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Denithan

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Denithan last won the day on August 7

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About Denithan

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  • Location:
    Australia
  • Interests
    Too plentiful to cover, but I have a strong affinity for most card games.
  1. Gimmick Cards - What's your take?

    I don't really have strong feelings either way for most of these, but I will definitely say that I loved how the Pokemon TCG handled "LEGEND" cards. Especially in relation to the current EX/GX system, and with how draw engines in that game work. For a bit of behind baseball, Pokemon TCG draw engines are normally based around rapid discard and hand refills turn-by-turn, with things like the Professor cards, N, Colress and etc. completely replacing hands. LEGEND kind of forced players to work around it though, or hope that they get one half of it and an Ultra Ball. For the time period they were active, they were also incredibly strong cards, and with the ruling that you can only play a total of 4 cards of the pair, you were pretty much forced to rock 2 copies of the complete Pokemon total. In effect, the LEGEND mechanic heavily restricted the usage of what were incredibly potent sweepers and created a really engaging environment of timing and hand manipulation on both sides to try and control when they were dropped to the board. None of them could be especially relevant today thanks to the power scaling of the game, but it's definitely on the sadder side that this mechanic died out entirely.
  2. Worst TCG you've ever played?

    I just remembered something about Bushiroad's card design Kind of kicking a dead horse, but to sum up, they released an archtype just before the stride era in Vanguard that kind of initiated the Stride era. The archtype was called Deletors, and their basic mechanic was to flip down your opponent's vanguard (leader, to use a Dragon Ball Super equivalent). While flipped face-down, the opponent's vanguard was treated as having 0 power and no effects, and this would last until your opponent's end phase. Now, because of how strong that is (and it was at the time), these effects were expensive. We're looking at counterblast 3 to just Delete the opponent's vanguard in most cases. Literally a couple of weeks after Deletors were released, Bushiroad released the first Stride expansion. And the rulings were that if you stride over a deleted vanguard, it gets undeleted, and then the stride gains the power of your vanguard. Stride also got a heap of support so that it was basically a free mechanic, with an insane number of ways to proc it. Which basically meant that Delete is a null-effect beyond beatdown purposes. So we had an archtype that was literally good for 2 weeks, and then got made completely redundant by new rulings and card types.
  3. Mixed Colour Decks

    Honestly, this also makes me curious about people's thoughts on off-color decks (ala. playing Gohan in a mono-red deck), and if that's viable. I'm also curious if it's actually permitted by the rules. If so, then I could see both the Blue and Green Son Gokus working well in rush variants. Of course, don't know how viable the decks would be, but curious for thoughts.
  4. Why don't Living Card Games get more popular?

    What I find interesting about this is that I've kind of found the opposite to generally be true for higher tiers of play in TCGs (though do note, I only really play Yu-Gi-Oh! and Vanguard at higher tiers), where the more competitive an environment you push up to, the more you get collections of the same deck over and over. While I'd love to argue that restriction breeds ingenuity, after we had 36 of the same deck topping in a World Championship in Yu-Gi-Oh, I really can't say it without laughing a little. Meanwhile, in all the LCGs I've followed (none of which I've observed in top tier play, so grain of salt), I've generally noticed a much more creative environment as a result of having access to such a large card database. This could easily be a result of Konami's/Bushiroad's card design though, since the Pokemon TCG seems to have a really good spread of topping decks.
  5. Why don't Living Card Games get more popular?

    Put simply; lack of advertising, lack of exposure, lack of accessibility, lack of playerbase, etc. There's also an element of wanting to flop your financial shaft on the table (which is to say, some people enjoy the elitism that comes from more expensive card games). Less masochistic, more sadistic. There's also probably an element of prize support that would be worth discussing. On a personal level, I like the idea of LCGs, but I dislike the mechanics of most of the ones I've played. Additionally, shipping kills my wallet and they don't receive any support in my area. Which brings up the aforementioned point of accessibility; the local major card game is normally a result of a strong local playerbase, and people are generally not willing to spend the money on a card game they won't get many chances to play. At present, the local card game of my area is Vanguard (which we both know I dislike) since Yu-Gi-Oh! introduced the new rules, and I play it pretty much just because others play it. LCGs will likely see similar problems.
  6. Worst TCG you've ever played?

