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Majin Goo

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Majin Goo last won the day on December 13

Majin Goo had the most liked content!

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About Majin Goo

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    A Good Nature Blob of Evil
  • Birthday 11/12/1987

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    Male
  • Location:
    Arkansas

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  1. Game Launched! Initial thoughts...

    Still playing and still think it's awesome. I didn't get a chance to make content over the weekend because of guests. I do however plan on doing a gauntlet of games over Christmas break. Hoping to get through an Expert Constructed, all on film, and an Expert Keeper Draft, all on film.
  2. Game Launched! Initial thoughts...

    Well yeah. You still have to deal with combat at least and they won't be able to stop your heroes from being put in. However, it is slightly annoying when it happens and can really muck up fast aggro for a moment.
  3. Game Launched! Initial thoughts...

    I think I'm going to try to make something this weekend. Hopefully, after the season, you can join us. I might run though the basics of the interview and a game using the starting deck against the bots.
  4. Game Launched! Initial thoughts...

    I actually was thinking of doing content for this game. I built a competitive deck last night, including what is the most expensive card so far, and spent $35 doing it. I'm confident in it and am going to start playing online tonight. It should be noted, that if you don't like the game after the two tutorial games you can decline the starter decks and packs and ask for a refund. I think my favorite part of the game is that it makes non interactive play impossible. You have to engage in combat which means even control decks have to interact with combat. No turtling and refusing combat in this game. So while control is powerful in this game it's a lot more engaging.
  5. Game Launched! Initial thoughts...

    I got a feeling that TCGs will still be around. As you stated, there needs to be a clear example of harm. While someone's "crack a pack" addiction can get a bit in the way of things, TCG's aren't as consuming on the consumer market, even on the digital front. Although if I had to cite an example of pure negligence in "over manipulating" the game of chance on packs, it would be PanZ's set 7, and the way it handled UR's, hands down. I have a feeling in all of this, hobby gaming will likely be placed in its own category, as such minor things often are, and be regulated much more lenient. At this point, the conversation is diverging from the topic, which is the initial thoughts on the game itself, so I'll likely not be discussing the affects of gambling in general on gamers any further in this thread. Nothing against the conversation, I just think this topic should stay focused on people's thoughts and opinions on the actual game itself and how it rates in play-ability and collect-ability to other games of this nature.
  6. Game Launched! Initial thoughts...

    This is the very idea I had when I mentioned you. Has me a bit excited.
  7. Game Launched! Initial thoughts...

    Good article, though I laughed a little when the author stated that the $300 dollars for the set in Artifact was comparable to getting a full set in Hearthstone or Magic. The key issue people are having is that they continue to compare this to Hearthstone or Arena. It is only similar in that its a PC game. The entire model is designed to emulate a traditional TCG and that's where Artifact shines. It gives you that experience and makes collecting and competitive play far more accessible than it normally is in digital card games. You can literally just build the deck you want and spend only about $40 to $75 dollars. Even if someone just grinds on Hearthstone or Arena, once you consider the time it takes to get competitive for constructed you're still looking at hundreds in cost once you translate the time to money. Now I agree with the gambling concept on loot creates and packs. I've seen people that can't resist the, "just one more pack", and it can do financial damage if an intervention doesn't happen. The key difference with a TCG model though is that your pack always had value because of the secondary market where as loot crates and gambling have a zero value option as a result.
  8. Game Launched! Initial thoughts...

