• Content count

  • Joined

  • Last visited

  • Days Won


SirCod last won the day on April 29

SirCod had the most liked content!

1 Follower

About SirCod

  • Rank
    Registered User

Recent Profile Visitors

60 profile views
  1. Yeah it would need to be tested for sure. My point was that power creep has a bad effect on games. Eventually cards get so powerful that entire games are won before the unlucky player has a chance to react. When a game isn't power creeped games take time to win, and strategy becomes more important. When a game is power creeped we have a lot of instances of winning on the first turn like Yu Gi Oh. The opposite can happen too. When cards are too weak games can take over an hour. I also played Score Z. Endurance was an answer to the power creeping of attacks in that game. At the end of Score Z a Red CS Kid Buu deck could easily deal 16 life just from a standard AT +3 attack, thanks to Red Thunder Clap. But here's the thing. Pan Z attacks started out extremely tame, but the level of endurance was the same as the end of Score Z. The result was that the only MP standing a chance at traditional survival was Ginyu. It took until set 6 to correct that mistake. And even after all that the best deck was a Red Cooler control.
  2. Gonna enjoy watching MetaX crash and burn. They blew through a lot of customer goodwill with Pan Z. Also, they no longer have DBZ nostalgia, or Jim Ward's epic game design to fall back on. MetaX will be unsuccessful, and a train wreck balance wise.
  3. That would be a lot better. Oh I landed an energy for 5, or a physical for 8 and it has a 75% chance of not topdecking endurance? Finally!
  4. I really shouldn't have to go and dig up old lists of top cut decks to prove that WB and Ball 2 were not staples. Half the top cut decks either didn't run WB or didn't run ball 2. Most of the ones that ran ball 2 were either Namekian, Krillin, or just going for a DBV on the side. The game is luck based, so we should just introduce extremely swingy cards that decide the entire match? Ok then. Here's my new card for DBZ. Name: You win! Event Power: You win the game! Now entire games can be decided on who draws this first. It'll feel about the same as playing MPPV decks vs non-blue decks. Also, Spheres will go even further up in price.
  5. No they haven't. Tons of decks have made top cut in the past without running those cards. Also, why have entire matches decided on whether or not you lucksack and draw wallbreaker at the right time? That's just as bad as seeing who is the first to draw Unleashed. Games should be decided on strategy, not whether you happened to draw a single game changing OP card.
  6. Anything can be countered with the right draws or deckbuilding. But can it be countered consistently? Also, why settle for an environment in which Wallbreaker and Ball 2 are staples outside of Blue?
  7. Are you kidding me? If a physical attack can't do theoretical damage of 10 or more life, I don't even put it in the deck. Not unless it has an epic secondary effect like Blue Betrayal. As the game stands right now, I think at least a little endurance should be skimmed off from somewhere. At the very least pick a few choice cards and reduce the endurance on them. Namekian Cell can easily run 30+ blocks, and win via attrition. MPPV decks are too lightning fast with Orange and Red.
  8. There is too much endurance in this game, and it has been ruining it from the start. Control decks want to mitigate damage, while slowly whittling their opponents down. Endurance helps with that. MPPV decks don't want to suffer critical damage, and endurance helps with that too. Captain Ginyu would have been a lot easier to deal with, in the early environment, if there wasn't enough endurance in Orange and Blue to choke a horse. Maybe Namekian Knowledge wouldn't have required an errata. I think every card with endurance should be lowered by one. Cards with three endurance should only have two endurance. Cards with two endurance should only have one endurance, and so on.
  9. Score Z made steady progress, getting better and better as time went on. Yes, Score Z had it's share of OP nonsense, but it was an entirely new card game. Nobody had any clue how new cards would affect the environment. New mechanics like Focused Attacks, Endurance, and Defense Shields were constantly being brought out. The quality of the art on the cards was fantastic. Pan Z on the other hand started off looking really promising. New rules aimed at nerfing MPPV, and Dragonball Victory. But with Pan Z virtually all the lessons learned from Score Z days were forgotten. In Score Z we learned that hand advantage was broken, but let Black have x3 Devious Drill in Pan Z. In Score Z we learned that cards with OP effects needed to be banish after use, but in Pan Z Disk just went to the graveyard. In Score Z we learned that too many combat ending cards made for a boring game, but in Pan Z you could fit 9 psuedo-combat-ending cards in a little 60 card deck easily. In Score Z we went from laughable MP powers in the Saiyan Saga to useful and interesting powers starting in the Cell Saga. In Pan Z MP powers pretty much stuck to the awfulness of the Trunks Saga. Until set 6 happened that is. The Score Z devs had no clue what they were doing, but it was their main job, and they put a lot of real hard work into it. The Pan Z devs just designed cards as a side gig apart from their real jobs. Did Pan Z ruin the game? No, Pan Z ended as a broken mess, but it was salvageable. When Fan Z came along adding even more brokenness, refusing to fix anything, and splitting the community, that's when the game was ruined. Nerf Devious, Enraged, Drawku, Retribution, and Ascension. Limit Unleashed to 1 per deck. Ban Awakening Cell. Now the metagame is healthy and interesting again.
