When i started playing UR, elo was challenging and had to be hard planned for. its become increasingly a game thats decided in the opening/2 round, in the last two weeks i've seen way too many people leave as soon as the game starts, simply because they havent pulled a 4/5 * when i have. that would never have happened before, people we're much more competitive round to round. and no matter how carefully chosen the deck, the life/pill difference lets it down. whereas before it was no hard thing to have an even fight until the last round with hugely unbalanced opposing cards, now you can win 3/4 rounds with ability heavy cards and then lose in the 4th against a card that previously would have been easier to tactically outplay, but because so many of the middle ground cards from ALL clans have been banned theres no space to bluff and no effort from one player required. im not complaining about losing or winning, im losing and winning as much as i ever did, the difference now is i'm not enjoying it. theres not the careful, agonizing gameplay that frustrates and elates you anymore. the funs gone from 9/10 elo matches. so. meh. shame
The sizable bans are a bigger problem than 14 life IMHO. At least the staff bans have been reigned in.
If 14 life is here to stay, as well as the semi evo clause, the ban list has to shrink before I'll take ELO seriously again.
What?! They're doing it in random mode? I wanna try that XD
"90% of the people who like 14 life are just not good enough to properly block the 2hko"
How do you block a coin flip? Unless it's a sure win situation, most 2hkos are a bit of a gamble. On the plus side, it gives anyone a puncher's chance even if their draw sucks or they've overpilled the previous rounds. On the negative side, if you've spent the first two rounds painstakingly building up a card or pill advantage, you wouldn't want to watch it do down the drain because of your opponent's hail mary.
If you unblock the expensive, high priced and Cr cards how would you expect the players that don't spend much to be able to compete, sure they might win once in a while but the blatant advantage in the cards would just wreck them. I myself haven't gotten any Cr's yet since I've been experimenting with a bunch of clans but if those that have the really great Cr's were able to use them in Elo then we're practically screwed
I haven't made 1300 in the new elo mode yet. I think the problem is cards with 4 damage which just isn't enough. The game is coming down to when your opponent is going to fury now or when do you have to fury for victory. If for instance you draw a hand with too 2 star cards with 2 damage apiece and two three star cards with 4 damage apiece you know have a hand which totals 12 damage. New elo is 14 life now you don't possibly stand a chance of winning the battle. If your opponent has at least one 4 star card with 6 damage he has just accounted for letting 2 of my cards through no problem for at most 8damage(my 2 three stars) so he can now fury and cancel that difference. My point is this in old elo 2 cards with 4 damage was enough to fury and KO your opponent now in the given scenario it would take 3 victories with two cards furied for a total use of 6 six pills thats just for furying now if fights started with 14 pillz this would be no problem because then you would have 8 pillz remaing which is more than enough to put up a decent fight. I think new elo should start with 14 pillz instead of 12 to make things fair