><![CDATA[Urban Rivals, fight, level up, trade.]]></description><ttl>40</ttl><language>en</language><lastBuildDate>Tue, 27 Nov 2012 02:48:45 GMT</lastBuildDate><item><title><![CDATA[LoA Fine]]></title><pubDate>Tue, 27 Nov 2012 02:48:45 GMT</pubDate><description><![CDATA[Oh weak. My phone sent half my message. That'll teach me for using the iPhone forum browser :[]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (LoA Fine)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[LoA Fine]]></title><pubDate>Tue, 27 Nov 2012 01:58:19 GMT</pubDate><description><![CDATA[Interesting points. I think there are a main thing that has been driving the luck bar higher over the years is the increased prevelance and reliance on late game monsters, those cards with both high winablitiyy<br />
<br />
First the increase in life a while back has made poison and heal into very high life sep abilities.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (LoA Fine)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[KitsuneKatsumi]]></title><pubDate>Sun, 25 Nov 2012 13:53:11 GMT</pubDate><description><![CDATA[I don't have the internet connection to play regularly anymore and you know life<br />
<br />
Some of the changes have also affected how the market behaves recently this is also trends with some power creep in recent releases<br />
<br />
I'm not sure how I feel about some of this yet]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (KitsuneKatsumi)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[0 SuB 0]]></title><pubDate>Sun, 18 Nov 2012 05:30:59 GMT</pubDate><description><![CDATA[SubclavianHoA is right, I've noticed the &amp;quot;low&amp;quot; amount of the Jackpot the previous week too.<br />
<br />
The <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> format is ugly and less funny now, add this to the lack of good prizes some weeks and the time/effort that you need to reach a good score.<br />
<a href="http://www.urban-rivals.com/game/rules.php?show=elo">Elo</a>: 12 cr's per week (3 to 40 hours/cr)<br />
Dt's: 70 cr's per week (hour/cr every day, max. 2)<br />
<br />
<a class="clanLink clanID_43" href="/characters/list.php?show=43">Jungo</a> weeks, <a class="clanLink clanID_40" href="/characters/list.php?show=40">Freaks</a> weeks, <a class="clanLink clanID_29" href="/characters/list.php?show=29">Roots</a>/<a class="clanLink clanID_33" href="/characters/list.php?show=33">Sentinel</a> weeks... and with <a class="clanLink clanID_32" href="/characters/list.php?show=32">GHEIST</a> always around (if you win all your 50% you can reach the top easily with them), this week people banned <a href="http://www.urban-rivals.com/characters/?id_perso=627" class="characterLink characterID_627">Askai</a> and <a href="http://www.urban-rivals.com/characters/?id_perso=917" class="characterLink characterID_917">Troompah</a>, meanwhile, other people were saving <a href="http://www.urban-rivals.com/characters/?id_perso=681" class="characterLink characterID_681">Bogdan</a> just to play against the <a class="clanLink clanID_43" href="/characters/list.php?show=43">Jungo</a> (they were a plague these previous weeks).<br />
<br />
<a class="clanLink clanID_40" href="/characters/list.php?show=40">Freaks</a> are too good, you can win the game just winning the first round, you must guess it well (from 0 to 10 pillz).<br />
<a class="clanLink clanID_43" href="/characters/list.php?show=43">Jungo</a> are too dangerous (to win with <a href="http://www.urban-rivals.com/characters/?id_perso=627" class="characterLink characterID_627">Askai</a> or <a href="http://www.urban-rivals.com/characters/?id_perso=917" class="characterLink characterID_917">Troompah</a> is half of the work, you just need to win other round).<br />
These are just a few examples.<br />
<br />
Is it strategic? sure.<br />
Good players will be always there, they minimize the randomness playing a lot of hours, if you could put any limit about the time that you play the unfair weeks, you would see a lot of new people reaching top 100 (and a ton of presets saying &amp;quot;hey, my first top 100 with mono-<a class="clanLink clanID_43" href="/characters/list.php?show=43">Jungo</a>, I'm really good!... change <a href="http://www.urban-rivals.com/characters/?id_perso=586" class="characterLink characterID_586">Kreen Cr</a> to <a href="http://www.urban-rivals.com/characters/?id_perso=627" class="characterLink characterID_627">Askai</a>&amp;quot<link href="http://s.ccdn.ur-img.com/css/sprites/smileys.css?v=1318423583" rel="stylesheet" type="text/css"/><br />
<span class="sprite-smileys mini1_wink iepng"></span>.<br />
<br />
Now, I should suggest some ideas to improve it, but I'm a mere player and I will adapt as always, I know this is not my war.<br />
<br />
