Why Lowki still ban in ELO ?
I rewrote Crook`s ability in that list from the original wording to avoid confusion towards his ability affecting you with Bugamon`s ability wording taken to account.
Crook`s ability from his profile: Night: Vict. Or Def.: -1 Life & Pillz, Min 0
Crook LOWERS your OPPONENT`S Life and Pillz by 1 to a minimum of 0 upon Victory or Defeat.
These are the Day/Night abilities for reference.
edited by Rowdy MOB Cr tuesday 20/08/2019, 16:34
That Ld is not available in Arcade mode. Each of the Ld missions gives one random Ld that you don't have, so you'll have to go that route. Fortunately, the missions are far easier than they used to be.
I'm pretty sure that at least 80% of ELO games are 50/50 if both players know what they are doing!
Good luck on your 50/50!
Thanks, that's definitely much more convenient. Would still appreciate notifications including the cards you received since I'm sure that's how it was before, hopefully staff can look into it.
The 10th rank should be 900+- elo , Scores go up considerably on Sunday
two weeks back I had the same qs and the top 10 guy went from 750 to 880 so you can expect something around the same or probably more (seeing the Scarlett reward)
So yeah I expect it around 900 the 10th guy
Next up are the weekly missions since each clan has 1 arcade ld and 1 mission ld.
once you have lds EFC decks aren't too expensive and you should definitely be able to tweak your deck based on bans and unbans with the rewards you get from just playing the game.
Do protect and cancel block opponents' exchange abilities now? i seem to remember them not doing so. i was definitely part of an angry discussion back when protection was new over how many instances there were where it didn't actually protect...
Is it still on? I thought it ended
Use DR and a leader maybe, but tbh he isnt the most viable card because...
A. 6 Power w/o power or attack manipulation
B. Ability dependent, so SoA kills ot
C. Weak to abilities like Cancel opp life modif. Or DRs.
In general he isn't consistent enough to warrant use.
Try out cards like Christopher or Pan, much easier to build around.
I feel it could undermine the current modes to make new ones, especially if they're long-running ELO championship type things.
I mean, it would dillute the playerbase for each individual mode, ruining the matchmaking. I already don't like the matchmaking very much, it can take some time to find an opponent, and it's not uncommon at all to fight the same people over and over again at some score brackets, so dividing the playerbase into other long-running competitive modes would probably not be very good.
DT and ELO can coexist because DT is alternating and only takes 1 hour, same thing with SV, you do a good run and you're done, while ELO is a mode where you have to keep your score up throughout the week.
I'm all for new and interesting permanent modes like Leader Wars, weekly Coliseums and Terminus, but I don't think making another ELO style mode is a good idea. An overhaul of the mode could be good though, I liked the other version where decks changed based on what zone you were, even though it did have many drawbacks.
Hutson got it in the rules summary at the end of his post. I totally remember reading that rule-- no multiple 5*'s-- and had a stroke while building the deck. There's two 5's in it.
Turns out I am, in fact, an idiot.
Thank you for the help, guys! Cheers~
I don't need to change your mind. You are free to either open it or keep thinking inside the box. Your choice.
All I'm expressing is my opinion that the bans are unbalanced.
Of course it's situational but these situations can be divided into broad categories with ways to USUALLY best deal with each. You needn't consider EVERY possible game pill for pill
1. If you're in a terrible matchup, you've nothing to lose from making a risky play in pill terms to confuse the opponent & if it works snatch victory. If you're not, don't risk it
2. If your deck is designed to win battles by hitting heavily in 2 rounds, or reducing damage done to you, pill in such a way that makes that goal more likely
3. If instead your deck is designed to win battles by preventing the opponent win more than 1 round, pill in such a way that makes that goal more likely
4. If your opponent's drawn hand looks designed with a specific game plan in mind, sometimes pilling to foil their pilling game plan is more important than following your own
Dealing with these 4 situations is the 2nd biggest divider between the highest and lowest ranked players
The 1st divider is the ability to build a deck flexible enough to achieve both goals in situations 2 and 3 that also isn't hard countered by much of the meta. Sadly with so many clans and viable cards nowadays it's difficult to work out what such a deck is, and the meta often fluctuates rendering yesterdays dominating deck destroyed by everything
The cash prize tournament uses the same deck rules as EFC. The extra rules dont effect deckbuilding it covers the terms and conditions for a cash prize tournament and has a couple of extra rules covering timeouts and that you dont lose points for inactivity.
Building on Lcne Evo's great point about 50/50s, you may as well consider a 50/50 where you have to win both those 2 rounds to win as a failure of the deck, even if the battle is won. So a good potential strategy is to build a deck which
1. Allows you to avoid 50/50s
2. Allows you to play in the 1st 2 rounds such that, any 50/50s that do occur require the opponent to win both 2 rounds, not you. This means doing heavy damage in the 1st 2 rounds, taking care to have a decent amount of pillz remaining, at least 3/4. It helps if your 2* cards do at least 3, preferably 4/5 damage, and 4* cards 6, with 5 as an absolute minimum
As for the cards you picked. You did pick the strongest cards from the clans without considering their synergy that much. Too much blocker cards and the only cards that are a win conditons for you are only nareus and oraya. And they both syck vs SoA clans since they do not shine since they are sttched out of "context". Playing pussy cats with big life gap cards is too old and very outdated. The pussy clan is in a crisis if you ask me. You are basicly playing the old diana pussy composition but instead of diana you got oraya. and instead of charlie you got nareus. You will have much better sucksess if you stack nareus with some more soa cards. like lin bee cr and have a proper round one opener like lianah ld instead of weak bluffs like ashikaze and mango. keile is amazing 2 star wall and just put in some more threaths that do gap a lot this is about the ulu watu consistency on the other hand cards like dave and george are very nice with pussycats. Dave is my favorite 2 star card from ulu waty i would play hiim over mango any time. And you also have access to shatsy, nabrissa and slayer in the pussy department that are not bad. Slayer is times much better than nareus for you since he is conditonal and your only card that does good damage. While with slayer that cards will be uncondtional and you will have much better option to interract with your oponent. both nareus and oraya being condtional and the tons of low cost filler blocker cards is making your deck preditctable.
The forfeits happen in Tourney play and survival to me just as much. Almost anytime they know they will lose its automatically abandon. I think they should give mission progress at a minimum as though the player stayed since they are so opposed to having less forfeits. I am trying to complete 3 or 4 missions with KO requirements but have got like 1 or 2 instead of at least 20 over the past week. The missions are hard enough to complete while attempting to win the game still but adding forfeits make in near impossible (well not impossible but makes it takes 6 months of play rather than what could be done in a week)