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CF!!V Discussion / Re: Link Joker and Locking
« on: October 18, 2014, 03:17:06 PM »
:)This is Fun I too enjoy whenever ppl complains about LJ.
Before reading pls try to read the last paragraph 1st just in case as this is a LONG POST and yea can be very judgemental and rude so yea I Apologise before hopefully any damage is done(Hehe Damage* I bless u get a Heal Trigger if any of that happens) All in all this is my opinon on LJ and only mine so feel free to post your own and correct me if you feel any different ENJOY
Well this is my opinion on it for 1 well it has been a Clan thats Sorta Annoying due to the lack of being able to "Control" your RC which is basically the effects of Locking. Rushing becomes a pain to do and trying to call units around it can be challenging(As 1 does not simply anyhow call when Vsing LJ if they still wanna have at least have a decent match up. As in my eyes LJ is as Strong as the Opp makes it to be). The other side of me thou is Yes I myself is a LJ user and well pretty much enjoy the skill Lock as I Lock down my opp and then see them be unable to do much against me and I can guard easy.
:(I wont be talking on BRs as well they just Increase the Number of Locks which in my views is like okay u lock 2 Front and 1 back thats really enough Locking anymore is like kinda waste with the exception of some LJ Units.
In an all in all conclusion about LJ main point (LJ is as Strong as the Opp makes it to be As LJ requires the Locks to gain extra benefit) Also LJ pretty much need to Lock to get things done if not they are very Vanilla trust me on this one.
:PLocking isnt the problem that we should be looking at it the Added Bonus as Lock is kinda like a Permanent Stun from megacolony. (And yes ik someone is gonna be like megaconlony can overcall the unit, can stand using stand trigger and can move Lock cannot of course not lah or why the heck would Bushiroad make another skill similar to megaconlony. =.=.
>:(The only problem it proves is well your short by 5K and he locked your inceptor/s then lose by 5-10k.
Many Eg. of this(Added bonus/Extra benefits) can be seen in almost every LJ boss unit.
Nebula: Powers Up units for each Lock
Chaos: Retires and receive Draw Power(can be heavily abused with Relockers)
Glendiose: Well this one Im just gonna rule it as it gets you an Auto Win Condition(Which as a Zodiac/Glendios user is unfair to players)
8)With the current release of Legion, LJ units has moved on from the terrifying Skill gaining creeps to being able to Lock more and more consistently. Which actually is pretty decent and not too bad in a sense that the Locks are just Locks without Added Bonus which basically means its a Lock for a turn which well to me isnt that terrifying cos Most of us can live through a Turn of Locks(Multiple is okay i suppose If you do control your field well.
:)Eg.Garnet Star a weaker ver of Zodiac but consistent in his work and can be a pain when player keep Riding him.
IPD: Locks 3 at a low cost which renders his mate useless since he is a blank card on hand. But can be a Pain if he Locks you for 2 turns which are critical times which is up to the LJ user to know when to use to make it strong.
Zodiac: Locks 2 for Free as Legion Blasting isnt that hard to pull of at least once or twice per game. isnt really a problem he is locking the same stuff and unless he calls a Photon its ok cos his Omega Lock skill is once so u can work around him.
>:(Asides from those Listed Bushiroad finally decided to bring back LJ's Terrifying Added Bonus back to LJ.
Hafnium: Almost forgot about him. Well a kinda good/also not gd Nebula nice beefy power ups per Lock unit so thats pretty dang gd but haven seen much about him so thats all i can say power creep so get your guards ready. oh also kinda locks units in back row so wont be such a problem maybe the turn he locks using starter can be a pain.
Venom Dancer: Has a Really scary Added Bonus when used Proper. Asides from that he doesn have high Locking skill which provides decent coverage til he explodes with his Starter Lock 2, Lock 1 and stand 3 units or even 5 with Zodiac(really dun see the point of standing 5 thou haha but yea 4). If you can live through that Explosion then your in the clear as Venom has alr used 3 Cb and unless he sacks u hard with a Lock 1 back and Photons u next turn its a minor Explosion which isnt too bad u just have to guard another lane.
