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Denithan last won the day on September 13

Denithan had the most liked content!

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About Denithan

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    United Kingdom
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    Card Games, JRPG, Writing.
  1. New CRD

    Oh, I 100% have. I actually used to build decks SPECIFICALLY to deal with Broly when I first came into the game, because I HATED him. And to this day, I uphold that Broly is way too strong of an MP since he has no trade-off, or downside. He's not spectacularly weak to anything, nor does he really have bad match-ups. But let's not pretend like Time balances Broly out. He's still a strong MP, and he can still compete even WITH Time around. Time hasn't discouraged people from playing him. In that argument, BROLY is the meta-defining card. As I said, Time is a wild card that shuts down all aggro decks for a turn. But it's not really influencing the game beyond that. As for the staples thing, I'm really more focused on game plans than deck make-up. Like, Ret and Double Bicycle Kick were both meta-defining cards, the latter because decks were actively changing to abuse it as much as possible (Uppercut and what not), and the former because it changed a LOT of Orange decks. Blue Neck Beam and its kin resulted in a Blue playstyle that can be entirely focused around Life Card damage and delevelling.
  2. Honestly, that just sounds really limiting and boring from a design perspective :/ Even from a gaming perspective, it's not exactly enticing. Especially since I'd say some of the strengths of MPs like Gohan and Cell now come from them having so many different traits. Right now, that's overpowering (mostly because these MPs weren't designed with traits in mind, and so it's become an added bonus), but down the line, that could really serve to give some diversity in deck building. Also; Goku did, or does, have Earthling. Did they say somewhere that he's no longer an Earthling? Regardless though, I just don't think Gohan should have Namekian. Let him use Namekian Masteries, because there are cards that ONLY work with him now (otherwise, he shouldn't even get that), but the cats already out of the bag, so eh. I stand by my previous statement though. They should make an icon that translates to "if it doesn't have THIS trait" (even if it's just a red cross over the trait symbol), and printing that on cards they don't want Saiyans, or Cell, to get to. One personality, one trait, while easy to balance, is honestly just boring.
  3. New CRD

    I don't actually know how much the meta WOULD shift. Like, would Broly get stronger, or would he just perceptively get stronger because more people would feel more confident running him? It becomes a question of how good is something VS presence. Like, when Tachikaze first launched in the new era of Vanguard, they were a top deck. After a couple of weeks, and the hype around it died, it became one of the worst performing decks. And the only difference, since this was before another set launched, was that there were less people playing Tachikaze. Thereon, less chances for the deck to simply luck out. We're actually seeing a very similar thing right now after Exculpate's release, where RP decks have become a fan favorite from hype, but aren't actually that great in performance. Just, when you have enough people playing it, luck of the draw will eventually tip the scales. I'd argue Pan/FanZ is similar to Vanguard in that luck plays a VERY definite part of it. So it stands to reason, if we see a lot more Broly decks, that Broly would perceptively be in a stronger position in the meta. But I don't know if the simple removal of Time would make match-ups that are historically bad for Broly, no longer an issue. Likewise, I don't know if anyone would really change their builds too much if you removed Time. It's a 1-of card that's not really formative for the majority of decks, so realistically, people would probably try to replace it with either an omni-block like Enhanced Reflexes, or would go for another tech. In that way, I wouldn't say it's meta defining. If 90% of your deck and game plan wouldn't change because of a card's removal, then that card isn't a defining part of your deck. (also, if your deck is entirely dependent on drawing 1 card out of 60 to win against Broly, then your deck has a terrible match-up against Broly.)
  4. New CRD