Right now, <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> is the easiest way to earn 10 credits every week, we would say thanks to the staff about this fact.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (0 SuB 0)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[AsianRepublic]]></title><pubDate>Sun, 18 Nov 2012 05:06:10 GMT</pubDate><description><![CDATA[Lack of incentive? I play DM all day and I get nothing. <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a>, you get everything.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (AsianRepublic)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[ghelas]]></title><pubDate>Sun, 18 Nov 2012 04:31:49 GMT</pubDate><description><![CDATA[I think the biggest issue with <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> is the lack of incentive.<br />
<br />
Top 100 is almost entirely for bragging rights.<br />
<br />
12 CRs are given away within the Top 100 -- that means your odds of winning a CR for a week's worth of work are pretty low... Even if you do a great job. I have seen frustrated players with 7 or 8 or even more Top 100s, and no CR win (and until pretty recently I was one of them! The humanity!!) Unless you can make Top 100 on a very regular basis, you simply do not stand to profit much.<br />
<br />
Now that you have a smaller but much more frequent chance to obtain a CR through DT play, combined with being able to win not 1 but 2 credits per hour through DT, it's a no-brainer for anyone who's playing just to expand their collection.<br />
<br />
IMO that's all there is to it. ELO's current reward payout is given almost entirely in player pride, rather than tangible benefits.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (ghelas)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[subclavianHoA]]></title><pubDate>Sun, 18 Nov 2012 02:17:22 GMT</pubDate><description><![CDATA[@ghelas:<br />
There are obviously not enough happy players as only 9880 people participated in <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> last week:<br />
<br />
 Kate, Monday 12/11, 09:02<br />
Hello subclavianHoA,<br />
You took part in the latest <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> tournament. Here are your results:<br />
You finished 293rd out of 9880 players with <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> 1316.<br />
The winner reached <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> 1501 and the Jackpot was 1977253 Clintz.<br />
<br />
That is down drastically compared to just 10 months ago:<br />
<br />
Kate, Monday 23/01, 09:08<br />
Hello subclavianHoA,<br />
You took part in the latest <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> tournament. Here are your results:<br />
You finished 871st out of 13441 players with <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> 1309.<br />
The winner reached <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> 1504 and the Jackpot was 2967441 Clintz.<br />
<br />
Both weeks happened during the school year outside of special holidays, so seasonal variations can't be blamed. And I  remember a time (before the 14-life change and exclusion from DT), when <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> participation regularly broke 18k and the jackpot reached 3mil+. It's not just old players shouting at clouds, the decline of <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> is very real and some sort of change is needed to break the trend.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (subclavianHoA)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wasteroftime]]></title><pubDate>Sun, 18 Nov 2012 02:00:08 GMT</pubDate><description><![CDATA[Lol not this again...<br />
the game has become less strategic to some people... their opinion.  newer players are in no place to judge other players' perceptions of how the game has changed if they were not around before and after the change..  newer players cannot possibly have the experience needed in order to form a comparative opinion on old <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> vs new <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a>.   no idea how someone can disagree with an opinion, especially when one claims there is no wrong or right answer.... AND is not in a position to have an informed opinion on it.<br />
<br />
as ive said several times, the veteran players who played <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> under the many different <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> systems and the current system are the only ones that can really have an opinion that can make comparative comments<br />
<br />
bottom line... more games now are decided in the opening rounds (0,1 or 2) that before.  this is an increase in the luck factor (bad), this is an increase in deck buildings ideas (bad and good --  good for variety, bad that in that luck of the draw as to what cards are drawn become too important, very very bad IF decks eventually become rock paper scissors).<br />
<br />
is the format strategic, sure... im sure it will remain so for a while.    <br />
is the current <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> fun, sure... fun enough i guess<br />
<br />
