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Kinda off-topic but to be honest I'm curious to see a Pendulum deck/archetype that is properly balanced. Please let me know if/when you make it (no, it's not sarcasm or anything; I'm genuinely interested).

One way I can think of is making each scale generate a one-time +1 (e.g. Foulcault's Cannon) and Pendulum Summoning only 1 monster per turn; otherwise it could get out of control with massive swarms, or end up weak if you can't keep up your card advantage while setting things up.

 

 

Anyways, before we get Pendulums, it would be nice if we first get an update/fix that allows us to choose who goes first before looking at our hands at the beginning of a duel.

 

Let's get that update first before moving on to the Pendulum things.

A rock-paper-scissors thing like what DN has going for itself should be fine; otherwise we can always roll dice for the time being.

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Qlip actually nailed an important point in their design.

 

Limiting summons to archetypal monsters is a step in the right direction, though not necessarily something that needs to be done for all full-pendulum archs.

 

Though they screwed up with all the other points.

 

I'm seeing a balanced pendulum deck to be, first of all, not completely reliant to pendulum summoning, since otherwise, it'll fall into the underwhelming spectrum of things. Then, they must be consistent, but not overwhelmingly. Let's not repeat Necloth and Qlip level of consistency. Making them not too explosive outside of overextending high-risk play is definitely a must too. Then, they would have not too many direct +1s, since the Pendulum mechanic itself will provide them with plusses technically later on.

I'd agree on this. 98% consistency is not healthy at all for any Deck with swarm potential actually. Even my own Deck, which this tournament swarmed through most of my Game 1s, has problems with bricking, which stem from some of the archetype's biggest strengths. As for Pendulums, DDDs were an "Almost" for getting it perfect, but I feel Kaiser and possibly even Leonidas were a bit overboard. Either way, them and most other Pendulum archetypes have one thing that I do approve of; They have no out to 3000+ beaters on their own, especially Leo. I also approve of Kepler and Galeilei's restrictions, which require some thinking and since other than Kaiser you have no way to for sure OTK when there are 2+ monsters on board. I could see that being a thing too, although maybe not so much the "Destroy whatever isn't in scale range" effect. I agree with Voltex also on the Cannon eff idea
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As noted earlier, I don't mind the addition of Pendulum Monsters, provided that they're well-designed and don't screw the hell out of the DP card pool.

If it doesn't mess up games, then great. If it does, then let's fix it enough so it can be added + not be as abusive.

 

Yeah, Pendulums are spammy by nature, but it's mostly due to the existing Archetypes that have them abusing the crap out of it to no end (see Qlips).

 

 

Then again, some of you wanted this section to discuss a potential metagame or so; as to make sure playstyles are equal with one another (given a lot of you made stuff to deal with current meta; others went for the lower ones), so also keep that in mind.

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I'm seeing a balanced pendulum deck to be, first of all, not completely reliant to pendulum summoning, since otherwise, it'll fall into the underwhelming spectrum of things. Then, they must be consistent, but not overwhelmingly. Let's not repeat Necloth and Qlip level of consistency. Making them not too explosive outside of overextending high-risk play is definitely a must too. Then, they would have not too many direct +1s, since the Pendulum mechanic itself will provide them with plusses technically later on.

 

I agree.

Hence my theory of maintaining advantage while setting the scales up (Foucault-like Pendulums would actually be +0s, because the Scale on the field is practically a -1 or fake advantage, so to speak; until you use it for other effects, of course), and when you are done, you only get 1 free monster per turn, which may be picked from the Extra Deck depending on your current situation (e.g. call for a monster that gives X or Y effect on a monster/card you control, a beater, etc.). That way, the Pendulum mechanic could turn into an interesting toolbox that can be customized with the monsters you draw/search and eventually place in your Extra Deck. And since you can only Summon 1 monster per turn, it would be difficult for you to win the game through Pendulum Summon alone, so you would need to use that recurring monster for a Synchro/Fusion/Tribute/etc. Summon and make stronger plays; or otherwise just gradually keep your advantage up with +1 monster every turn.

