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Lets actually discuss Warning


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There's never a wrong format for a broken card to be hit. If the format absolutely needs Warning to be at anything above 1, the format is not worth playing anyway.

 

.....looks like someone loves their boss monster a bit too much.

 

OT: warning is really good. really really good. good enough to be at 1. but not right now.

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Then let's all quit Yugioh now. The game has been terrible for a while now, but playable barely.

 

Now with Prophecies, Incarnate Dragons, Merlantians, Fire Fist and all this shit the game is AWFUL. Without something like Warning around, these decks have even more reign then they already did. Saying these cards should be hit is true, but that's idealistic, not realistic. Hitting Warning now is terrible for the game in pretty much every sense.

 

Konami won't hit any of these until they stop making money. So, they promote them by hitting the few cards that can hinder them. This WAS the wrong format to hit Warning, just like it was the wrong format to bring Lumina to 3 since JD is still around, even if Lightsworns don't do anything good.

 

I have quit, at least competitively. Can you honestly say this format is worth playing, even with Warning at 2? Realistically, the game is shit right now; the fact that people are complaining that Warning was hit to the place where it should be at pretty much shows this. 

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.....you do realize that only banning half a problem and not the other half still makes the game worse, right?

 

wait no, sorry about that. of course you dont or else you wouldnt be repeatedly saying the same thing over and over thats been wrong and wont stop being wrong no matter how much you say it.

 

You're missing my point. Warning has always been a problematic card, and should have been at 1 or less ever since it was printed. This format should be completely irrelevant to the hit, especially since the format would still be bad, even with Warning at 2.

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You're missing my point. Warning has always been a problematic card, and should have been at 1 or less ever since it was printed. This format should be completely irrelevant to whether or not Warning should be hit, especially since the format would still be bad, even with Warning at 2.

It wouldn't be as bad with warning at 2 though.  

 

Warning is one of those cards that goes up or down the list depending on the format.  Saying that the respective format should not and does play a part in its rightful spot on the list is a false statement.

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I'm just against blatant insults :/

 

I guess I'm just desensitized to it. It doesn't bother me when I see it very much anymore. :<

 

@Wizarus: In a design standpoint, yes it should be @1, but when you look at health for the game, it should be at @2 for this format. It's not a black and white "IT SHOULD BE AT ONE" or "IT SHOULD BE AT TWO"

 

It depends on the format, and this format calls for two.

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It wouldn't be as bad with warning at 2 though.  

 

Warning is one of those cards that goes up or down the list depending on the format.  Saying that the respective format should not and does play a part in its rightful spot on the list is a false statement.

 

Wouldn't be as bad? Keeping Warning at 2 this format would be the equivalent of putting sprinkles on horseshit. Warning is spammed and promotes soft-locks by the same stuff that people want Warning to stop. Warning shouldn't be going up and down depending on the format.

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Wouldn't be as bad? Keeping Warning at 2 this format would be the equivalent of putting sprinkles on horseshit. Warning is spammed and promotes soft-locks by the same stuff that people want Warning to stop. Warning shouldn't be going up and down depending on the format.

The problem comes where Warning is really one of the only good ways to get rid of these soft locks :/

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Wouldn't be as bad? Keeping Warning at 2 this format would be the equivalent of putting sprinkles on horseshit. Warning is spammed and promotes soft-locks by the same stuff that people want Warning to stop. Warning shouldn't be going up and down depending on the format.

 

You could use this argument for any decent defense card. Saying that it promotes soft locks is just dumb; it's the established field of monsters backed up by Warning that would lock up the game. I'll give you credit that as one of the best defensive cards, it seems like it could shut down whole strategies by itself. But in reality Warning only stops 1 of almost any kind of summon, which really isn't a bad thing. If the game as a whole was slower, or was flat out better designed, this argument wouldn't really exist.

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You could use this argument for any decent defense card. Saying that it promotes soft locks is just dumb; it's the established field of monsters backed up by Warning that would lock up the game. I'll give you credit that as one of the best defensive cards, it seems like it could shut down whole strategies by itself. But in reality Warning only stops 1 of almost any kind of summon, which really isn't a bad thing. If the game as a whole was slower, or was flat out better designed, this argument wouldn't really exist.

 

Warning stops all summonings. Flip, Special, Normal, it doesn't matter where it's coming from, stats, card type, if it has something to do with summoning, it's getting negated, and it costs "nothing". Warning is beyond decent; nothing in the game currently has that much range at that little cost without any conditions tied to it.

 

 

 

 

The problem comes where Warning is really one of the only good ways to get rid of these soft locks :/

 

But it's being used as a soft lock :/

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[quote name="Wizarus" post="6154651" timestamp="1362276201"]Warning stops all summonings. Flip, Special, Normal, it doesn't matter where it's coming from, stats, card type, if it has something to do with summoning, it's getting negated, and it costs "nothing". Warning is beyond decent; nothing in the game currently has that much range at that little cost without any conditions tied to it.[/quote] Yes, we all know what warning does, thank you for stating the obvious. The fact remains that the game has progressed to a level that only brokenness can tame. Tying down a bear with yarn isn't going to work: you need wire. Similar principle: if we have cards/engines that are so broken that they can + a fuckillion, OTK, or spamspamspam, then, in order to ensure a balanced game state, we need to have cards like warning in order to shackle them. In terms of design, warning should be at 1, but Konami has long since given design the finger.

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Yes, we all know what warning does, thank you for stating the obvious. The fact remains that the game has progressed to a level that only brokenness can tame. Tying down a bear with yarn isn't going to work: you need wire. Similar principle: if we have cards/engines that are so broken that they can + a fuckillion, OTK, or spamspamspam, then, in order to ensure a balanced game state, we need to have cards like warning in order to shackle them. In terms of design, warning should be at 1, but Konami has long since given design the finger.

 

I was replying to the post. I'm against countering broken cards with broken cards, the game is going to die faster that way. It's more of a dice role in multiples; it's good before you get your stuff out, but after that, it becomes a win-more card.

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