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Majin Goo

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  1. Like
    Majin Goo got a reaction from Denithan in So Article 11 and Article 13 Were Passed by the EU   
    Kind of makes you appreciate fair use. 
  2. Like
    Majin Goo got a reaction from Denithan in Balance, Value, and Realization   
    @Denithan If you look at steam charts, the game hovers around about around 1200 - 1800 players each day. This doesn't mean the game is struggling or dying. Valve doesn't have to pay themselves to keep their game going nor do they have to pay themselves fees for any money they make. The game is still fun, a lot more in depth than competing games, and has options for play the others don't. 
    With that said it could be doing better. Most of its problems is the perception of players. Consumers that have only known the Video Game market were culture shocked and this had a much greater impact then expected. You would assume, that once people realized that Tier 1 decks would be possible for less than $100 compared to other digital free to play games that either take several hundreds to get the deck you want or hundreds of hours to finally collect them, the perception would slowly change. It however didn't, and very few players outside of the ones experienced with paper card games were willing to grasp that a secondary market controlled by the players both provides a better ownership over the cards and an easier entry point. 
    The next issue though comes down to Valve. The lack of OP. A game with this distribution method has to have OP or it will not survive well. One thing that really turned players off was that there was little return on playing the game and while they've added progression and some free stuff for playing, it would go a long way to have regular events with good payouts. Since their primary method for making money is selling packs and collecting the market fees, they can't rely on a system that gives away a moderate to a large amount of cards as a return factor. So there needs to be something people can spend their tickets on and this would have been a great opportunity for Valve to push live tournaments and events. 
    I think this game is suffering from a combination of where consumers weren't sure and won't try and Valve thinking that having the engine up and their name on it would have been enough to get people to just blindly buy packs. I think they grossly underestimated how many players on free 2 play games stay free 2 play or spend very little money.
    With that said, a 1000 average players a day for a trading card game that you always have access to is technically successful for a TCG. As long as Valve can keep that game from dropping below a monthly average of 1000 and make changes to add more ways to play and try to add large events, I think it can still continue to exist and possibly thrive. As TCG players we know how important OP is in models like this. Look at how well PanZ did despite some issues, it was because the team dove head first and delivered OP even when they weren't ready. BanSuper, OP is what is making it successful. MetaX... Dying, not necessarily due to bad game play or subjectively shit IP's, but because an OP that was promised is not only late, but MIA.
  3. Like
    Majin Goo got a reaction from Denithan in Balance, Value, and Realization   
    How's it going TCG Top Tier. Artificat has recently updated and while small in size, brings a significant change in how develop plans to go forward. Originally, Valve was intent on keeping Artifact as close to a physical TCG as they could. However, it seems they've realized that a digital card game presents unique opportunities that TCG's do must go to great lengths to accomplish otherwise. Your buddy Majin Goo is going to go over a few important points and provide my opinion on the subject.
    The first thing to note is that the update adds in account levels and skill ratings. The skill ratings are separate between constructed and draft. Account leveling will show your experience, essentially track how much you actually play the game, while providing you tickets and packs as you advance. This is a minor addition as most games today have content like this and it's important that valve continue to add features that give players a reason to play the game.
    The major part of this update is their change in design philosophy. Originally, Valve had committed to the idea of not changing cards and using bans as a last resort. From their prospective, this would ensure card value and build consumer confidence in the marketplace. While I applaud the idea and love the marketplace, balance and competitive progression is what keeps players buying cards and pushing their limits. Valve has done a lot in regards to listening to their player-base and realized the problems that come with such an issue. Much of their concerns had aligned with my own and I'm glad to see them adapting to the environment. Stale Meta focused around power cards are incredibly difficult to build around and deal with, this will allow them an opportunity to ensure previous sets will not hinder future development and creativity. There thoughts on the subject can be read:
    "Further consideration also made us realize it was the wrong approach from the development side. An extremely high bar for making iterations will indirectly cause future set development to be worse off. Long term set creativity will suffer if we are reluctant to try new ideas because of fears around not being able to make adjustments." Now this brings up the question, "What about the cards I bought that will lose value due to balance?" This is a good question, one that valve was prepared for. While it doesn't do much to help players that bought cards early on when they were their peak, it does show they are concerned with the success of the marketplace. Valve has decided to buyback any singles you bought in the marketplace that were changed in this update. They will give what the market peak was up to 24 hours prior to the announcement of the changes going live. 