  10. Namekian was designed around DB manipulation, and rejuvenation. That's enough to base a style on. Add in some discard pile manipulation and effects that draw from the discard pile. Suddenly you have three things that Namekian does well. Namekian shouldn't have gotten mill effects, anger, or extreme anti-anger cards. Just like how Red didn't need drills. Saiyan was meant to be the style that foregoes MPPV in favor of using higher levels to win via survival. The problem? It wasn't fast enough at leveling, and most of the Saiyans sucked. Saiyan was also meant to be the endurance style, but eventually every deck was running 30-40 endurance per deck. Finally the "If your power level is higher than your opponent's do X" cards should have been better, and more frequent. Anyway... Black = Hand Destruction, Life deck dismantling, and discard pile banishing. Red = MPPV, Level Hopping, and Combos. Orange = Drills, Drills, and Drills. Blue = Anti-Anger, Allies, and blocking. Namekian = Rejuvenating, DB Manipulation, and Discard pile stacking. Saiyan = Endurance, Survival via leveling, and "Do X if higher."
  11. For sets 1-2... Red Shattering Leap, Red Heel Kick, and Red Lightning Slash were all nerfed into the ground. Shattering Leap should have stayed the same as Score Z. Heel Kick should have been AT +3, raise your anger 1 level, get any styled attack from discards. Lightning Slash should have been AT +1, raise your anger, and Hit: Destroy all allies or drills in play. Saiyan should have gotten a lot more anger in set 2 to counter Wallbreaker. Strength Test should have banished bottom 2 cards for every anger gained. Grab should have been AT +2 and given you 1 anger on top of everything else it did. Rescue should have rejuvenated 2 cards per combat. Spin Kick should have destroyed another ally on hit. Orange should have gotten more support for Orange Energy, and less support for Orange Drill Mill. For set 3... Blue Takedown should have just lowered the opponent no questions asked. Red Leaping Kick should have just been a styled Dev Blow for AT +3. Orange Mini Ball should have let you play the drill from your hand instead of discarding it. Also should have been able to use the effect as many times as you wanted in combat. Have a mini-ball and 3 drills in hand? That means you can toss 4 of them at your opponent while putting 3 drills into play. Let's be real though. It wasn't the card design as much as it was the sucky MP stacks.
  12. It was needed due to the small deck sizes. You can't combine AT +3-4 attacks, and 60 card decks without running into a ton of five minute games. On the flip side you can't have physicals doing AT +2-3 without every control deck soaking stages all day. I would take 1 endurance off of every card with endurance 2, and 3. At the start of the game Blue and Orange already had ridiculous amounts of endurance. Oh and Turles wasn't as bad as Frieza or Vegeta, but he still had the lack of hand advantage thing going on. He made top cut 3 times and then disappeared. A B tier MP stack is just as much of a failure as a C or D tier stack. Either way you are putting yourself at a huge disadvantage by playing them in a competitive environment. The gap between A and B tier in this game was as wide as the gap between 19 and Vegeta in the anime. B tier decks would win vs the A tier decks 30% of the time or less.
  13. Non-interactive strategies win because of the massive amounts of endurance in this game. Normally, if you build a deck that focuses on setting up a board, you'd get trashed once you drew two unusable cards in a single turn. Endurance keeps your deck alive during these bad combats, though, and you get to continue setting up a board, or gaining anger without much punishment. Cut endurance down by a third, or cut it in half. Suddenly people will start playing more interactive decks. Secondly, there needs to be more of an emphasis on performing epic combos. More cards that read "use when needed", more ways to turn up the heat on your opponent in a single combat. Third, characters need to perform an AT +3 attack on level one, or an energy for 4 life on level one. MP powers always need to be able to take the place of a card in your hand. Playing with Frieza, Evil Vegeta, and Turles is like playing with one less card in your hand every combat. When the survival MP stacks suck that much, it's no wonder why control wins.
  14. MPPV shows how you can’t match extremes with extremes in card design. Designer 1: Here’s an OP MPPV deck that wins in 3 turns! Designer 2: Here’s Wallbreaker! Vegeta player: The fuck did you guys just do? My deck blows now. Designer 1: Here’s Ginyu! Designer 2: Here’s Nappa! Designer 1: Oh yeah? Here’s a bunch more villain allies! Designer 2: Yeah? Here’s A17! Designer 1: K. Here’s Tag Team! Roshi Player: The fuck did you guys just do? I have no way of dealing with Nappa now!
  15. The game is definitely dead. FanZ is currently riddled with too many balance issues for this to be an enjoyable game. Future Gohan is broken, and if they got rid of him, then Unleashed Drawku would be broken. If they got rid of Unleashed and Drawku, then we have MPPV decks that win in 2-3 turns. Get rid of that, and Awakening Cell with 33 blocks takes over the meta. Get rid of that and we have infinitelife Hercule decks. Even when the game was going set 7 was just Two Turn Orange Roshi, Three Turn Red Vegeta, and Blue Drawku. Also, Awakening Gohan makes ally decks pretty much unplayble outside of Blue Tag Team. At least with Score Z you could just agree to ban SWK and then have some fun. Pan/FanZ is like Score Z without nerfs to Roshi, PTT, or Tapkar. No thanks. Oh yeah, let's not even mention how Black has no playable masteries thanks to their inability to properly nerf and unfreeze Devious.