Blaster Joker: One of the most hype card and I dun blame anyone for thinking so its freaking Blaster Blade "Reverse" well sorta. He is an overall really useful card that is consistent in his job and gets his work done and can still do it again. Locking All units is again Blaster Joker's kinda eh skill as unless you have the "Triangle" he will either not lock or Lock and make you have an extra row to attack with. As for the "Added Bonus" retiring the Mate which cause your Legion VG to be a Vanilla is powerful.(However this can be prepared for similar to Megacolony's Br Stun just have an Extra g3 in your hand to ride and get over it.). Blaster Joker is also heavily supported with mayoron ability to power him up plus use him to lock. Also serves as an anti Lock unit as if some locks the front of Mayoron u can still rest him and 10k to BJ. Finally BJ crit gaining skill haiz this is nothing too big lor its really gimmicky and its not like it has a Glory skill tagged to it a simple PG can be done everytime he does it.(If you say u no PG well in this day an age no PG is really deadly and can end u in a matter of turns anyway so dun complain I lose to Locks when its clearly high numbers that killed u [can be argued u lose due to 5-10k interceptors])
As you can see LJ 's Locks isnt terrifying its the bonuses that they gain which makes them really Powerful however they still have to achieve their Locks which they have to Lock proper units/Targets to further help them live.
As for Deleter Haiz really disappointed in this Archetype. 1 word Fragile. Deleter are the most fragile deck I have every seen. Unlike Locks, Delete reduces your opponents power to 0 and loses all its skills and for a really good reason too it doesn have anything else to gain from doing so yes locking is their sort of 'added Bonus' but who cant live with a turn of Locks. Yes the 1 turn of being waked by 15k guard attacks are not fun but from my experiences ppl live through at least through 1 Turn of Delete attacking wise. Then again when vsing Deleters be prepared and have a G3 in hand. Breaking the Delete is one of the most problematic things for Deleter to face as they dun have huge handsize to guard with. This is also a problem as they require CB to Delete which Igor is a huge help but can be disrupted by kageros and Narukami or even LJ. making Woksis kinda a 1 thing thing which can be like totally shutting down the deck once it cant Delete. Zwill is a better alternative but doesn have any negative effects when re-riding which makes the opp have no minus but the power drop. Woksis on the other hand does provide that drop 1 which is good as if he can delete the next turn might kill the guy off. as I see deleter decks as a time clock which ticks down as many cards my opponent has as 1 attack is probably either a 2 cards drop or 3 cards drop which if you count the basic handsize of a player can be greatly reduced in a matter of Deletes. The only way deleter can be a little less fragile would to for them to get a Lemonade clone only for Deleter like can only use if VG name has Deleter. I mention this is to not get LJ star-vadar to get too OP as they then can spam their Lock skill. Rulwerul is kinda an odd ball for me as i nvr used him before and is kinda an inconsistent delete and well u need to like have alot of Luck to 1 have a g3 LJ and check a G3 LJ so not the best IMO. Plus Stride OMG how is delete even gonna stay decently good not considered a ride so no woksis discard 1. somemore its free dun have to ride a unit from hand although u do have to drop total grade of 3
Basically what I wanna say is come on guys what day and age is this alr. Still complain about LJ. why you guys no complain about the fact that the Main Character Clans are always getting major support and the other minor Clans dun get jack.(This btw has been happening since the start of VG geez isnt that more pro to rant about). Later GEAR Chronicles come out being able to control space and time. who knows later they can Control "Space" aka "Rear Guard Circles"&"Time" aka "Grade system[Superior Rides,Calling higher grade units/guarding with higher grade units/possibly sth to do with Stride as Stride cards are units that are summoned from the past or sth like that red it up on wiki]" like that later oso complain and say GC is nuts and more OP than LJ. Episode 194 come out alr LJ will be Accepted as Clan in Cray so we too should stop with all this and Accept LJ and their Locks just like a great warrior once said #Blaster Blade and yea they did accept Shadow Paladins so yea if they can do it so can we .
I really dun see LJ as that nuts its really situational and depending on how the player uses it and how well the opp counters it.(U may say this applies to most clans but in my views LJ is one of the most affected by this. LJ players dun just anyhow all in Yolo and Lock they need added planning before doing things although practise makes perfect so player can do things faster when teh situation arises. Like Max said asides from Locks strength wise its really normal or even weaker for its low defensive nature. unless they get their Locks off.
After write all that well I feel that what i wrote seems to kinda be kinda complaining/not really discussing as kinda asserting dominance to how you guys should think about LJ so yea I do apologise if it made anyone feel kinda insulted and for anything else if you feel any negative. My Opinions arent the only ones so yea Hopefully you guys can correct me or show your thoughts about the way how LJ works.