    While traditional TCG players are no strangers to balance affecting a card's value, I assume newer players to the model will have concern. The key here is to remember that it is more important in the long run for card value if you have buyers. As people leave because balance is ignored, it will become harder for you to sell as the demand drops. In the long run I believe this will help the overall value of Artifact cards.
    Now, let's talk about the changes. Not many cards were changed and the changes are not crippling. In fact, from what I can see, more cards were buffed than nerfed which is good to hear. There were 6 buffs and 2 nerfs to be exact. The notable nerf being to the card that held the top spot for value for some time, Axe. As someone that plays an Axe/Tinker deck, I've always felt Axe gave you too much for nothing. Not only is his signature card good, but he is capable of providing aggressive board presence for several turns. This can make it difficult for slower decks to really get going. Axe was adjusted from a 7/2/11 (Atk, Armor, Life) to 6/2/10. While the change is minor, it does make him slightly easier to deal with. The key here is that his armor remained 2. Armor in Artifact provides an "actual" change to damage. What I mean by this is that if armor is positive it reduces the damage, if it is negative however, it will increase how much damage the unit takes. Think of armor as not just equipment, but state of health. A unit with negative armor could be seen as poisoned, sick, or weakened, so they take more damage. While a unit with positive armor could be seen as well equipped, in extraordinary health, or made stronger by magical enhancements, so they take less damage. What makes Axe powerful is the natural 2 armor that he starts with, essentially making it to where champions themselves need to deal with him and even then he has the advantage in the first 2 to 3 turns. If he continues to shape the meta I could see the Armor being changed in the future. 
    Let me know what you think and make sure to comment below so we can have a good discussion about the changes going forward. Lets talk about your favorite changes and what you think could make the game more appealing to a larger audience. Remember as indicated by Valve, they are listening to us and discussing our ideas and our concerns:
    "Since the release of Artifact, there have been a lot of discussions surrounding this topic. Input came in many forms, some from online discussions, some from direct feedback with players, and some through discussions among our own team members. This caused us to take a step back and spend a bunch of time debating the merits of the different arguments presented." Full information can be found at: Skill Rating, Leveling, and Balance Update
  4. Like
    Majin Goo got a reaction from ChangelingBard in 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. 
  5. Like
    Majin Goo got a reaction from Denithan in 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. 
  6. Like
    Majin Goo got a reaction from Denithan in 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. 
  7. Like
    Majin Goo got a reaction from Denithan in 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. 
  8. Like
    Majin Goo got a reaction from Denithan in 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. 
  9. Like
    Majin Goo got a reaction from Denithan in 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. 
  10. Like
    Majin Goo got a reaction from Denithan in 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. 
  11. Like
    Majin Goo got a reaction from Denithan in Starter Kit, Images and OCTGN Packs for PanZ and FanZ (9/14/2018)   
    Everything is up to date and caught up through set 11. Thank you for your patience fam. 
  12. Like
    Majin Goo got a reaction from Denithan in New CRD   
    There still needs to be some ground work laid out before rotation starts to happen. Rotation is a fickle beast that isn't as simple as, "let's just delete stuff from the game". A game needs to be built and developed with rotation in mind. It's only part balance mechanic. The other benefits are why you build for rotation.
    The first and most obvious benefit is that it allows developers to develop free from the constraints of older sets. It's impossible to test for every situation and this becomes more obvious as the game grows and more unaccounted for broken interactions happen with each new set. With rotation, you can use a temporary fix such as an errata or ban and then wait till the problem cards go into legacy, which is a format the developers need not concern themselves with.
    The other benefit is Meta. As more sets release, it becomes harder to account for possible situations. A smaller format with a controlled meta is more viable as competitive and less likely to fall victim to RNG and Variance being the reason people win. It also alleviates the time needed in research and development for deck design. The whole purpose of competitive play is to see how well you can circumvent RNG and Variance and create consistent wins. While variety in decks is good, variance itself defeats competitive play and makes it feel more like 5 card draw. Think about Yugioh and the number of times the meta was, "who draws the most crippling hand at the beginning". This is why Archetype design is crucial and something they failed at in PanZ that I think they are getting better at with FanZ. Archetype design allows you to simulate variety without over-contributing to variance by keeping things to defined strategy concepts. This allows you to refresh the game without having 80 different deck types in a single meta where every deck is a 60 card deck of 60 different cards. For example, the Sword Archetype is a type of Physical Beats with its own unique twist, but essentially it is still Physical Beats and falls into the triangle of deck types and requires key elements that are consistent in the deck type to function. I'm not sure I explained this part as well as it is in my mind, the key is that Variance isn't good, but variety is and rotation can help with this. 