is it better than before???  well that is a matter of opinion, and i lean towards saying, no it is not.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wasteroftime)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[ghelas]]></title><pubDate>Sat, 17 Nov 2012 22:31:21 GMT</pubDate><description><![CDATA[Sir Waster, you and your opinion are different things. I am not critical of YOU. You care about the game, are a great player, and so on. That's great. I just disagree with your opinion -- partially because I see people complain about <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> a lot, but I seldom see people talking about which aspects of <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> work well. That's human nature; happy people don't complain. But I feel it is important that the other side of the issue is represented. I think many people are quite happy with current <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a>.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (ghelas)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wasteroftime]]></title><pubDate>Sat, 17 Nov 2012 19:11:33 GMT</pubDate><description><![CDATA[If it is a matter of opinion, then why be critical of the older players who feel the game has become less strategic????<br />
an increase in games decided in the opening round makes the game less strategic.<br />
the current meta creates a less strategic gameplay (but likely increases deck building options, but then increases the element of luck)  due to the cards available<br />
<br />
releasing the some of the perma banned <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> cards would be interesting and create an increase in interest (it has been done before)... not sure if that makes things better though.  Changing the amount of  life would also shift the format a bit.  Adjusting clan bonuses could also change things a bit.   Whether or not any of these changes would be good or not?  who knows, but the only way to know is to implement something and see what players do with it]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wasteroftime)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[ghelas]]></title><pubDate>Sat, 17 Nov 2012 18:17:17 GMT</pubDate><description><![CDATA[It's not about whether the old or the new is better, though. That's an opinion question -- there's no right or wrong answer.<br />
<br />
The questions I'm interested in is whether most of UR feels that <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> is a strategic mode or not... And if it is not strategic enough, what can be done to better it?]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (ghelas)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wasteroftime]]></title><pubDate>Sat, 17 Nov 2012 17:58:27 GMT</pubDate><description><![CDATA[Those who only play the current cannot possibly have an informed opinion on how the two compare.<br />
<br />
todays <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> is different.  can it be fun, sure.  is it as enjoyable as before.  in my view, no.  do some old players prefer the new one?  im sure some do.<br />
<br />
<br />
<i>edited by <a href="http://www.urban-rivals.com/en/player/?id_player=3627673" class="playerLink playerID_3627673 ">wasteroftime</a> Saturday 17/11/2012, 18:58</i>]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wasteroftime)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[ghelas]]></title><pubDate>Sat, 17 Nov 2012 17:29:59 GMT</pubDate><description><![CDATA[While I feel that this is a good test and a lot of good points have been made, I still can't help but feel that the picture you guys are painting is simply not accurate.<br />
<br />
Any time you make a move, there are only three ways your opponent can respond to it. 1: Your opponent &amp;quot;passes,&amp;quot; or 1-pills something. 2: Your opponent tries to read, playing enough pills to beat what he thinks your move was. 3: Your opponent tries to win the round, pilling hard to try to secure a pivotal win. Those are the three options; pass, read, or beat. That is a fundamental part of UR gameplay, and yes, it means that some parts of the game are reduced to guesswork. It is NOT dependent on the meta.<br />
<br />
A very good point that has been made is that strong low-star cards allow decks that are stacked with more big nukes. However, has that really contributed to the game being more &amp;quot;unfair?&amp;quot; Was it fair in the past when one player would draw 4 strong cards, and the other would draw 3 strong cards and one &amp;quot;throw-away&amp;quot; card? <br />
<br />
I have enjoyed <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> the whole time I've been here, and felt that it has maintained a pretty good balance. There are a couple of strong players with a tactical style of play that I keep in touch with on a regular basis, and they feel the same way. We discuss fine aspects of deck composition, and we run big winning streaks multiple times per week. Obviously we've all had those games where we're defeated by &amp;quot;noob tactics,&amp;quot; but that seems to be the exception rather than the norm.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (ghelas)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wats_happenin]]></title><pubDate>Sat, 17 Nov 2012 13:20:53 GMT</pubDate><description><![CDATA[Love this test waster!!!<br />