    Wooo! Someone else has tried out Bushiroad's hot mess. Honestly, I think part of the issue with Bushi is that they've kind of overextended on how many card games/animes they're developing at once, so no one of their games is getting the support or time dedicated to it that it needs to really bring it to fruition. Probably a good example of this is how Stride completely outclassed Legion and Limit Break 4. Don't get me wrong, there is an element of like, needing to advance the meta and give general power creep to maintain sales. However, literally developing a card type that makes 9/10 Grade 3s (previously the most important cards in the game) neigh useless (unless they are a strider) REALLY hurt the game. Beyond that, as Artificial noted, the power creep got so out of hand so fast with Stride. Probably starting from "The Dark" structure deck, we started getting strides whose entire purpose is to make large chunks of the card database useless. They also have a pretty bad tendency of giving large chunks of support to making useless cards for already well-supported clans instead of really spreading the love. Another one for bad design for me (and an element of questionable game design) is probably UFS, but for a very different reason to Bushi. Universal Fighting System is a pretty neat game, but my lord is it complicated. Put simply, you can pick up one card of theirs, and you can see just how loaded the game and it's systems are. Consequently, it's REALLY not newcomer friendly or that intuitive to play (although it gets a lot better once you've adapted to the rules). This said, that over-complicated design (imo) is 100% part of why some people love it, so this one is more of a personal preference thing. So maybe this one isn't badly designed so much as very questionable in design. To spread some love alongside the hate though, I will say that the Pokemon TCG is surprisingly one of the most well-designed ones I've played in both card design and game design. I don't really play it anymore since there isn't a fantastic (free) online sim, but it definitely holds true from when I was playing it.
  7. What masteries would you like to see?

    Here's a question for you, Artificial. What would you name such a hypothetical format? Personal concern with your idea though is just how fast the game would get when you hit their current level 4s. Future Gohan would be a BEAST to deal with, and Broly would just leave crater-sized holes where you once stood xD
  8. What masteries would you like to see?

    ngl, the more I think about it, the more I'd be down to try out a format that is 40 cards and up to level 3. You'd need to hit a few 3rd levels to stop the auto MPPV (like Hercules level 3), but in those cases, you could probably trade out their level 3s for their level 4s and have a very similar all around experience. Someone with more friends on OCTGN should give it a go. As it is, I've got one other friend who plays it online, so.
  9. What masteries would you like to see?

    tbh, the bo1 is one that really should've been fixed early on by just bringing down all the win conditions (in terms of difficulty). Like, instead of 4 levels, 3, instead of 60 card decks, 40, and I cannot fathom a way to make DBV faster. Of course, the trade-off of this is that the games may be over TOO fast when dealing with survival rush decks. Another alternative is to just drop the majority of the Endurance in the game, but that angle has been butchered to death on this forum. I would dig a Mastery that has that kind of attack in-built for personalities without an attack of their own. Or heck, do one for EACH color so that players aren't forced into a single style.
  10. What masteries would you like to see?

    I was 100% about to comment that those were OP, but you know what? Touche, ser. You beat me to it |: Also, holy shit, what the hell is Saiyan Awakened. I REALLY hope we don't get that with mono-Styled Broly o-o
  11. Set 10

    I'm probably alone in halfway hoping they go balls to the wall with promos for a bit after Z, and throw in a heap of random Heroes personalities, or extra what-if fusions from Dragon Ball Fusions. Just some crazy shit. Also, straight up, they're probably going to do Super. Golden Frieza and Super Saiyan God Goku are already levels in the game, so they've already made moves to acknowledge and include Super. Same goes with Beerus ally. They're more likely to move into Super and provide extra support for the Super cards already in the game, than they are to build up from the ground with GT or Dragon Ball.
  12. Set 10

