How is everybody finding the emphasis on objective destruction for the Dark Side in the tie-breaker rules to be affecting their tournament experiences? Are the decks that dominate the most aggressive in your metas? I wish we could do a poll on this stuff because I remember hearing some people describing tournaments where they ended up being in positions where losing the game faster was a better strategy than winning due to the way these rules can affect match outcomes. What do you all think?
Also, aren't we due for an FAQ update sometime soon?
Tournament Tie-Breaker Rules In Practice
I have not had any issues with this. I have been mostly playing Sith and I typically kill one maybe two objectives most of the time. I have not found this to be a problem. In fact, I kind of like it.
Aggressive decks can do well, but its not nearly as much of a problem as some have made it out to be. Many, including myself, won regionals using more defensive DS decks.
No idea about the FAQ.
I have played in 5 Regionals and play in 1-2 tournaments a week. Even when playing casual games (along with harsher deck-testing), we use the tie-breakers.
I love them. It encourages a more balanced deck-building and often places some pressure on those folks who want to just camp and let the dial click.
Yeah, it's a balancing act - pure control decks win VERY reliably, but will almost always lose the tiebreaker, so if you're running one you'd better be **** sure your lightside deck is also amazing. Aggro decks are less reliable, but when they do win, they'll have a pretty good shot at winning the tie.
I hate the tourney tie-breaker rules. But, I love this game, and just take them into consideration when building decks. I would like to see them changed at some point.
Yeah, it's a balancing act - pure control decks win VERY reliably, but will almost always lose the tiebreaker, so if you're running one you'd better be **** sure your lightside deck is also amazing. Aggro decks are less reliable, but when they do win, they'll have a pretty good shot at winning the tie.
This is a pretty decent description. Pure control can still have a decent shot at the tie breaker though. Remember, preventing one of your objectives from being destroyed counts the same as destroying one yourself for tie breaker purposes. A deck that reliably wins games up 1-0 on objectives is just as good as one that wins up 3-2 every game. The main difference is that the 1-0 deck gives you much less margin for error (as far as tie breakers are concerned) while the 3-2 deck may occasionally go 4-2 or even 4-1 and pretty much guarantee the tie breaker.