    The next benefit is entry point. Getting new blood is how you grow your brand and account for old blood leaving. Rotation allows new blood to buy in at a certain point, buy sets going forward, and eventually the stuff they missed rotates out. At that point they are now even, collection wise, with the old blood and competitive play becomes about skill and not about how deep their wallet was at entry and how far back they could buy for the old broken cards that are now rare and expensive. 
    The biggest benefit is it reduces the need for pure power creep. While there are instances where Power Creep might be needed, such as the lack luster MPs presented in the early sets, it generally is frowned upon in competitive and casual environments alike. 
    From there, if you need specific cards from legacy sets you reprint them in new sets or create new cards with new names that are modified with balance for the current block in mind. While this does contribute to balance, balance is just a way to sum things up. This game would have benefited with rotation in mind from the ground up, however, I guarantee you rotation wasn't a thought when the first 3 sets were released. With sets 5, 6, and 7, power creep became their form of rotation, however because set 1 cards are instrumental to the styles they are in, it isn't working. Rotation could have started with the block beginning set 15. At set 15 set 1 could rotate out, with each set in succession rotating out as new sets come out. This would leave you with a large but varied pool and provide some benefit. However, that all rested on building the game with rotation in mind. It's still possible, but there is some foundation work to lay out and it NEEDS to be in place first. Not rotate and then fix the holes. They should design with the idea of the rotation going forward and then when ready rotate. This minimizes the impact, reduces culture shock, and has the highest chance of retention. For cards that are printed in multiple sets, you just use the version from the sets that are tournament legal. Eventually, all versions of the unwanted cards will rotate and this is the method that will create the least amount of confusion. Remember, rotation involves rotating the set. If you were to rotate the card names in the set like what sounds like is being suggested in this thread, you create confusion and if a card can appropriately return to the standard format you will require a retcon ruling. It's easier to just say cards printed in set x and forward are standard. 
     
  13. Like
    Majin Goo got a reaction from ChangelingBard in New CRD   
    There still needs to be some ground work laid out before rotation starts to happen. Rotation is a fickle beast that isn't as simple as, "let's just delete stuff from the game". A game needs to be built and developed with rotation in mind. It's only part balance mechanic. The other benefits are why you build for rotation.
    The first and most obvious benefit is that it allows developers to develop free from the constraints of older sets. It's impossible to test for every situation and this becomes more obvious as the game grows and more unaccounted for broken interactions happen with each new set. With rotation, you can use a temporary fix such as an errata or ban and then wait till the problem cards go into legacy, which is a format the developers need not concern themselves with.
    The other benefit is Meta. As more sets release, it becomes harder to account for possible situations. A smaller format with a controlled meta is more viable as competitive and less likely to fall victim to RNG and Variance being the reason people win. It also alleviates the time needed in research and development for deck design. The whole purpose of competitive play is to see how well you can circumvent RNG and Variance and create consistent wins. While variety in decks is good, variance itself defeats competitive play and makes it feel more like 5 card draw. Think about Yugioh and the number of times the meta was, "who draws the most crippling hand at the beginning". This is why Archetype design is crucial and something they failed at in PanZ that I think they are getting better at with FanZ. Archetype design allows you to simulate variety without over-contributing to variance by keeping things to defined strategy concepts. This allows you to refresh the game without having 80 different deck types in a single meta where every deck is a 60 card deck of 60 different cards. For example, the Sword Archetype is a type of Physical Beats with its own unique twist, but essentially it is still Physical Beats and falls into the triangle of deck types and requires key elements that are consistent in the deck type to function. I'm not sure I explained this part as well as it is in my mind, the key is that Variance isn't good, but variety is and rotation can help with this. 
    The next benefit is entry point. Getting new blood is how you grow your brand and account for old blood leaving. Rotation allows new blood to buy in at a certain point, buy sets going forward, and eventually the stuff they missed rotates out. At that point they are now even, collection wise, with the old blood and competitive play becomes about skill and not about how deep their wallet was at entry and how far back they could buy for the old broken cards that are now rare and expensive. 
