I started playing this game back in high school...maybe middle school. I am almost 30....geezus...even typing it is rough. I remember the jungo, skeelz, and riot releases. I think I was even around for frozn release. I remember the terror of kolos and lost hog. I remember I pulled ongh and bodenpower and felt unstoppable. I remember you could buy clintz. I remember when shann wasn't banned. #free shann. A lot has changed and it's fundamentally the same game but what it takes to compete has changed.
Attack manipulation is still king. 9 powered cards are a thing now. Equalizer is OP. Dominion is OP. Skeelz are...still hit and miss. Raptors are nice like skeelz, but a bit more useful.
Negate power and damage modifier is amazing and not passed around enough. Cards are still hella expensive (although cheaper I have noticed).
With 14 life to start and damage reduction in spades, it takes a lot to win. It's possible to lose just from 1 round loss (looking at you pussy cats). With not enough flexibility to go around you need cards that can hit hard unopposed, modify power or attk, and reduce damage. The problem is where these cards are and how the majority of cards can not win battles these days. It was hard enough trying to surpise kenny someone (and used to be viable)...now it's almost imposssible.
I am still studying the changes and modifying my card choice but there seems to be a specific playstyle you must have to win big these days. Too many bans as well.
Well elo is EFC. And there are greater rewards. You probably know arcade now gives tons of free stuff. atk manip is no longer the king. even though t1 is dominated by lajunta and fast 2hits for the top first place and that is from basicly the beggining of time after the fall of jackie cr. Skeels are a plague upon survivor now, someone went oopsy with the 9 powered cards there. And dominion is bad. soa kills them the mnimum on their bonus kills them at later rounds. sob kills them, I mean there is a reason they are the cheepest clan to collect at the time.
9 powered cards are perma banned everywhere. As for viable strategy in efc or elo. Hard hitting clans that make good life gaps are still the thing to go. ongh just got banned beccause he was dominating the elo ladder, for the past years since he was released. kenny is still scary, although damage reduction is not that good. especally with the new leader called big duke. Now pussycats got no place. They are simply not good at any mode now, so much that thy had to release them again and are called kambooka now . You can put the cards with the old pussycat logo in the dumpster of cards.
cancel power and damage is very needed these days and it goes on very understated cards. The strongest cancel card is granny may, and berserk are kind of like jungo atm. in elo the clans that gap big are top tier. We are trying to get rid of the freaks jungo combo that is why we are banning ongh.
Winning from one round is not viable.
Welcome back to the game
A couple of points that I believe. You may see something in them, or might not:
Equalizer is OP sometimes but not always, like most ability types. It's a useful introduction though: it can be used to make drawing low * hand against higher * hands less detrimental
Raptors are useful, maybe too useful to be healthy for the game. I see them as a hard counter: drawing attack manip reliant hands against them is almost an insta-loss. I'm not sure it's healthy promoting insta-loss games. It would be better if they were a mere "check" that shifts the balance slighly, much like Equalizer
Cancel Power/Damage Modif. is indeed extremely powerful, even Protection Power/Damage has become far more important due to the fact power reduction is now so common
I don't know if you'll know after your absence, but now Ld cards are regularly changed to be efc viable but not too strong. More importantly, semi-evo cards are seen more often than ever because these are also often changed by staff to be viable and therefore stimulate the market. Dunno if you've seen the related thread. 2 good ones that come to mind are Mascaranga 4* and Madelone 3*
As am i am an old timer, ELO with 12 life game was more fun and quicker. is not even close to me.
this 14 is based a lot how your lower star of your deck will handle the weak curve of your rotation which of course its very difficult than it used to since we raise the lifespan
i would make it 15 life and 30 stars if it was my decision, or left it as ELO at 12 (just like dt mode, was which had more prestige.
must really also change the 2 minute gap and make it 45 seconds or introduce a blitz mode, because EFC is a ver very slow mode and this makes it kinda boring, comparing to all days imho
now DT is the king of fun in the game.
ELO type 2 should started some 5 years ago also
I think the 14 life games make a lot of sense to increase the strategic depth, though I do miss playing 2hko decks.
Equalizer seems to be balanced alright in most cases, it's just really hard to keep track of all the options, if you are trying to do the math.
Dominion is awful imho. They force you into winning your early rounds, more so than Freaks.
I am really curious about Paradox, though. Gives the game some depth without being too math-intense since there are only two outcomes, not four.
Anyhow, I also noticed that there seems to be a different playstyle necessary from back in the day, but I can't quite put my finger on it. Would be very interested in any findings!
To respond to Mintio43: As an example: The freak ld turn 1. Then a mix of damage reducers or cards with defeat regen or life and it's a easy gg if they keep pill gap high enough or have cards that manipulate attk or power forcing you to pill and not have enough to fury your way through.
To respond to Lupo: Yes, considering most clans are built to win it in 2 it can be very frustrating. Also the time being the way it is makes making mistakes less likely, and gives you time to calculate, with equalizer and other manips at play that is a good thing. However with no pressure some matchups are easy to manipulate because you can think for quite a while. Less time to respond on the front end with increases during the later rounds or vice versa might be interesting. Thinking quick on your feet is a skill as well, but manip clans might become inherently too good because of that.
To respond to who: Dominion are easily broken due to that fact. With respect to the time discussed in lupos response, your opponent had plenty of time to determine what your win condition is and can respond accordingly to your major plays if you play them early. Or crush them on the back end by anticipating bluffs from less threats. Super OP (my opinion) unless you have SOB or power negation you have to play a certain way within the matchup and can be edged out easily. Which brings the conversation full circle to certain abilities not passed around enough in the respective clans at multiple star tiers.