    To be honest, I could never get on board that train just because I liked the presence of a Joker/Wild Card that could swing an entire combat your way just by being dropped. And hell, Time doesn't even really do that, it just negates the opponent's offense. If you have a dead-hand, Time won't magically fix it and give you any advantage. Now in an ideal world, sure, there'd be something set-up so every Personality/Trait got one such card, but from a design/balancing perspective, that would easily become a nightmare. I don't think I'd call Time a meta-defining card though. It's a one-of staple run in every deck, but very few decks are actually based around any substantial abuse of Time is a Warrior's Tool, or really designed to combo with it. Presence =/= Defining a meta. Like, I'd say Orange Retribution Mastery was a meta-defining card because of how it changed the face of Orange decks. Likewise, I'd agree that cards like Blue Betrayal and Neck Beam are style-defining (if not meta-defining) because of how they've influenced the entire style. Time hasn't really influenced anything, it's just always been... There. The first, and pretty much only, wild card of the game.
  5. From a gaming perspective, I agree, but from a lore perspective, I really can't. Honestly, I think it'd be easier if they instead worked with things like "Allied Blitz," which specify a trait that it doesn't work with. Give cards that are both Earthling Trait, and that don't work with Saiyan-trait'd MPs, which locks off both Cell and the half-Saiyans. Hell, it locks out Goku too.
  6. Dragon Ball Super Anime Discussion

    I actually really, really don't want to defend any of this. At all. I'm actually really frustrated and annoyed at all these changes, and I just... Why did they need to connect Broly by some random fate to Goku and Vegeta? Can't he have just been some random fucking Saiyan who still existed? BUT. I do somewhat need to defend a different color scheme for Frieza. I don't know if we ever canonically saw flashbacks to the Frieza of yester-year, and his race can freely mold and change their bodies and colors. So in theory, he could've just rocked out that first form for a few years, then slowly molded it into something he likes more. God I hope the rumors that Broly is going to become a Z-Fighter are just fucking false. My god, it's just... Enough. Enough. Please. EDIT: Alright, so I watched a video by TeamFourStar, and I can freely admit when I'm wrong. It seems like Toriyama's "retconning" a lot less than we think, and more like a lot of what we have already was filled in by someone else. It's still frustrating to see so many changes to the story we know, but at the least, I have to give it to Toriyama that he's not "forgotten details," and from his perspective, is probably just working to fill in the blanks. After all, we know for a fact that he didn't watch too much of Toei's anime. I'm still bothered by him connecting Goku, Vegeta and Broly by fate though.
  7. So with the Tournament of Power out of the way, and the new CRD dropped, I think we've just about seen this next meta settle into what will be going forward. At least, not accounting for further edits to the CRD. Unfortunately, with that token, my play group has pretty much put the game on hold (mostly because of the commute), and I'm getting gradually more starved to hear about the game. That in mind, I was hoping to put it to you guys to share whatever fun stories you have about the game. What kind of decks are you playing to freshen things up? What noteworthy decks are you versing? Hell, would anyone want to share a play-by-play of a match they found especially stimulating? Preferably not the full thing, but a couple of crucial moments would be badass to hear about. Even from before Escalation dropped. To throw my own hat in the ring, the last play session I had with my group saw me trying out an updated Blue Cell Mill deck. Never having played Cell Mill before, I actually found the deck kind of... Meh. Not that it wasn't strong, but that it wasn't the most engaging to play when I mostly performed the same 3-4 actions turn-in, turn-out. Effective, even when dealing with Broly or Gohan, but also straight-forward and simple. But it did give me the idea to make a more attack focused Blue Cell Ally deck, instead filling it with as many Allies with Attack Powers as possible. We're talking the full Android set-up, a couple of Cell Jrs, Jeice, Recoome, Bardock, a Saibaman, just weird allies that had no business in a Cell deck like Spopovich. Honestly, the deck did not take full advantage of Cell's Powers and I doubt it could do anything competitively, but in combination with his Level 2 dropping him to 0 Power Stages, it would often pull turns where I just kept swinging for a solid 6-7 attacks where Jeice, Recoome, A17, A13, Bardock and King Cold would keep it up while I nursed the odd attack to throw in there at the end and maybe pull another Ally out (the rule being; If the attack grabbed an Ally, I put it in the deck). Of course, throw in a Tora and Cell Jr. Escaping for a bit of extra guaranteed damage every turn, but by no means was that the focus. The deck was terrible, made in about 10 minutes while others played because I wasn't enjoying myself, and is basically Swiss cheese with how many holes it has. But I god damn loved how much fun it was to just throw shit at the wall. Honestly, the entire thing got me excited to try out a Saiba-Nappa deck, but alas, that day will never come. But for a story: The best moment with the deck came while versing a mate with Dynamic Broly. After a few turns of him mostly taking an arse-kicking from the sheer number of attacks getting thrown at him, he finally reaches Level 4 and banished my entire board. About 8 allies gone in that one moment, a glorious picture of devastation. Of course, I immediately reply with a Blue Stylish Pose and grab back a Guldo (my hand lacked any Blocks). He swings with Broly's Face Crusher, and I stop it. I throw out a Blue Clash, hit for the 2 stages and 10 life cards, and not knowing what else to grab, pull out a Jeice to try and push game as well as I can (he only has maybe 5 cards left at this point). But to no avail. He's played me for the fool, and throws out a Saiyan's Destructive Blast. My board disappears again, and the game is all but sealed. I await my inevitable demise, with all my big plays exhausted and no blocks in hand. Anyone else up to share?
  8. New CRD

