0 Members and 1 Guest are viewing this topic.
Quote from: Cherry on January 21, 2015, 04:18:42 AMThe game's mechanics are unbalanced but most of the cards are actually okay.Roaring Slash's gauge cost is way too hefty to even be considered a problem in my opinion. The regular Gargantua is much more of a problem for being cheaper if anything. And Demon Lord Asmodai is just straight up discard 1 to annihilate anything the opponent has, and Magic World has insane amounts of recycle power.Kinda curious about what you mean by that first point. Mechanics-wise, Buddyfight is one of my favourite games ever, so I'm very curious why you think they're unbalanced.However, going to have to strongly disagree on your thoughts on Gargantua and Asmodai. My points on Impacts in general still apply to Gargantua. It'll get you a cheese win every once in awhile, but cheese wins don't make things like Mystery Flare in Vanguard good, do they? Most of the time, you were in a very advantageous position anyways and were going to win anyways when an Impact wins a game (this isn't true for all of them, stuff like the Secret Swords and The Glorious Legacy being obvious exceptions).And yeah, let's get rid of Asmodai. Its not like Magic and Katana are SUPPOSED to get more efficient effects in return for their terrible stats. Its not like its just a 1-to-1 trade. Its not like, because of their low stats, these Worlds absolutely need good efficient destruction to not get screwed over by high defense stuff.
The game's mechanics are unbalanced but most of the cards are actually okay.Roaring Slash's gauge cost is way too hefty to even be considered a problem in my opinion. The regular Gargantua is much more of a problem for being cheaper if anything. And Demon Lord Asmodai is just straight up discard 1 to annihilate anything the opponent has, and Magic World has insane amounts of recycle power.
Quote from: [MK Dayman]Patrickzzz on January 21, 2015, 03:40:00 PMI never seen this card before, but how does a item with defense even work? You have to destroy the item to get an direct attack? And in this case it's indestructible?Think of the Item's stats as the Player's stats. Therefore, to damage the player, you need to have equal or more Power to their Defense. Nothing terribly complicated.
I never seen this card before, but how does a item with defense even work? You have to destroy the item to get an direct attack? And in this case it's indestructible?
Quote from: HunterSerge on January 21, 2015, 03:50:48 PMQuote from: [MK Dayman]Patrickzzz on January 21, 2015, 03:40:00 PMI never seen this card before, but how does a item with defense even work? You have to destroy the item to get an direct attack? And in this case it's indestructible?Think of the Item's stats as the Player's stats. Therefore, to damage the player, you need to have equal or more Power to their Defense. Nothing terribly complicated.I see, so if i pass the defense i deal damage even without destroying the card?
Quote from: Lucky on January 21, 2015, 08:22:57 AMType: ItemWorld: Dragon WorldAttribute: Armordragon / Dragon Knight / WeaponAbility: [Equip Cost] [When you have 5 or less life, put a card with "Jackknife" in its card name with 3 or more soul from your field to the drop zone & Pay 2 gauge]This card cannot be destroyed, nor returned to your hand, and it is treated as if there is a size 3 《Armordragon》 monster on your field.Damage dealt to you from link attacks become 2 instead.[Penetrate] (If this card attacks and destroys your opponent's monster in the center, this card deals damage equal to its critical to your opponent.)FOR GOD'S SAKE BAN THIS DAMN CARD FOREVER!!! This is the first ITEM that i have seen in my life which have DEFENCE!!! Hid Defence is 10000.... WHAT ABOUT OTHER it's CRITICAL is 5 and POWER is 10000. Kidding me this is the super strongest card that i have seen in my life!! This feels like nothing more then a knee-jerk reaction, honestly. xD Legend World has an Item with Defense too, and Hero World's entire playstyle is about equipping monster's which - oh look, they have defense. Gold Ritter isn't a big deal. Consider for a moment that Gold Ritter is actually ridiculously difficult to get out, and its massive attack? Yeah, its just one attack. A single attack negate each turn keeps it at bay. Then you have to consider that the deck effectively auto-loses to Darkness Dragon World, Dungeon World, Katana World and Magic World due to Death Grip/Pain Field, Pillar of Fire/Tetsuya+Dragonslayer, Hades Fall/Star Crusher or Shooting Star, and Begone/Magical Goodbye/burn damage respectively. One of these is THE meta, and one of these is very likely to become a big contender to be a top meta deck. Oh, and Sieger beats the deck pretty easily if the player is smart about how they play, since Tempest Enforcer getting out is pretty much a guaranteed win.
Type: ItemWorld: Dragon WorldAttribute: Armordragon / Dragon Knight / WeaponAbility: [Equip Cost] [When you have 5 or less life, put a card with "Jackknife" in its card name with 3 or more soul from your field to the drop zone & Pay 2 gauge]This card cannot be destroyed, nor returned to your hand, and it is treated as if there is a size 3 《Armordragon》 monster on your field.Damage dealt to you from link attacks become 2 instead.[Penetrate] (If this card attacks and destroys your opponent's monster in the center, this card deals damage equal to its critical to your opponent.)FOR GOD'S SAKE BAN THIS DAMN CARD FOREVER!!! This is the first ITEM that i have seen in my life which have DEFENCE!!! Hid Defence is 10000.... WHAT ABOUT OTHER it's CRITICAL is 5 and POWER is 10000. Kidding me this is the super strongest card that i have seen in my life!!