<br />
Perfectly shows what is currently wrong with <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a>...it isn't necessarily just the 'big gappers' that are the issue...it's the very strong low star support and backup that goes with it<br />
<br />
Easiest example follows....<a class="clanLink clanID_41" href="/characters/list.php?show=41">Rescue</a> are all but nullified thanks to <a href="http://www.urban-rivals.com/characters/?id_perso=441" class="characterLink characterID_441">Lea</a>/<a href="http://www.urban-rivals.com/characters/?id_perso=443" class="characterLink characterID_443">Elvira</a> being banned....they got two of their strongest high stars back yet they are rather underpowered (avid <a class="clanLink clanID_41" href="/characters/list.php?show=41">Rescue</a> fans will disagree with me here)<br />
<br />
Other examples....<a class="clanLink clanID_43" href="/characters/list.php?show=43">Jungo</a> was nowhere near as strong as they are now before Jean's release. Without <a href="http://www.urban-rivals.com/characters/?id_perso=650" class="characterLink characterID_650">Sasha</a>/Chiara/<a href="http://www.urban-rivals.com/characters/?id_perso=1015" class="characterLink characterID_1015">Dr Falkenstein</a> or Sandro's help would <a href="http://www.urban-rivals.com/characters/?id_perso=654" class="characterLink characterID_654">Greem</a> be as good? Would <a href="http://www.urban-rivals.com/characters/?id_perso=690" class="characterLink characterID_690">Muze</a> be as scary without <a href="http://www.urban-rivals.com/characters/?id_perso=1013" class="characterLink characterID_1013">Clover</a> and <a href="http://www.urban-rivals.com/characters/?id_perso=961" class="characterLink characterID_961">Lucy</a>?<br />
<br />
Obvious NO! answers here....the simple fact is nukes by themselves are controllable, but not when you chuck in super strong backup as well.<br />
<br />
Is there a 'fix' for this? Not really...and that's the problem...banning nukes does little as countless bans on <a class="clanLink clanID_41" href="/characters/list.php?show=41">Rescue</a> and <a class="clanLink clanID_33" href="/characters/list.php?show=33">Sentinel</a> showed...<a href="http://www.urban-rivals.com/characters/?id_perso=769" class="characterLink characterID_769">Cliff</a> was banned every other week now he's hardly seen...but on the flipside banning 2 and 3* support really hurts the clan too much....i actually wouldn't mind seeing <a href="http://www.urban-rivals.com/characters/?id_perso=441" class="characterLink characterID_441">Lea</a> back in <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> and I hate <a href="http://www.urban-rivals.com/characters/?id_perso=441" class="characterLink characterID_441">Lea</a>!!<br />
<br />
As Waster has said...seemingly 'good players' are getting tromped by noob tactics and it's really that simple. 6 pilling used to be scoffed at, now it's an actual problematic threat alot of the time...certain clans can't afford to let any poison in...and some draws have lost simply due to 30ld + fury nuke]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wats_happenin)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[subclavianHoA]]></title><pubDate>Sat, 17 Nov 2012 08:43:13 GMT</pubDate><description><![CDATA[After playing 50+ <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> games each week, I can safely say that nowadays, there are only three ways to start a game in <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a>:<br />
<br />
1. double old<br />
2. nuke with your highest-damaged card in the first round<br />
3. 1-pill (to beat old...such a nuanced tactic is only used by skilled pros!)<br />
<br />
So doing well in <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> comes down to correctly guessing what some 14-yo kid on the other side of the world is thinking <span class="sprite-smileys mini1_bored iepng"></span>]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (subclavianHoA)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wasteroftime]]></title><pubDate>Sat, 17 Nov 2012 08:14:13 GMT</pubDate><description><![CDATA[Tally for the week<br />
0 - <br />
1 - 11<br />
2 - 25<br />
3 - 15<br />
undetermined (timeout, disconnect, whatver i couldnt tell) - 2<br />
<br />
made a real effort to play conservatively and not go for game deciding moves in round 2 even though opportunities are there but are too high risk<br />
<br />
my assessment of the meta is basically this:<br />
