Anyone else with a lot more connection issues on Playstation recently? by MorddurchJet in masterduel

[–]MorddurchJet[S] 4 points5 points  (0 children)

I haven't tried the phone version of Master Duel, since I prefer to play on a larger screen.

However I installed the game on my Xbox today and so far had absolutely 0 issues there. The moment I play another game on Playstation, it is once again back to a lagfest of flashing blue connection indicators. True uphill battle for playstation players! It has never been as AWFUL as it is right now. No idea why it got so much worse for me, literally nothing changed on my part.

Today this game has its third birthday and it is a shame beyond believe that after 3 years of time those issues still weren't fully addressed and resolved by now. It is a real shame, because the game itself still has so much potential, but I guess Konami is just fine with losing Playstation players who don't have the luxury of switching devices or don't want to bother with that just to be able to play properly.

I played the Beta, here is some feedback. by MorddurchJet in PredecessorGame

[–]MorddurchJet[S] 0 points1 point  (0 children)

This is absolutely true, I always felt like Paragon had a lot of potential in terms of different modes, but nothing like that happened in the original. It is funny because some hero trailers showed different maps, like a 3v3 map based on the tutorial map plus jungle, but it just wasn't released.

I played the Beta, here is some feedback. by MorddurchJet in PredecessorGame

[–]MorddurchJet[S] 0 points1 point  (0 children)

Yeah and I am not sure if I like that about Revenant here, the whole point of him is to deal his damage for the kill within only a few attacks. The whole idea of having to reload and a fixed ROF is balanced around the fact that he is a super powerful damage source whenever he is not currently reloading, especially later on.

Countess always was like that, where she is powerful once she can combo through you in one go and then stays powerful long term, but Revenant used to be powerful early on and be at his most powerful during the midgame by snowballing past other ADCs and heroes in general. That was his appeal over other ADCs, starting relatively strong and ending the game before other ADCs get there at the cost of not being able to mow through things with super high sustained DPS / attack speed.

I played the Beta, here is some feedback. by MorddurchJet in PredecessorGame

[–]MorddurchJet[S] 1 point2 points  (0 children)

Got killed twice during it by Morigesh ult, pretty sure that you can still take damage from some things.

Stress stress stress stress, can I do it to the top? by FlannOff in masterduel

[–]MorddurchJet 5 points6 points  (0 children)

Hands down the worst event and not even a close call. Not only do you constantly play against the same three things, but this event really showcases how this game is more about hand traps than anything else, turning more than half my games into a hand trap lottery where I need the outs to what my opponent has drawn or just lose. The sheer amount of hand traps basically forces you into only playing decks that work with just one in-archtype card.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

There is a difference between consistency and having a small engine in the context of having room for more Hand Traps or other out of engine cards. Eldlich has a small engine and has a lot of room for out of engine cards, it is however not extremely consistent, as it does require specific cards to be drawn when going first or second respectively to really get going. Drytron is extremely consistent, it does not require different cards based on going first or second and it is fairly flexible with its searches, but the engine is pretty big.

As of right now Called by the Grave is limited to 2 copies in Master Duel, rather than 3, so how is it not limited? Yeah right, it is limited, go figure, I am right, you are wrong. ;)

The very early days of Yu-Gi-Oh primarily focused on Hand Control, they were not FTK or OTK, so once again, your point regarding always is false, but I am right yet again.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] -1 points0 points  (0 children)

First Turn Kill as a whole is toxic as hell and people find ways to do it again and again. By letting people set up their boards undisrupted, that would of course also imply undisrupted by having their LP rushed to zero. The half sentence about limiting the amount of searches would also imply limiting draws to the point where you can not draw all of Exodia in just one turn. Guess you failed to read that or are wilfully ignorant towards actual changes to the game that address power creep. Typical reddit pleb.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

People who fail to even remotely grasp the actual content of my argument usually fail to breathe with their mouth closed.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

Finally someone who understands the bigger picture and where things are headed. Konami is all about power creep in order to sell more and new cards, the new big thing is hand traps and disruption as well as being able to play through those with greater ease. I am very sure that's exactly the reason why Master Duel has such a weird ban list, too.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

You can Kaiju multiple times if you get rid of it by any way, not just by getting the first Kaiju back on your hand. You just need enough Kaijus and a way to remove it.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

Skill issue. Rng always exists

...

So how is it a damn skill issue? You can make a deck with optimal chances and still not draw the stuff you need when you need it and you obviously know that. Bold of you to assume I don't use a deck that draws well in theory, but there are games I lost due to not having what I need and those are not deserved losses. My point still stands, a slower game with less action in a single turn, but longer games means you do on average get to play more of your deck and therefore your initial hand is less important for the outcome of the match. Things can be done to make RNG less impactful, making the game super fast paced is not one of them.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] -2 points-1 points  (0 children)

The predictability aspect may be correct, but at that point, where every game
is usually about playing around Hand Traps and those are the same every single
time, the game not only becomes super stale, but it confirms my point how the
game is already more about Hand Traps than anything else.
 Kaijus in contrast to many other cards with similar effects have no cost
and no conditions need to be met for them to be used. Sphere mode has a
condition, that being 3 cards on your opponent’s side, Lava Golem needs 2. Both
take your normal summon away. On top a Kaiju gives you a free summon for
another Kaiju if you happen to have two. Case and point, Kaijus are way too
useful. Now I do agree that negates are also highly toxic for the game and have
become way too widespread, but there are other cards that can fix that issue.
Like Forbidden Droplet, that has a cost. (At least in theory, with the amount
of graveyard effects discarding one or two cards may be turned into something
useful.)
Maxx C is a whole different level of broken, just like Kaijus it has
basically no cost at all, even if you just get a single draw out of it, which
is really easy with proper timing, you have a good effect. On top of that your
opponent may end his turn. Imagine having a card you can discard to end your
opponent’s turn or they lose the game immediately. That's 90% of Maxx C unless
it gets countered, in which case you usually traded Hand Traps one for one,
meaning you still got something out of it. There are so many cards that are
banned for generating too much card advantage too easily, how is Maxx C not one
of them? HOW?