I don't think Goldritter is terribly hard to get out beyond the life point requirement. Though losing to a negate a turn is pretty expected. Though I didn't know items with defense couldn't protect you, so Sieger is marginally better.Quote from: HunterSerge on January 21, 2015, 02:26:55 PMQuote from: Cherry on January 21, 2015, 04:18:42 AMThe game's mechanics are unbalanced but most of the cards are actually okay.Roaring Slash's gauge cost is way too hefty to even be considered a problem in my opinion. The regular Gargantua is much more of a problem for being cheaper if anything. And Demon Lord Asmodai is just straight up discard 1 to annihilate anything the opponent has, and Magic World has insane amounts of recycle power.Kinda curious about what you mean by that first point. Mechanics-wise, Buddyfight is one of my favourite games ever, so I'm very curious why you think they're unbalanced.However, going to have to strongly disagree on your thoughts on Gargantua and Asmodai. My points on Impacts in general still apply to Gargantua. It'll get you a cheese win every once in awhile, but cheese wins don't make things like Mystery Flare in Vanguard good, do they? Most of the time, you were in a very advantageous position anyways and were going to win anyways when an Impact wins a game (this isn't true for all of them, stuff like the Secret Swords and The Glorious Legacy being obvious exceptions).And yeah, let's get rid of Asmodai. Its not like Magic and Katana are SUPPOSED to get more efficient effects in return for their terrible stats. Its not like its just a 1-to-1 trade. Its not like, because of their low stats, these Worlds absolutely need good efficient destruction to not get screwed over by high defense stuff.I won't get into an in-depth analogy of the mechanics, but I feel the game is insanely too fast and the ability to attack Turn 1 can be game defining. Especially when the anime itself spotlighted a OTK early in. I never meant Gargantua was hideously broken. I meant more of the regular 4-Gauged one is a bigger threat than the 5-Gauged. Also, they aren't necessarily always played in an advantageous situation, or not most of the time from what I've experienced. Gargantua's ability to smash 4 damage that can't be stopped in a pinch is ridiculous, but it's manageable. Distortion Punisher is literally all kinds of cheese that punishes your opponent for cheesing. I mean, that's the point, but-Those worlds can have efficient destruction, but being able to pay a small cost to destroy anything that breathes as a size one is absurd. Magic World's making up for their terrible stats with good effects and the Asmodais, but if that's the main problem, they shouldn't be getting so many vanillas with bad stats in the first place, and they ought to focus on worthwhile skills without being able to win the game by backdropping at any point. Buer is a good example of balance for godawful stats. Katana World isn't my forte, so I can't speak for it.
well i just know about this card <,< never seen any other "Item" cards that have defence
Actor Knights, Judgement - Ehh, I'm on the fence. It's 3 gauge to blow up two things, draw 2 cards, and potentially (as it's less likely) gain 3 life. But with the engine there, it's incredibly strong. The only deck that I've lost to with this deck is an Eligos deck. Accel End and DDW spells (especially Death Shield, which is both attributes it needs) have proven extremely consistent in getting this unit's effects out. I've never once missed the Tarot or Destruction requirements. And rarely miss the Defense.Other than these, I haven't really seen anything too crazy.
Street Racer, Eligos - Ugh. This card is a recyclable attack negate that costs 2 life to play. I mean, that doesn't sound overpowered at first glance, until you realize that it prevents non-penetrate link attacks (or, if they do link, it stops the attack anyway), it's not a spell so it can't be negated in any way, it can protect anything on your sides since it can redirect any attack, and it slows the game to a painful crawl when combined with the rest of the turtling that Magic World has available. As a Buddy Monster, it can even be a free attack negate. Destroying it only sends it back to hand. The only way to get rid of it is for the opponent to choose not to pay the life or sending it to the gauge. It's pretty much only vulnerable to Epic Fail, Tempest Wing, and Penetrate. Only, there's plenty of answers for all of those with the rest of the deck, so that gives this card too little counterplay.
Quote from: TimPowerGamer on January 23, 2015, 02:05:27 AMStreet Racer, Eligos - Ugh. This card is a recyclable attack negate that costs 2 life to play. I mean, that doesn't sound overpowered at first glance, until you realize that it prevents non-penetrate link attacks (or, if they do link, it stops the attack anyway), it's not a spell so it can't be negated in any way, it can protect anything on your sides since it can redirect any attack, and it slows the game to a painful crawl when combined with the rest of the turtling that Magic World has available. As a Buddy Monster, it can even be a free attack negate. Destroying it only sends it back to hand. The only way to get rid of it is for the opponent to choose not to pay the life or sending it to the gauge. It's pretty much only vulnerable to Epic Fail, Tempest Wing, and Penetrate. Only, there's plenty of answers for all of those with the rest of the deck, so that gives this card too little counterplay.Despite it's obvious strength comparable to a reusable slepnir, the life cost is staggering in a world with near 0 life gain. You're basically taking any attack that is 2 crit or less with this and as you said useless against penetrate etc. It's stats are nonexistant only blessed enough to have 2 crit which is what allows the size 1 heavy deck to continue to perform.
Freaking Purgatory Knights Leader, Demios Sword Dragon. The guy's a free walking-OTK.