    Alright, @Jaith1, what are you trying to say? Because so far, it has come across as you touting that getting rid of Set 1 will create this amazing, imaginative, diverse environment in the game. Which I promise it won't, as literally any game with extensive banlists that has attempted to ban staples will tell you (ala. YGO). You get rid of one group of staples, people will MAKE another group of staples out of the cards that do well and are consistently strong, BECAUSE they do well and are consistently strong. Secondarily, I maintain, banning all cards from set 1 by name is an unreasonable ask for a mostly dead game with a cult community when they have been reprinted so often. You will straight up lock the doors on new players, because who the hell would bother with that for a game they're not already into. As for the stuff @Majin Goo has said, I'd be down for rotations if they do set it up right. Mostly, I'm looking at MPs there; either excluding them and their named cards from Rotations (the worse option), or rotating them back around in the next set, updated for the current format (the better option). I am curious though, what steps would you be looking at to introduce rotations into this game?
  9. New CRD

    Dude, I think you're overestimating how much of a change this would actually effectuate. Especially in a post-Reality Check universe in regards to Stare Down and Betrayal. It might knock down how MANY cards people have that are universal board control, but it still wouldn't change things too dramatically. As for Neck Beam, Blue DOES have other cards that de-level, and otherwise would probably just work around a couple of DB techs. Also, I've never really thought of Red Blocking Hand as one of the more broken Red cards. A common one, sure, but I don't think it's broken or too good o-O In my view, Black is probably the Style most deeply affected by dropping Set 1 just because those cards are actually pretty vital to a lot of their strats, and they don't have adequate replacements. Everyone else will probably be fine. Namekian might see some dramatic shifts and changes, but tbh, Earth Dragon Balls have literally got all the same support as Namek Dragon Balls do, + 1 with Radiant and a LOT of other cards (I'm not actually sure why Namek Dragon Balls are still run over EDBs. The effects are better, but only marginally so, and the extra support REALLY pushes DBV a lot harder). Also, straight up, no. It's not obvious what cards are Set 1. I could not tell you without actually checking a database, except by the old card style. I came into this game at Set 6, and my interactions with almost all of these cards have been reprints. For me to know what Set 1 cards are requires me to constantly go back and check, which... No? Shit dude, I don't even own any cards actually from Set 1. Remember that only America really has any kind of adequate scene with this game (someone feel free to correct me if else-wise), and I don't think anyone from outside (excluding the most die-hard fans) would engage with that kind of change. If you want to actually effectuate change WITHOUT alienating someone like me, then dedicate a FanZ set to errata'ing the stronger Set 1 cards, and actually give them flavor. While you're at it, go back and fix some MPs. Fuck knows, Broly needs some addressing, Awakening Goku is a mess, and old MPs like Ginyu are dust in the wind. And ftr, I mean, dedicate a FanZ set to this. Nothing new. Just erratas. Also, it's not a superstitious behavior in card games? It's just how things go. People see certain cards and strategies do well competitively, on a frequent and common basis, then adopt them into their own decks. It is exactly because they're good that they become staples, and again, we'd just get a new set up of staples. It wouldn't blow the game open in this amazingly creative way, just modify it.
  10. New CRD