    I will personally be hugely disappointed if they make Kid Trunks and Future Trunks the same stack, just because it feels like that would be even more dismissive of how different the two characters really are than what we got with Future Gohan and normal Gohan (at least they have roughly the same disposition and outlook; the Trunks may as well be polar opposites). Another point here is that, while it made sense for Future Gohan to get Gohan's named cards (since he did know those attacks in his past), Kid Trunks has damn near never displayed ANY of his Future counterpart's attacks (except maybe Finish Buster, but I don't think Kid Trunks ever used that in the canon). That said, I'm also kind of hoping that Great Saiyaman isn't necessarily his own stack, but that comes from a kind of selfish want to play as Adult Gohan as his own MP. Have his level 1 just be him in his base form and uniform, looking fairly disinterested, level 2 be his "Golden Fighter" persona, then Level 3 and 4 be Great Saiyaman (with a lower power level than the level 2 because Super Saiyan). But again, this is just me REALLY wanting an Adult Gohan stack already, and in an ideal world, we'd get both going down (with Gohan (adult)'s stack ending on his Super Saiyan 2 state after Spopovich messed up Videl). So if it's one or the other, joint, if I can get both, definitely split Great Saiyaman to do his own schtick.
  13. Awakening Cell is broken.

    I've actually got like, nothing to counter your points with Trunks (though I'm not hugely bothered by it, I won't lie). You've got a pretty solid point, and I can see how the manipulation of levels benefits it in Ascension. I'm not sure if it's the most powerful plays, but there is a level of consistency and control with Trunks that most other decks don't quite get away with. Curious what your MP was with the Physical Beats though, tbh. And what style you were playing.
  14. What masteries would you like to see?

    A Freestyle Mastery. Preferably nothing too broken, but god dang it, the Freestyle Masteries were some of the most fun things to play in Score Z, I actually god damn need one. Just one. Hell, just bring back one of the old ones from Score word for word. Besides that though, Black needs a new, solid mastery. Not to say that the Black style is weak, but more that it is VERY specific with which personalities can play well with it, and as a result of that, it is a very underrepresented style. Maybe something like a toned down Devious that lets you discard a card to get a draw instead of discarding a card from both player's hands (that way, you can proc all the Black style cards that need to be discarded and net no hand loss + hand screening). Add on some kind of damage modifiers, or (imo more appropriately) some kind of disruption, and we'd have a decent Mastery to get the style swinging again. I'd also agree that Saiyans need another good mastery, but I'm kind of terrified of what they'd come out with to match Empowered/Rampaging. Power Creep has thus far been the way of FanZ, and I would hate to see more Orange Rets, and with just how ridiculously good both Empowered and Rampaging can be... Honestly, no ideas how to do this without creating some seriously overpowered jank. I kind of think they just need to give more support for Dynamic and Rampaging rather than worry about a new Mastery for this one. If they were to do a new one, we'd need to hopefully see something that neither focuses hard on survival or hard MPPV. Maybe a new Saiyan Mastery that focuses around allies to make Saiyan Nappa + Saibamen a viable option (since we have all the pieces of an incredible Saiyan Ally deck, but none of the Masteries really back it up). Issue there, of course, is making sure it doesn't step on Blue's territory. Which I don't think can be done personally, unless you made the allies come out for one action and then banish themselves or something. I feel like Blue, Orange and Namekian are actually REALLY well off right now in terms of masteries. Reds also doing pretty alright with Ascension and Ruthless, but maybe something to replace Enraged just to make sure that all the styles have 3 viable Masteries to play in FanZ. idk, it doesn't feel like we can do much more in terms of Masteries with the current mechanics of the game without getting a lot of crossover, but I might be entirely wrong.
  15. Kumite Mastery Format

    I'm actually just really curious about how anger mechanics factor into that single MP level format that Cytorak mentioned. Kumite sounds really cool though. A good way to dive neck deep into the combat and start swinging hard from the get go. I didn't even know all these alternate formats existed period.
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