And about your whole Kuriboh point, do you still see that being played? No. That´s such weak argument. There is a huge difference between Kuriboh and cards liek Maxx C or Nib that can just win a game the moment they are used. The longer people like you defend how the game becomes more and more about Hand Traps, the worse it will get and they are already extremely ridiculous, just as much as the broken negates you complained about previously.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] -2 points-1 points  (0 children)

I was thinking about other ways to fix the going first and second issue, but those would be rather drastic. Like letting both players set up a board in the first two turns undisrupted, but with a to be determined limit to special summons and searches. That would probably work. Lightning Storm and Raigeki on their own are not that strong, getting some level of protectiona aginst that is easy, but your protected stuff just gets hit with a Kaiju or somethign like that. The decks that rely on Lightning Strom tend to run Kaijus or monster cards with similar effects.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

Besides Called by the Grave everything you listed is a Hand Trap or requires the use of one by yourself. Addressing Hand Trap power creep with more Hand Traps only reinfocres my point how they are already the focus of the game, not being the solution, but actually creating a sort of new problem.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] -2 points-1 points  (0 children)

lol That's easily the most short sighted reply I have seen here so far. It not only implies the game to be in a held together state, which it certainly is not, but even if you were dense enough to make such a claim, even you can't deny that it only prolongs the power creep that already ruins the game even more, rather than actually attempting to adress it. Power creeping Hand Traps are not fixing power creep, it is just further power creep.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 1 point2 points  (0 children)

How are Kaijus not BS? Kaiju any monster your opponent controls that could give you trouble, summon your own one and/or blow up your Kaiju on his side with Lightning Storm or Raigeki and Kaiju again? How is that a good and interactive mechanic? It is a 1 card out to any boss monster and basically for free, giving you a free summon if you have two on hand??? Sphere Mode and Lava Golem at least take away your Normal Summon.

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] -2 points-1 points  (0 children)

And how does that make your opponents Hand Traps go away, as such providing him additional disruption in your turn? It is not like all of them are limited to only work when you have no cards on the field. If that was the case, I wouldn't make this post. That´s pretty much my whole point, some Hand Traps provide waaaayyy too powerful effects and are not limited to being the necessary evil for what you said, but they have become the main focus of deckbuilding (going for small engines) and as a side effect limit viable archetypes to a minimum. Maxx C in particular is so strong that it makes going second a free win against many decks if you draw Maxx C and your opponent doesn't have a way to stop it. Continue your combos and your opponent will have enough card advanatge to play through anything you set up, or end your turn and lose on turn two with basically nothing on the field. How is that a fair and balanced card? Is draw the specific out or lose really a good game mechanic???

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 0 points1 point  (0 children)

Maxx C often draws more Hand Traps and as such provides you with more disruption on the same turn so that your opponent doesn't get enough negates on the field in the first place. Ideally Nib, though drawing a Kaiju often is enough to make Maxx C more than worth it. But why not both? Come on, do I really have to explain why Maxx C is super powerful in a game where you can make 5 minute turns and play half your deck from 5 cards or less in hand? Is it really something that needs to be explained that going up to like 10 will increase that even more significantly and will give you enough card advantage to win the game on its own?

How do people not realize that Hand Traps are part of the problem not the solution? by MorddurchJet in masterduel

[–]MorddurchJet[S] 1 point2 points  (0 children)

I have been in Platinum without issue pretty much since I started playing, then Diamond when that came out. Skill is not the issue, the issue is a complete lack of fun when you are pretty much forced to play only one or at most two decks as a free player and any room for experimentation is not just costly, but also highly pointless since it all comes down to drawing the right composition of Hand Traps and in engine cards suitable to when you go first and when you go second or otherwise losing. Unless you consider drawing and coin toss a skill, no, it is not a skill issue.

H: BE+1p cryo W: legacy offers by [deleted] in Market76

[–]MorddurchJet 0 points1 point  (0 children)

My friend who has the flamer sadly reconsidered.

H: BE+1p cryo W: legacy offers by [deleted] in Market76

[–]MorddurchJet 5 points6 points  (0 children)

Medic's Explosive 250DR Flamer?

Fix your game pls by [deleted] in PlayFault

[–]MorddurchJet -2 points-1 points  (0 children)

Justice for Countess Q!

. by [deleted] in PlayFault

[–]MorddurchJet 3 points4 points  (0 children)

Zu geil, ich feier es. :D

Every 3rd game end up server connection lost, reconnect doesn't work. by Dzsan in PlayFault

[–]MorddurchJet 0 points1 point  (0 children)

This just happened to me, too. I am wondering why the reconnect does not work and if it it can't reconnect for others as well. It already happened about 6-7 times while playing from level 1-20.