Cardfight!! Vanguard > CF!!V Discussion
complaints
Dullahan:
I just want to let out some steam on these clans, because I believe that it would healthily help me fight them more level-headedly than just get a little angry in the inside and think "Ugh! this guy is using that one deck that I can never beat! That makes me mad!" so without further ado:
-Link Joker: its become too easy for them to mass lock. Before Zodiac, you'd actually have to put some thought into your locking; your decisions were very critical in achieving victory, in nearly the same vain as Megacolony. And that was actually FUN. Now its so auto-pilot, its riduculous. Seriously, all you need are Zodiac, Robin Knight, and Photon, and you've omegalocked the entire field effortlessly in 1 turn; Even Glendios put more effort in his omegalocking, and that's about the nicest thing I've ever said about him. But I'll cut them some slack since they're the antagonist clan, and that's literally what they're supposed to do by design, but at least make it interesting, Bushi.
-Shadow Paladin Witches: how dare they screw with my perfect field! I've waited several turns (sometimes more than I want) to assemble my field, just to get sentinel'd, and then have them mock me "remember that critical trigger you used to guard against me? It's replacing your strongest rearguard on your field. Oh, and I'm going to sap your vanguard of his power." Maybe next time I play against them I should replan my guarding strategy. Or you know, just try to play as minimal rearguards as possible, which is asking a lot from some other clans.
-Spike Brothers Bad End Dragger Legion: boy howdy, when they go off, they really go off. Averaging around seven attacks during breaklegion, most of which sport 20+k attacks each (at which point I would usually be at about 3 damage with a hand of 5-6), and I'm pretty much dead. But in my defense I don't fair so well against mult-attack decks in general, this just happened to be on my mind the most.
I wanted to complain about Gold Paladins and Phantom Blaster Abyss, but eh, i'm getting used to them more than these.
And now I'm done venting. And now I also fear that someone will try to use this information against me in our fight. In which case you're a jerk, sir/madam.
[ER] Patrickzzz:
Witches arent that bad imo. It makes you want to rage when they screw your field but with some work is easily replacable or you keep a messy field and save the key cards for after the skill.
Cherry:
Lock was never a good card design mechanic in the first place. Legion did nothing more than make it so they don't have to wait on Infinite Zero. It's more annoying but it's not that much different. The only thing you can do is pray for amazing trigger sacks or pray you're not playing a rearguard deck against them (unless Liberators with Alfred of course).
Witches are easy to get around. They screw with your field and use your early guarding against you, but they're not really that hard to deal with since they have to wait on your plays to do their plays.
Any aggravations towards Abyss are justified. With Gold Paladins though, you just Perfect Guard the vanguard. Bruno may make crazy lanes, but they're not really doing anything to you unless you're on five damage.
Ren «Я»:
--- Quote from: [T.CC]Dullahan on September 01, 2014, 12:12:32 AM ---I just want to let out some steam on these clans, because I believe that it would healthily help me fight them more level-headedly than just get a little angry in the inside and think "Ugh! this guy is using that one deck that I can never beat! That makes me mad!" so without further ado:
-Link Joker: its become too easy for them to mass lock. Before Zodiac, you'd actually have to put some thought into your locking; your decisions were very critical in achieving victory, in nearly the same vain as Megacolony. And that was actually FUN. Now its so auto-pilot, its riduculous. Seriously, all you need are Zodiac, Robin Knight, and Photon, and you've omegalocked the entire field effortlessly in 1 turn; Even Glendios put more effort in his omegalocking, and that's about the nicest thing I've ever said about him. But I'll cut them some slack since they're the antagonist clan, and that's literally what they're supposed to do by design, but at least make it interesting, Bushi.
-Shadow Paladin Witches: how dare they screw with my perfect field! I've waited several turns (sometimes more than I want) to assemble my field, just to get sentinel'd, and then have them mock me "remember that critical trigger you used to guard against me? It's replacing your strongest rearguard on your field. Oh, and I'm going to sap your vanguard of his power." Maybe next time I play against them I should replan my guarding strategy. Or you know, just try to play as minimal rearguards as possible, which is asking a lot from some other clans.
-Spike Brothers Bad End Dragger Legion: boy howdy, when they go off, they really go off. Averaging around seven attacks during breaklegion, most of which sport 20+k attacks each (at which point I would usually be at about 3 damage with a hand of 5-6), and I'm pretty much dead. But in my defense I don't fair so well against mult-attack decks in general, this just happened to be on my mind the most.
I wanted to complain about Gold Paladins and Phantom Blaster Abyss, but eh, i'm getting used to them more than these.
And now I'm done venting. And now I also fear that someone will try to use this information against me in our fight. In which case you're a jerk, sir/madam.
--- End quote ---
I don't know why the complaints over Link Joker but based on what you're saying, uhh, I used to world end people the second I breakride Glendios over that one LJ breakride(discard one grade 3 and lock 3 rgs) and lock one more with an R unit and then cold death . If anything it does require more skill cause there is a thing called "timing" with Zodiac, etc which didnt really apply too the pure Glendios/R unit strategy. Even tho, I have world ended with Glendios/Zodiac decks , I do find it harder to achieve then b4 legions. But you're right over the easier ways of locking yeah.
2nd: There's nothing wrong with SP Witches lol
3rd: As far as Spike is concerned, if played correctly. Bad End Dragger + frozen blaze = OTK if played correctly. even though there's times when ppl somehow live but that turn itself yeah it's deadly as hell with the +15k and ogre rushing etc with that turn you Legion lol. But overall imo they're not something worth complaining over lol
Hagoromo Kitsune:
I don't know why everyone is complaining about shadow paladin witches, it's already In their name,they use spells to replace your units and use charms to lower your power. In my opinion, the gameplay of witches are unique
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