    The biggest benefit is it reduces the need for pure power creep. While there are instances where Power Creep might be needed, such as the lack luster MPs presented in the early sets, it generally is frowned upon in competitive and casual environments alike. 
    From there, if you need specific cards from legacy sets you reprint them in new sets or create new cards with new names that are modified with balance for the current block in mind. While this does contribute to balance, balance is just a way to sum things up. This game would have benefited with rotation in mind from the ground up, however, I guarantee you rotation wasn't a thought when the first 3 sets were released. With sets 5, 6, and 7, power creep became their form of rotation, however because set 1 cards are instrumental to the styles they are in, it isn't working. Rotation could have started with the block beginning set 15. At set 15 set 1 could rotate out, with each set in succession rotating out as new sets come out. This would leave you with a large but varied pool and provide some benefit. However, that all rested on building the game with rotation in mind. It's still possible, but there is some foundation work to lay out and it NEEDS to be in place first. Not rotate and then fix the holes. They should design with the idea of the rotation going forward and then when ready rotate. This minimizes the impact, reduces culture shock, and has the highest chance of retention. For cards that are printed in multiple sets, you just use the version from the sets that are tournament legal. Eventually, all versions of the unwanted cards will rotate and this is the method that will create the least amount of confusion. Remember, rotation involves rotating the set. If you were to rotate the card names in the set like what sounds like is being suggested in this thread, you create confusion and if a card can appropriately return to the standard format you will require a retcon ruling. It's easier to just say cards printed in set x and forward are standard. 
     
  14. Like
    Majin Goo got a reaction from Jaith1 in Starter Kit, Images and OCTGN Packs for PanZ and FanZ (9/14/2018)   
    If you're talking about fire Octgn, you download the compressed file, unzip it down to the ofc files, then click add image packs on the octgn start page. Select the ofc file and you're good to go. 
  15. Like
    Majin Goo got a reaction from Denithan in New CRD   
    Your idea sounds fun and would likely work. My only concern is this game is already complex and a lot of people seem unable to keep up with it as is. So I went for something super simple and easy to manage and design for. 
  16. Like
    Majin Goo reacted to Denithan in 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.
  17. Like
    Majin Goo reacted to Denithan in 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.
  18. Like
    Majin Goo got a reaction from Denithan in New CRD   
    The thing with Sensei Decks is you would just implement them in the same way as Score Z. If I remember correctly, some cards had the key words Sensei Deck or Sensei Deck Only and these were the only cards that could be implemented in the Sensei Decks... Been a while but I'm pretty sure that was how they worked. If they make Sensei Cards with the Senseis then they can keep the power cards from clogging them because you wouldn't be allowed to use them in a Sensei deck.. Only make Styled Sensei cards and take care and time to make useful but balanced cards. Limit Sensei decks to 9 cards and remove the random placement when swapping cards.
  19. Like
    Majin Goo reacted to sh0ryu_repp4 in New CRD   
    Can confirm, "Sensei Deck Only" was a thing
  20. Like
    Majin Goo got a reaction from sh0ryu_repp4 in New CRD   
    The thing with Sensei Decks is you would just implement them in the same way as Score Z. If I remember correctly, some cards had the key words Sensei Deck or Sensei Deck Only and these were the only cards that could be implemented in the Sensei Decks... Been a while but I'm pretty sure that was how they worked. If they make Sensei Cards with the Senseis then they can keep the power cards from clogging them because you wouldn't be allowed to use them in a Sensei deck.. Only make Styled Sensei cards and take care and time to make useful but balanced cards. Limit Sensei decks to 9 cards and remove the random placement when swapping cards.
  21. Like
    Majin Goo got a reaction from sh0ryu_repp4 in Flute/SS3 "Errata"   
    Damn. You know what's worst about this. I called all of their shenanigans from the start and then got blindsided by how gung-ho they were coming in. On the one side I hate that I was right but didn't listen. While on the other side there were a few key players from Retro pushing this game too hard and trolley like so I was turned off from it before buying in to catch up so I didn't put more than 50 in this game. 
    I should have stuck to my guns the whole time though. 
  22. Like
    Majin Goo got a reaction from Denithan in MetaX set 5 revealed - is it a new IP?   