    Dude, banning either set is going to complicate the game a pretty reasonable amount unless you're only playing on OCTGN/online sims, or have a near encyclopedic memory of what cards came from what set. Especially since you're disallowing reprints, which becomes its own complicated mess when you're a more casual player. Shit, I'll throw myself under the bus here: I almost definitely couldn't tell you what cards are reprints of Set 1, and any response to this that goes "You should educate yourself if you want to play," or "just go through Set 1 and remove every card from there from all your decks" can go stuff itself. I'd just straight give up the game because that's too finicky for me to care. And it's not that I'd lose Staples, it's that I don't want to go back and check if any given card is allowed while I'm brainstorming decks for fun. Same issue I have with rotations in Pokemon, only worse, because that one allows me to play reprints. The ONLY reason I wouldn't have this same issue with Set 7 is because we didn't get reprints of the cards there. That one, I can easily just go onto OCTGN, say to exclude cards from Set 7, and port those decks over to real life. If Set 1 was in the same boat, then I'd be more open to it, but in both cases, it's going to make deck building more complicated. Besides that though, I don't think banning either Set 1 or Set 7 would actually change the game in too many drastic ways. We'd rotate into a new set of staples per color if we dropped Set 1, because honestly, there are plenty of Freestyle staples and cards that came after that do similar things in each color. We'd have a meta, maybe two, where things were up in the air as to what cards are considered "tried and true," then we'd settle into staples because that's realistically how card game communities behave. We'd probably see a lot more in the way of Reality Check and co. though. As for banning Set 7, FanZ has already been balanced around Awakening MPs, so you'd realistically just lose a couple of tools that are pretty easily replaced.
  11. New CRD

    Ahh, I see where you're coming from there. I was under the impression that Knowledge would work like PUR, where your Sensei would gain a certain amount per turn, and then you'd get to spend it on their powers. While I can see how yours makes it easier to balance, I'm not going to lie, I was kind of getting into the idea of it being like PUR so that you could make Freestyle cards that spent/interacted with your knowledge counters. Something like: Sensei's Advice Event (You cannot win by MPPV if you use this card.) Remove 6 Knowledge Counters from your Sensei. Advance or lower your MP 1 level. And then having a couple of Senseis with really high Knowledge, but who either had a terrible Power or straight didn't have one, that were intended to just provide fuel for this kind of play-style. I do like the thematic element of that Goku though, and I definitely respect the strategic element that comes with only getting 1 use per game. It's also a lot simpler in terms of keeping track of the board.
  12. New CRD

    I definitely see where you're coming from there with Sensei decks and the knowledge counters, and I actually don't dislike the idea. I also think the inclusion of Sensei Decks would also open up further possibilities with MPs who are designed to interact with their Sensei in one capacity or another, or even ones who are designed to specifically not have one. That said, I think you'd need to put down hard design rules when making the Senseis to make sure they're not too disruptive to the current game and remain mostly optional. To that end, I think any Powers that search/draw should be high/middling when it comes to costs. An extra draw per turn can get overwhelmingly strong very quickly, as Awakening Goku has proven, and Dabura, Trunks and Supreme Kai have proven that searching for cards is... Well, a good way to stack things further in your favor quickly. Secondarily, I think there'd need to be a hard rule that no Sensei has more than 1 power. Going by your example, you'd be giving Goku EITHER the extra draw for a decent cost (say 3 or 4 Knowledge), OR a constant Stage gain. I think this ones largely important so that we don't get any one Sensei who does too much (making it a nightmare to further differentiate future Senseis), and it essentially forces them to be balanced at the design stage, or at least keeps them easy to fix if they do cause issues. I know there's always the argument that they can get around overpowering Senseis by being careful, but all it takes is a few combinations/interactions that they didn't see, and things get complex. I also know there's the argument that this keeps things too simple, and is "boring." To that argument, I say gtfo, this game is complex enough with enough weird interactions |: If you want to KEEP adding things to it, then you need to make sure it's relatively simple and easy to grasp. Thirdly, I'd really emphasize that the Senseis are ONLY characters within the series who actually FIT the role. So no Vegeta-Sensei, or Frieza-Sensei, or what not. Focus on things like Mutaito, Roshi, King Kai, King/Piccolo, Bibidi & Babidi (they fit in well-enough), Android 20, Whis, Mercenary Tao (and brother), etc. This is mostly a nitpick, but the majority of the teachers we've seen in Dragon Ball haven't actually been that strong, or that absurdly well-known in the grand scheme of things. Flavor is important, damnit |: Fourth, try to avoid generic Sensei Deck cards where possible. Make it a bit more specific. So if you have Goku-Sensei, have a specific Kamehameha that correlates to him as a Sensei. In tribute to Drillku days, you could even make it a riff on Goku's Kamehameha, and make it banish any number of Drills on both sides of the board. This stops you from trying to tech for every single thing in the game.
  13. New CRD