    I think the real appeal here @Jarrett is the ability to host community tournaments through the game. That's something I think is going to be great as a standard.
  9. Artifact, Majin Goo on a New Quest

    Finally got a chance to play Artifact. It should be mentioned that the game has a $20.00 USD upfront cost to start. This includes 2 Starter Decks and 10 Packs that you receive after two tutorial games. You can choose not to accept them after the tutorial and ask for a refund, but once you accept them their disclaimer firmly lets you know there will be no refund. Packs cost about $1.99 USD per. You are able to buy and sell singles for steam cash in the game so there is an actual secondary market. From research it looks as if a good competitive deck will cost about $70.00 USD to make which isn't nothing when you compare it to Magic. The game plays like a MOBA with three lanes. Each lane has a tower that you are trying to kill and each tower houses some kind of ancient life force. You win the game by destroying two different towers or by destroying a tower and then killing the that life force that is exposed afterwards. Each round goes through the three lanes in steps. You play cards and do combat in one lane, and then the next, and so on. In order to play "styled" cards to a lane, you must have a hero of that "style" actively in the lane you're playing the card to. When heroes are killed they are sent to the "fountain" to heal. They basically set out the whole next turn, and then the turn after you can redeploy them to a lane. They even included purchasing upgrades and items. As the turn progresses you can earn gold by doing things like killing units or heroes. This gold is used at the end of the turn before the next round to purchase equipment that can be used to enhance heroes and heal allies. The game has a lot of complexity but is organized well so that it doesn't completely overwhelm you. You need to make sure you have the right type of allies in your lanes so you can play the cards you will need to attack and defend in that lane. Essentially, you're keeping up with three board states but because the game does a good job of holding it together, you don't realize it. The game has casual and expert formats that include constructed and draft formats. You can play freely with your friends and community tournaments can be created and joined as well. These tournaments can be set up to your liking to include formats such as "commons only" and can be swiss or single elimination. I'll let you guys know more as I get through it but this is something I'm definitely going in 100% for now.
  10. Game Launched! Initial thoughts...

    Going to give this a try. I've been playing Age of Sigmar Champions and loving it so another digital won't kill me.
  11. Decks & Stories Post-Escalation

    I've got two from PanZ. The first one being when I faced against Sundeep in a Regional event. He had already won a Regional and for the most part I think he was just fooling around with deck ideas. It was a fun but oppressive, in his favor, match. But he saved my but from disqualification and he didn't have to. From my experience him and Tim Batow are both upstanding opponents to go against. The second memory was building a deck with Shoryu. We messaged back and forth for some time and honed our Blue Gohans to what I would call near perfection. I guess there was that time my Red Roshi went against a Black Roshi and I won without a single combat happening. That was fun.
  12. New CRD

    From my perspective TiaWT is nothing more than an "oh shit" button and for the most part has always been. In the early stages of PanZ it was a bit oppressive, but this wasn't because of TiaWT's design. Namekian at the time was extremely oppressive given its ability to push all three victory conditions efficiently. At first, it could achieve two of those victories without ever entering combat. The only way to really win was to get in one or two really good combats, capturing a few balls and gaining an advantage on Life Cards. However, Namekian could efficiently cycle TiaWT over and over again. Hell, by the end of set three I played a Slug deck that damn near could use TiaWT every turn. So for the most part, I think most TiaWT protesters are still experiencing the bad taste the early state of PanZ left. However, by the end of set 6 TiaWT, while in every deck, did little more than stall for a turn. In many cases, most of my decks including some aggro would still win despite a TiaWT being played. While I understand it's in everything it doesn't define the meta. If it disappeared today, it wouldn't affect any of my 30 decks at this point. Even Namekian decks that continuously recycle the card would just recycle other things and continue to have what equates to 100+ life card decks. There was a time I would say TiaWT could be consider oppressive, troublesome, or even centralizing, but it isn't at this point.
  13. Dragon Ball Super Anime Discussion

    They did. Just as he did before he's taking on the family roles that Goku neglects. He's now the grandfather that Goku isn't. Probably keeps Chi-Chi company at this point.
  14. New CRD

    This can't be stressed enough. When someone tells me they're having problems, this is usually the first thing I look for. Because of how this engine works, you have to have solid recursion built in. Because of this, one of the most crippling strategies is to attack their ability to recur cards. This is why I used Devastating Blow for so long. Great hate at no cost.
  15. Yeah but I'm not giving too much into that. In my next Awesomesauce order I'm getting the Buu Hi-Techs but that's because of obvious reasons.
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