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Rather than that, I think making the setup to gain more mileage from pendulum summoning harder would be a better idea.

 

Pendulums are inherently a high-risk mechanic that requires proper investment, that unlike the other mechanics, you will need to maintain. Losing scales -hurts-, and even if they go to the extra as more fodders, you'll still need to invest on more cards to make a mileage out of them.

Limiting them to only be able to get a +1 every turn felt like it's way too limiting with the inherent risks on this.

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Rather than that, I think making the setup to gain more mileage from pendulum summoning harder would be a better idea.

 

Pendulums are inherently a high-risk mechanic that requires proper investment, that unlike the other mechanics, you will need to maintain. Losing scales -hurts-, and even if they go to the extra as more fodders, you'll still need to invest on more cards to make a mileage out of them.

Limiting them to only be able to get a +1 every turn felt like it's way too limiting with the inherent risks on this.

Agreed. As I mentioned earlier, maybe some sort of take on the Kepler-Galeilei approach would be a good way to go, albeit not as destructive. Maybe one where you can get the bigger ones out first, then be limited out of them, but be able to drop the smaller ones then, who you'd have to Xyz with, later on
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Don't know if it has already been mentioned, but the dropdowns with a lot of options don't fit on the screen. There is a (big) image in the spoiler displaying what I mean; look at the bottom. The image is slightly edited to show both dropdowns with this behaviour. Not a game breaking glitch, but it is a little bit inconvenient. Although my computer's settings might also have a hand in it, although I am not sure about it.

 

Another point I noticed is that you cannot check both Tuner and Synchro (or Fusion/Xyz for that matter) when uploading/creating a card. There are however are some cards with this trait, including but not limited to: "Puralis, the Purple Pyrotile", "Formula Synchron" and "Accel Synchron". Maybe you could add the Tuner-checkbox to the radio button group (checkboxes behaving like radio buttons... ) of "Normal" and "Effect". Or have the options be something like: "Normal", "Normal/Tuner", "Effect", "Effect/Tuner". I suppose we can work around this isse by having the monster be treated as a Tuner by its effect.

 

But other than that, the tool seems cool. 

 

[spoiler=Picture or it did not happen]

16k7sbt.png

 

 

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I think the lack of an Effect/Tuner option comes from the fact that that's a fairly new errata to tuner monsters. It was only Tuner or only Effect back a while ago, also it doesn't change much as far as gameplay goes, so it's a minor thing. As for the site being down, I guess that's nothing Seatellite cannot fix, he never failed us up to now. 

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The program that controls the server hasn't been working properly lately. Just means I have to restart the server manually. I'm working on it over the next few days, and restart the server whenever possible, however, you can post here if I'm slow getting to it.

 

@Yemachu - Thanks for giving me that feedback. I'll be sure to fix those two things.

 

I don't think making Normal/Effect, Normal/Tuner etc. boxes is the best idea, because with custom cards people like to customize things more. So you may end up with Aqua/Synchro/Ritual/Tuner/Effect or something. But I agree it is inconvenient. For now, after you press "Generate" you can edit the code before you submit.

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The program that controls the server hasn't been working properly lately. Just means I have to restart the server manually. I'm working on it over the next few days, and restart the server whenever possible, however, you can post here if I'm slow getting to it.

 

Probably this.

Just be patient while he fixes DP.

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Duel Portal will be down for maintenance for about the next 3 hours, sorry if this is inconvenient, but this is some much-needed maintenance.

 

So please don't try to chat or duel during this time (Technically if it's cached by your browser you can, but you WILL be disappointed when I need to restart the server again, and again, and again....)

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Duel Portal will be down for maintenance for about the next 3 hours, sorry if this is inconvenient, but this is some much-needed maintenance.

 

So please don't try to chat or duel during this time (Technically if it's cached by your browser you can, but you WILL be disappointed when I need to restart the server again, and again, and again....)

Good thing it's 11PM in my time then. Regardless, your effort is much appreciated seattleite! Hopefully we'll be able to get some sort of stability going on soon enough.
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