If Govern was 2 blood (analysis)
Which power problems will it solve though?
- It will demand 3 cap min to bleed for 5
- It will make other

- it will make other pool gain actions comparable
- it will hit with 5-8 blood tax bunch of most powerful archetypes in a game which will left them still quite playable but more in line with others
- it will make combining




And all of this without really any downsides.





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The most elegant errata I found was to add a line : no Conditionning can be played on this action.
This was, you might see some Threats and / or Scouting Mission be played again, and the max bleed with either combo would be 5, not 6 (Foreshadowing is more conditionnal, no pun intended).
And if you want to bleed for 6, well, you can go back to Slaughtering or Mind Rape, which cost 1 more blood. So, more diversity either way !
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The game has kind of painted itself into a corner by not addressing some significant internal consistency issues for 25 years. Could we rebalance/ban govern? Sure, but this wouldn't really get us very far as cards have already been added to (ineffectively) address these problems and are now creating negative consequences.
In my opinion the only real way to fix what is wrong is to look at basic principles and root out all the cards that are pushing the game away from them. I really doubt this would ever happen. People have enough fun spamming dominate and pentex once every few months and knowing they have a chance to win.
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To be honest however, since Govern wasn't touched in BCP starters, the topic is effectively void.
This is the main conclusion I drew from the analysis initially, actually. I think I should've been even clearer in that I don't think Govern is a bad card for the game. I never claim this, or that the effect is too strong. The only problem in Govern I find is the balance withinMost likely this would force people to mix in some scouting mission into their dominate decks or some other form of blood management.

As a whole within the game it's great. The reason it's over used and we don't see anything else is that it's stronger than fellow actions within

Which are these cards, what are the problems, and could you elaborate on "negative consequences"? I don't know what you're talking about.Could we rebalance/ban govern? Sure, but this wouldn't really get us very far as cards have already been added to (ineffectively) address these problems and are now creating negative consequences.
The only

Well, anyways, BCP never errated Govern, so in my opinion this particular thesis lost it's relevance.

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liquidation
Villein (95% a strickly better minion tap, already rebalanced)
thing
assamite bloat
black hand bloat
anything I forget
Now we have 2 consequences - 1) its practically impossible to oust with out dom or pre, 2) decks interact only so far as to make their pool go up and prey pool go down. Decks are so filled with pool gain to deal with silly bleeds and silly bleeds to oust all the pool gain that no body does much of anything else.
Of course I am generalizing but the experience I remember from before I quit maybe 12 to 15 years ago was sadly better than it is now. This is what happens when you don't address the root problem directly. Does anyone think that 6 bleeds make any sense? Why are they still a thing?
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Are Thing and similar "2Sure. The silly bleed number you can crank out with dom and to a lesser extent pre have been driving the game forever. To combat this bloat has been added:

I mean you might be right, but those cards give a lot more character to the clans/traits besides making for at least some kind of a pool buffer. Villein was stupid from the start, so I don't even know what to say about that. It's fine now.
Yes you are, and going so far that I don't think it helps the case.Now we have 2 consequences - 1) its practically impossible to oust with out dom or pre, 2) decks interact only so far as to make their pool go up and prey pool go down. Decks are so filled with pool gain to deal with silly bleeds and silly bleeds to oust all the pool gain that no body does much of anything else.
Of course I am generalizing--

I mean I get why people get frustrated with the discipline that packs mostly everything, but it's a stretch to say you can't oust without


We knew these existed, so... why generalize that much?
Dominate does do 6 per action whereas others do roughly 3, so there's that, but come on.

That said I'd love to see more ways to deal pool damage introduced, but I'm pretty confident in saying that everyone would love new innovative cards.
Not that it matters much, but I thought you still play, don't you? Did I misunderstand?--but the experience I remember from before I quit maybe 12 to 15 years ago--
Let's say that I think that it's slightly too easy to pull off, by a bit too many a vampire. If you invest 11 pool into an Inner Circle I think it's fine that they have the ability to slam a player with 8 pool damage for an action once in a while.Does anyone think that 6 bleeds make any sense?
2 blood (Govern + Conditioning) for an effect a mid-cap could do might be too cheap. It's debatable. That said, I wouldn't have minded if Govern was made 2 blood. It wasn't.
(If a mid-cap power bleed would've been "killed" by that change, it would've been fine by me. If you can't handle changing to Scouting Mission or from Conditioning to Threats (you should be playing Foreshadowing Destruction anyways) for 5 bleeds instead of 6, I don't know what to tell you.

"Oh, to the Hades with the manners! He's a complete bastard, and calling him that insults bastards everywhere!"
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