    I actually think banning either is a silly move, but if it was one or the other, I'd probably say to ban Set 7 over Set 1. Set 1 mostly just gave us staples, which aren't a terrible thing since they tend to be more for board control/utility. Feels like Set 7 was meta-defining in a much nastier way. That said, I don't think I've seen the blocking drills in... Well, a long ass time. Was someone actually rocking them in the ToP?
  14. New CRD

    So I guess the ultimate take-away about all of this is: None of these changes are all that game changing (except Visiting the Past), and they all lay bad precedents. Whether that be favoring a FanZ card over a PanZ card, half-haphazardly limiting a card instead of fixing it, or removing a largely necessary universal tool in what is perceptively an ill-conceived attempt to balance decks that didn't need the tool anyway. None of the changes seem to be reactionary to actual Tournament results, or defining aspects of the meta, and it ultimately settles to feel like they're making a SHOW of changes and fixes without really doing so.
  15. tl;dr: Australia's not great with proofing their laws and is really bad for implementing vaguely defined and limited laws while presenting them as objective positives. Honestly, this kind of law isn't that outlandish within the context of Australian history. My country has a long history of making vaguely defined laws with large, sweeping implications, and worse, of actually implementing them even amid cries of protest, or warnings that they are badly thought through and need to be more thoroughly defined. Don't get me wrong, I still hope they don't implement this. But Australian is a country without explicit human rights drawn up in our equivalent of a constitution. Instead we have implied rights, a very shake-y premise that is entirely dependent on interpretation to function. What this means is that, by law, the Australian government can revoke them simply by justifying why they don't apply in this instance. And we can't even act like this is something they don't do, as they revoked several human rights during their "bikie ban", and have constantly infringed on the rights of illegal immigrants for over a decade. Other examples of a shakey law with a broad reach and unacknowledged implications was the Broadcasting Legislation Amendment (Media Reform) Bill first proposed in 2015, which acted to change the laws surrounding audience reach and cross-media ownership in Australia. This was a bill that was DENIED on multiple occasions because it failed to offer any form of substantial protections against the consolidation of media powers in Australia, while further failing to outline a responsible party to enforce any of the legislative minimums when it came to local and regional coverage (which was being increased with this reform). This is actually one of the bills that acted as a trigger for Turnbull's double dissolution election in 2016 (for those unfamiliar, this is where the senate is entirely dissolved and every seat is voted upon throughout the country), and after the election, they actually managed to bring it back again, and pass it with amendments that failed to rectify most of these issues. Which has 100% resulted in the further consolidation of media power within Australia with very little in the way of side positives. If there's anything to take from that, it's A. Australia is pretty bad with this shit, and B. Even if this isn't passed, don't think it's gone away. Either this is going through, or this is going to b a constant argument in our government for the coming years until some dumb shit puts it through anyway. Kind of glad to see you pulling attention to it though.