Thanks -Access
Before reading pls try to read the last paragraph 1st just in case as this is a LONG POST and yea can be very judgemental and rude so yea I Apologise before hopefully any damage is done(Hehe Damage* I bless u get a Heal Trigger if any of that happens) All in all this is my opinon on LJ and only mine so feel free to post your own and correct me if you feel any different ENJOY
Well this is my opinion on it for 1 well it has been a Clan thats Sorta Annoying due to the lack of being able to "Control" your RC which is basically the effects of Locking. Rushing becomes a pain to do and trying to call units around it can be challenging(As 1 does not simply anyhow call when Vsing LJ if they still wanna have at least have a decent match up. As in my eyes LJ is as Strong as the Opp makes it to be). The other side of me thou is Yes I myself is a LJ user and well pretty much enjoy the skill Lock as I Lock down my opp and then see them be unable to do much against me and I can guard easy.
:(I wont be talking on BRs as well they just Increase the Number of Locks which in my views is like okay u lock 2 Front and 1 back thats really enough Locking anymore is like kinda waste with the exception of some LJ Units.
In an all in all conclusion about LJ main point (LJ is as Strong as the Opp makes it to be As LJ requires the Locks to gain extra benefit) Also LJ pretty much need to Lock to get things done if not they are very Vanilla trust me on this one.
:PLocking isnt the problem that we should be looking at it the Added Bonus as Lock is kinda like a Permanent Stun from megacolony. (And yes ik someone is gonna be like megaconlony can overcall the unit, can stand using stand trigger and can move Lock cannot of course not lah or why the heck would Bushiroad make another skill similar to megaconlony. =.=.
>:(The only problem it proves is well your short by 5K and he locked your inceptor/s then lose by 5-10k.
Many Eg. of this(Added bonus/Extra benefits) can be seen in almost every LJ boss unit.
Nebula: Powers Up units for each Lock
Chaos: Retires and receive Draw Power(can be heavily abused with Relockers)
Glendiose: Well this one Im just gonna rule it as it gets you an Auto Win Condition(Which as a Zodiac/Glendios user is unfair to players)
8)With the current release of Legion, LJ units has moved on from the terrifying Skill gaining creeps to being able to Lock more and more consistently. Which actually is pretty decent and not too bad in a sense that the Locks are just Locks without Added Bonus which basically means its a Lock for a turn which well to me isnt that terrifying cos Most of us can live through a Turn of Locks(Multiple is okay i suppose If you do control your field well.
:)Eg.Garnet Star a weaker ver of Zodiac but consistent in his work and can be a pain when player keep Riding him.
IPD: Locks 3 at a low cost which renders his mate useless since he is a blank card on hand. But can be a Pain if he Locks you for 2 turns which are critical times which is up to the LJ user to know when to use to make it strong.
Zodiac: Locks 2 for Free as Legion Blasting isnt that hard to pull of at least once or twice per game. isnt really a problem he is locking the same stuff and unless he calls a Photon its ok cos his Omega Lock skill is once so u can work around him.
>:(Asides from those Listed Bushiroad finally decided to bring back LJ's Terrifying Added Bonus back to LJ.
Hafnium: Almost forgot about him. Well a kinda good/also not gd Nebula nice beefy power ups per Lock unit so thats pretty dang gd but haven seen much about him so thats all i can say power creep so get your guards ready. oh also kinda locks units in back row so wont be such a problem maybe the turn he locks using starter can be a pain.
Venom Dancer: Has a Really scary Added Bonus when used Proper. Asides from that he doesn have high Locking skill which provides decent coverage til he explodes with his Starter Lock 2, Lock 1 and stand 3 units or even 5 with Zodiac(really dun see the point of standing 5 thou haha but yea 4). If you can live through that Explosion then your in the clear as Venom has alr used 3 Cb and unless he sacks u hard with a Lock 1 back and Photons u next turn its a minor Explosion which isnt too bad u just have to guard another lane.