there are is an abundance of amazing cards out there that can decide games or more often, pairings of cards that can decide games (ie. <a href="http://www.urban-rivals.com/characters/?id_perso=654" class="characterLink characterID_654">Greem</a> or <a href="http://www.urban-rivals.com/characters/?id_perso=911" class="characterLink characterID_911">Karrion</a> with some strong DR, high powered nukes with good support).  Because of the amount of game changing cards -- playing super risky will actually net you quite a few wins (for the sake of argument lets say about 50% of your matches if you play like a risky maniac with your hand).   winning about 50%, or less, of your games is good enough to get to 1300 <a href="http://www.urban-rivals.com/game/rules.php?show=elo">elo</a> if you play enough.  <br />
<br />
These hands are extremely dangerous vs good players.  In the past, weak players rarely had hands that could threaten more skilled opponents.   not the case now... luck of the draw a far bigger factor now<br />
<br />
thats my two cents.  im sure some of the veteran <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> players that are still active now can make a better assessment than i can]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wasteroftime)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[wasteroftime]]></title><pubDate>Wed, 14 Nov 2012 21:55:34 GMT</pubDate><description><![CDATA[0 round wins are exactly what i am saying they are<br />
they are not projections, gut feelings, etc.  zero round wins are unstoppable wins if the player plays it right<br />
<br />
games decided in round 0 and round 1 are bad for gameplay in my opinion.  deck construction and skill and luck are all factors in this game.  games being decided based on the result of round 1 is an increase in the importance of luck.  <br />
<br />
cards that were round 1 game deciders in the past... <br />
now we have more card combinations that can be round 1 game deciders...  <br />
<br />
neither are actually conducive to good quality game play in my opinion.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (wasteroftime)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[ghelas]]></title><pubDate>Wed, 14 Nov 2012 19:39:50 GMT</pubDate><description><![CDATA[I feel like <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> is at least partially about exploiting the meta. A good deck can stand up to the flavor-of-the week decks, and the decks designed specifically to counter them. With that in mind, IMO you are at a disadvantage this week if you're not running at least a little bit of SoB.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (ghelas)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[0 the oracle]]></title><pubDate>Wed, 14 Nov 2012 15:08:00 GMT</pubDate><description><![CDATA[On a side note its ridiculous 90% of matches are filled with <a class="clanLink clanID_40" href="/characters/list.php?show=40">Freaks</a> and first round decides most games.<br />
<br />
also <a class="clanLink clanID_40" href="/characters/list.php?show=40">Freaks</a> vs <a class="clanLink clanID_40" href="/characters/list.php?show=40">Freaks</a> is so stupid]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (0 the oracle)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item><item><title><![CDATA[KitsuneKatsumi]]></title><pubDate>Wed, 14 Nov 2012 13:19:45 GMT</pubDate><description><![CDATA[Since <a href="http://www.urban-rivals.com/game/rules.php?show=elo">ELO</a> has gone to 14 life and most matches play out all 4 rounds, if you have enough of an early lead in pills and damage due to your opponents' pilling mistake, it's pretty consistent to have a situation where you can put your opponent in a no-win situation turn 3 or even turn 2.  <a class="clanLink clanID_26" href="/characters/list.php?show=26">Junkz</a> and Sentinels are especially great at this, which is why they are so popular.<br />
<br />
<a href="http://www.urban-rivals.com/characters/?id_perso=637" class="characterLink characterID_637">Grudj</a> and <a href="http://www.urban-rivals.com/characters/?id_perso=751" class="characterLink characterID_751">Baldovino</a> can really, really blow you out of the match. I've had matches where I no pill bluffed with <a href="http://www.urban-rivals.com/characters/?id_perso=637" class="characterLink characterID_637">Grudj</a>, and my opponent decided to toss a 2*. So I began round 2 with 14 pills and up 10 life- immediate concession. These characters nullify SOA,  SOB and DR, as SOA, SOB and DR only kick in on losing the round. So you have to fight them or concede and hope your opponent has grossly overpilled. And if you choose to counter them with a combat/ combat character, you still can be far behind if it was just a bluff- you've basically wasted both your best fighter and pills. You've given up a severe strategic advantage as your best fighters are most important on turn 3 and least important on turn 1.]]></description><guid><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></guid><author><![CDATA[no-reply@urban-rivals.com (KitsuneKatsumi)]]></author><comments><![CDATA[http://www.urban-rivals.com/community/forum/?mode=viewsubject&id_subject=2235642&language=2]]></comments></item></channel></rss>