I've played against it the most of any deck since the expansion hit, and honestly it feels a bit overtuned, and I wouldn't be surprised if it dominates for a few weeks then gets nerfed. The new meta cheese is Tempo Rune is in my opinion as an AA rank player without a doubt the current strongest deck, built around the new Rune legendary, Daria, Dimensional Witch, its more consistent than aggro blood with pressure that rivals it & is less likely to run out of steam because of Daria. Garuda probably hear to stay with some tweaks and Sword just has new variations while elana seraph might be too slow in this meta Shadow, Blood, Sword, & Dragon all got improvements to their aggro decks. Tempo forest is likely to have shift way from being as meta as it was before none of the new cards really help it that much. But yeah.Is there any new meta decks from the bahamut pack? Just logged on in a while and I got way less legendaries from bahamut than I got from darkness evolved and are stuff like tempo forest, elana seraph, Garuda, and etc still powerful decks? I don't even know how the Sword aggro ultra face got pleasure by playing this deck. Like I said in a post long ago, storm is a true problem in this game, we just gor 20 HP, so why give such powerful crap Storm, we just get destroyed at turn 5 or 6 by Sword. I don't know why Cygame don't want to nerf Daria or even the Storm capacity. Same for Daria, a perfect Daria and you're dead, Haven can deal but need to survive turn 6, and blood but if you're below 10HP at turn 4 you're dead to all the direct damages. I don't even know how Albert dodge the nerf, a 5/7 storm if evolve, and god says that Swordcraft only evolve him, it's pratically unkillable without a hard removal if he played turn 5, and if you do that, you can't kill the other follower so you die. The true OP legendary are, like said earlier, Albert aka 5/7 storm at turn 5, and Daria aka can't kill my ♥♥♥♥ Play Ranked at your own peril, the game gives you all the tools to do so. Plus, it's only a real problem if you're going competitive, and while the game incentivize you to play Ranked with monthly rewards and a couple daily missions, you just have to put some thoughts in to realize that the differences between Unranked and Ranked are minimal. While the first part of your argument can be heard, you lost quite a lot of credibility by blaming the "p2w" aspect, which is really quite laughable when you study the numbers. Soooo, you gain 10% more packs than if you weren't climbing.10% more of an amount that is already enough to build competitive decks, if I can remind you. And what are the rewards for Ranked? Some one-time achievements that amount to nothing in the long run, cosmetic rewards, and something like 5-10 packs each mont, depending on how try-hard you go. You can craft 17 legendaries in those three months, man! And it's not even considering the ones you get naturally by opening the packs.ģ/ My answer : why bother with Ranked in the first place?Īnd honestly, it only really matters if you want to climb in Ranked! Yes, Unranked has also meta-decks. ![]() Even with the new rate of two legendaries per craft (which won't generally work in the same archetype), you get enough free vials. ![]() That's 60769 free vials, more than enough to craft any relevant card that is introduced, with enough copies of it, of course. That's 43*3 = 129 packs in three months, which is the lifespawn of an Expansion. I'll repeat it, but.easy 78 free packs, average value of 471 vials, yadi yada, you guessed it, you can make one or two competitive decks right off the bat.Īlso, you get around 30+13 free packs worth each month (considering the average amount of rupies you got with dailies to be 100, and counting the daily connection bonuses). This is where your logic falls apart, because, as it has been said countless times, it's very possible to play competitively without spending a cent, and it's because Shadowverse is quite generous, both in terms of "new player experience" and in ways to gain free packs on the long run. So there is some kind of balance here.īut overall, while your complaint is (partially) valid, it's nothing ground-breaking, really (even if it can't hurt to be remembered). A "full legendary" deck is not viable, and it can be extended to legendary + gold. You may not like it, it's kinda integral to their design : if you want the powerfull cards, you need to open a lot of packs.Īn interesting thing to note, though, is that there are also powerfull bronze or silver cards, and bad gold or legendaries. Rarer cards tend to be more powerfull, it's a general trend in CCG. Now, on topic, you're mixing two different problems.
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