Blaster Joker: One of the most hype card and I dun blame anyone for thinking so its freaking Blaster Blade "Reverse" well sorta. He is an overall really useful card that is consistent in his job and gets his work done and can still do it again. Locking All units is again Blaster Joker's kinda eh skill as unless you have the "Triangle" he will either not lock or Lock and make you have an extra row to attack with. As for the "Added Bonus" retiring the Mate which cause your Legion VG to be a Vanilla is powerful.(However this can be prepared for similar to Megacolony's Br Stun just have an Extra g3 in your hand to ride and get over it.). Blaster Joker is also heavily supported with mayoron ability to power him up plus use him to lock. Also serves as an anti Lock unit as if some locks the front of Mayoron u can still rest him and 10k to BJ. Finally BJ crit gaining skill haiz this is nothing too big lor its really gimmicky and its not like it has a Glory skill tagged to it a simple PG can be done everytime he does it.(If you say u no PG well in this day an age no PG is really deadly and can end u in a matter of turns anyway so dun complain I lose to Locks when its clearly high numbers that killed u [can be argued u lose due to 5-10k interceptors])
As you can see LJ 's Locks isnt terrifying its the bonuses that they gain which makes them really Powerful however they still have to achieve their Locks which they have to Lock proper units/Targets to further help them live.
As for Deleter Haiz really disappointed in this Archetype. 1 word Fragile. Deleter are the most fragile deck I have every seen. Unlike Locks, Delete reduces your opponents power to 0 and loses all its skills and for a really good reason too it doesn have anything else to gain from doing so yes locking is their sort of 'added Bonus' but who cant live with a turn of Locks. Yes the 1 turn of being waked by 15k guard attacks are not fun but from my experiences ppl live through at least through 1 Turn of Delete attacking wise. Then again when vsing Deleters be prepared and have a G3 in hand. Breaking the Delete is one of the most problematic things for Deleter to face as they dun have huge handsize to guard with. This is also a problem as they require CB to Delete which Igor is a huge help but can be disrupted by kageros and Narukami or even LJ. making Woksis kinda a 1 thing thing which can be like totally shutting down the deck once it cant Delete. Zwill is a better alternative but doesn have any negative effects when re-riding which makes the opp have no minus but the power drop. Woksis on the other hand does provide that drop 1 which is good as if he can delete the next turn might kill the guy off. as I see deleter decks as a time clock which ticks down as many cards my opponent has as 1 attack is probably either a 2 cards drop or 3 cards drop which if you count the basic handsize of a player can be greatly reduced in a matter of Deletes. The only way deleter can be a little less fragile would to for them to get a Lemonade clone only for Deleter like can only use if VG name has Deleter. I mention this is to not get LJ star-vadar to get too OP as they then can spam their Lock skill. Rulwerul is kinda an odd ball for me as i nvr used him before and is kinda an inconsistent delete and well u need to like have alot of Luck to 1 have a g3 LJ and check a G3 LJ so not the best IMO. Plus Stride OMG how is delete even gonna stay decently good not considered a ride so no woksis discard 1. somemore its free dun have to ride a unit from hand although u do have to drop total grade of 3
Basically what I wanna say is come on guys what day and age is this alr. Still complain about LJ. why you guys no complain about the fact that the Main Character Clans are always getting major support and the other minor Clans dun get jack.(This btw has been happening since the start of VG geez isnt that more pro to rant about). Later GEAR Chronicles come out being able to control space and time. who knows later they can Control "Space" aka "Rear Guard Circles"&"Time" aka "Grade system[Superior Rides,Calling higher grade units/guarding with higher grade units/possibly sth to do with Stride as Stride cards are units that are summoned from the past or sth like that red it up on wiki]" like that later oso complain and say GC is nuts and more OP than LJ. Episode 194 come out alr LJ will be Accepted as Clan in Cray so we too should stop with all this and Accept LJ and their Locks just like a great warrior once said #Blaster Blade and yea they did accept Shadow Paladins so yea if they can do it so can we .
I really dun see LJ as that nuts its really situational and depending on how the player uses it and how well the opp counters it.(U may say this applies to most clans but in my views LJ is one of the most affected by this. LJ players dun just anyhow all in Yolo and Lock they need added planning before doing things although practise makes perfect so player can do things faster when teh situation arises. Like Max said asides from Locks strength wise its really normal or even weaker for its low defensive nature. unless they get their Locks off.
After write all that well I feel that what i wrote seems to kinda be kinda complaining/not really discussing as kinda asserting dominance to how you guys should think about LJ so yea I do apologise if it made anyone feel kinda insulted and for anything else if you feel any negative. My Opinions arent the only ones so yea Hopefully you guys can correct me or show your thoughts about the way how LJ works.
Thanks -Access