Me and Chovy have an argument over which deck is more autodrive, I say Wind - Ups whereas he thinks Elemental Heroes. So we decided to leave it up to the public.
Sasori wrote:What's hard about summoning TGU, Shark, and Magician? You net +3 to +4 from summoning a single monster because they do all the work for you. Wind-Ups aren't any harder to play than Infernitys (and even less so if you consider the 24 step Ouroboros loop and being hard-countered via Macro, Skill Drain, and Shadow-Mirror, as well as the inconsistency of their engine). Other than that, most people can figure out how to loop them. It's not very hard because if it were people wouldn't have bandwagoned them (including new players). YGO isn't a very skill intensive game play wise. The hardest thing perhaps about WU is building the deck, as opposed to actually playing them.Wind-ups are in a sense the hardest of all decks to pilot right now.
Gustavo wrote:That's the thing though, I never said you had to play aggressively. WU has the ability to play in a controlling manner because of their access to Xyz monsters that do that. That doesn't however change the method of how it's done, since playing aggressively or controlling is done more or less the same way, but summoning different monsters from your Extra deck. It's not really a matter of difficulty as it is a matter of availability.agree with sasori, wind ups are hard to pilot, your not always gonna be like magi shark or tgu magi shark, you gotta know how to play control.
Danica, the Great wrote:YGO isn't a very skill intensive game play wise.
Sasori wrote:Actually, this entire statement is something I brought up in my initial post. WU have a higher skill cap, but have a same relative skill floor as HEROs; ergo, they're just as easy to play, but as a more skilled player uses them they actually become better than HEROs. This is why skill floor and skill cap was relevant. I justified auto-pilot plays based solely on the skill floor, rather than skill cap.Danica, the Great wrote:YGO isn't a very skill intensive game play wise.
This I can agree with. The thing that makes wind-ups harder to use are not the 2-3 simple game/shock master combos you can easily find here and there. Thing is you have to know how to react when you don't have those combo pieces. For example if you open Rat/Magician/Rabbit which can be turned into quite a board. To be entirely honest it's not even the deck itself which requires that much thought process, it's more the things you need to do to win when facing a player with a good overall experience who will try to hinder your plays. Most of the time you'll need to reconsider what you plan on doing based on your knowledge of opposing threats. This is of course overall understanding of the game but I believe you'll need to think more when using this specific deck simply because of the options it gives you. When for example you play heroes you might know what to expect and how to play through a given scenario but most of the time you'll have one single out so you'll be forced to risk. With wind-ups you can actually find different ways out of a situation and knowing the best is what makes the difference.
Limitless Talent wrote:lol because you play HEROsWind-Ups in my opinion.
Phoenix King wrote:WTF WU never lost the loop
They just lost a card that would work good in it
Dude E Heros are auto pilot as f-ck
UchihaShisui wrote:Because every move you make is blatantly obvious for both decks?Phoenix King wrote:WTF WU never lost the loop
They just lost a card that would work good in it
Dude E Heros are auto pilot as f-ck
With limited carrier, wind ups can't repeat their combo 3 times in a row, it can just be done once. Every deck pilots, it just all depends on the player and the way it is used. I don't see how do heroes autopilot much if you can set up a lot of things with them, just like in wind ups and six sams.
Sasori wrote:There isn't a deck out there that offers plays which aren't obvious after a certain amount of time is spent playing it.
Sasori wrote:WU doesn't give you any options outside of which loop to do, and that's defensive or offensive specific. Some decks you actually do have to make choices as to what to do, whereas with WUs you always know that your goal is to just spam monsters. There is no decision making involved.Ya only that, cause you know heroes are out of this world. Too difficult to master so when I see someone using them I just surrender, why waste my time dueling a player of such degree.
Danica, the Great wrote:Sasori wrote:WU doesn't give you any options outside of which loop to do, and that's defensive or offensive specific. Some decks you actually do have to make choices as to what to do, whereas with WUs you always know that your goal is to just spam monsters. There is no decision making involved.Ya only that, cause you know heroes are out of this world. Too difficult to master so when I see someone using them I just surrender, why waste my time dueling a player of such degree.
L.Lawliet wrote:Yes, we realize that it's not technically a loop. It's a habit, not that it changes the fact that they don't take any more or less skill than HEROs, neither of which require much skill to operate initially or build.Danica, the Great wrote:Sasori wrote:WU doesn't give you any options outside of which loop to do, and that's defensive or offensive specific. Some decks you actually do have to make choices as to what to do, whereas with WUs you always know that your goal is to just spam monsters. There is no decision making involved.Ya only that, cause you know heroes are out of this world. Too difficult to master so when I see someone using them I just surrender, why waste my time dueling a player of such degree.
Why do you people still say "loop"? Builds with Hunter are bad, you don't call the "new" combos - loop, since it's not a loop, you don't spam rats and summon monsters and etc.
Danica, the Great wrote:L.Lawliet wrote:Yes, we realize that it's not technically a loop. It's a habit, not that it changes the fact that they don't take any more or less skill than HEROs, neither of which don't require much skill to operate initially or build.Danica, the Great wrote:Sasori wrote:WU doesn't give you any options outside of which loop to do, and that's defensive or offensive specific. Some decks you actually do have to make choices as to what to do, whereas with WUs you always know that your goal is to just spam monsters. There is no decision making involved.Ya only that, cause you know heroes are out of this world. Too difficult to master so when I see someone using them I just surrender, why waste my time dueling a player of such degree.
Why do you people still say "loop"? Builds with Hunter are bad, you don't call the "new" combos - loop, since it's not a loop, you don't spam rats and summon monsters and etc.
L.Lawliet wrote:So I shouldn't argue with you because I have a conflicting opinion? How egotistical of you. WU is easy to play, and so far the poll is showing that the majority of people agree with that statement.Danica, the Great wrote:L.Lawliet wrote:Yes, we realize that it's not technically a loop. It's a habit, not that it changes the fact that they don't take any more or less skill than HEROs, neither of which don't require much skill to operate initially or build.Danica, the Great wrote:Sasori wrote:WU doesn't give you any options outside of which loop to do, and that's defensive or offensive specific. Some decks you actually do have to make choices as to what to do, whereas with WUs you always know that your goal is to just spam monsters. There is no decision making involved.Ya only that, cause you know heroes are out of this world. Too difficult to master so when I see someone using them I just surrender, why waste my time dueling a player of such degree.
Why do you people still say "loop"? Builds with Hunter are bad, you don't call the "new" combos - loop, since it's not a loop, you don't spam rats and summon monsters and etc.
Build - no, most builds are the same for both decks with little the difference. The piloting of the deck (WU) is not as easy as playing 1 card - Miracle, or Summoning Alius when you have Spark and use the spark to destroy a card...
In WU you have more than the OTKs said before. It's a well known fact that Wind-ups are the hardest deck to pilot to it's best performance. Please stop arguing with me or I won't play nice anymore.