    I can only speak for the current incarnation (LCG) of the game as I never played it as a TCG. Learning the game took me a few minutes. My first set was the Aliens set and the rule-book was well done in my opinion. Took just a few minutes to read the game play section and start playing. If I ran into something specific I usually found in it in the rule book for the set the card came from. Which means they took the time to forward clarify. You also get a play set of everything so each set is a one of buy. 
    Most rulings are what I would consider intuitive and straightforward. Essentially, they're rulings are either based off card text, rule-book, or precedence. Not the shit some companies, who will remain nameless but they know who they are, would do, such as making a ruling completely out of their ass and rework the English language to fix something broken. If something is broke they errata or ban it and they're not afraid to do it to preserve a fair tournament environment.
    Themes are released fleshed out which is nice and while I don't go to any events at this time I keep up with the community and most tournaments seem incredibly varied and people seem to play what they love. Since themes are better fleshed out more than most games I've played it seems like you'd still have fun even if you're just going 5-2 or 4-3. The community really stands out and everyone seems awesome, I haven't encountered a single troll in the Facebook group yet. Some joking around with friends but everyone seems to genuinely love the game and it shows. We also received hints that we might be getting a Buffy the Vampire Slayer set. Hoping that pans out.
    Now on to the recent meat and potatoes. They recently did their first rotation and at first it was a culture shock but now it makes sense after implementation. They've been releasing comic book based cards. Recently they released their first live based cards featuring the Marvel Movies. The rotation works like this. Comic book cards can't mix with live action cards. At first this shocked people but it actually worked out. The one set has enough creep to put it on par with comic book decks featuring all of the resources they already have. This allows someone to drop in new to the game and have a very cheap entry while being competitive. As more Live sets come out the Comic sets will receive support so they stay on par and don't feel the creep. So far I've seen few if any complaints about this implementation and I'm hoping it pans out in the long run. 
  23. Like
    Majin Goo got a reaction from Denithan in MetaX set 5 revealed - is it a new IP?   
    For the love of Kami, Panini let go of DC so VS. can have it and put it in a game people actually play. 
  24. Like
    Majin Goo got a reaction from Card Slinger J in Dragon Ball Super Anime Discussion   
    Warning. Opinions Inbound. 
     
    I have a wife, 3 kids, full time job, college, and take care of my disabled mother regularly... I still have plenty of time to exercise and maintain my fitness. I do all that and I don't have a Time Chamber. The issue is that Gohan has access to this and a babysitter with nothing else to do that won't charge him and Toriyama still shit writes him into mundaness so that Goku can be the star. 
    All serious joking aside though... Gohan was built up to be something amazing and then thrown to the side. It isn't so much we're giving Gohan a hard time but that we give Toriyama a hard time for building this character up just to propel Goku. Toriyama constantly screws up and then just goes, "but Goku guys! He's awesome and all you need!" So when someone gives shit to a character just remember they're really giving shit to Toriyama. 
     
    Honestly, I don't see Goku getting a free pass on being a shitty father anywhere. It's literally one of the largest DBZ memes. I think the general consensus is that Goku is a bad father.
    If Toriyama could let go of Goku I think something magical could happen. Hell, the Captain Ginyu moment was brilliant. He brought back a fun character and made him a real threat and just when he got warmed up... "derp derp... I'm Toriyama and forgot Goku is the star... derp derp... insta kill you, Ginyu... derp derp". 
    Most threats are handled in this order... Introduce threat, threat is too strong, train, get beat up still, introduce new level of transformation, eliminate threat, rinse and repeat. If Toriyama put more limitations on transformations and forced his characters to overcome their opponents by outsmarting them and exploiting weaknesses and character flaws it might not be so obvious. The smartest moments in DBZ are when Yajirobe thought to cut off Vegeta's tail and when Vegeta thought to wish for Goku to have his energy replenished against Kid Buu. Closest thing to outsmarting through the whole thing. Everything else was just wait for someone to reach the next level through necessity. 
    With Super there were some moments though that I really enjoyed. A Krillin moment that was needed, that Ginyu moment, ANDROID MOTHER F****ING 17... You know what... there are more but all you need is Android 17. That and Frieza actually playing a bigger role. 
  25. Like
    Majin Goo got a reaction from sh0ryu_repp4 in Dragon Ball Super Anime Discussion   
    Oh I forgot to mention the complete ignorance of death being a repercussion. There's that. 
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