file Submission: Warrior's Renown

07 Jun 2014 05:12 #63050 by FrançoisV
The difference is that in the case of Warrior's Renown you get the exact same bonus for doing the exact same thing (spend a mpa, do a "succesful" combat), just much more easily. Well, in the long run you get an even better bonus.

This is not the case with progenies (spend a mpa, do a succesful combat VS do a succesful action). Progeny actions are certainly better most of the time, but they are not so exactly comparable to their trophy counterpart. I could also say that JS Simmons, Tasha Morgan and Laptop Computer do roughly what Trophy : Revered (and that submission, btw) does.

Well, it's just that when seeing this submission I couldn't help but think : "this card already exist in the game, just so much better". But I guess its not something we've never seen, for example with Deadliest Sin vs Eyes of the Dead or in a less LOLesque way, Villein vs Minion Tap.

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07 Jun 2014 07:04 #63052 by FrançoisV
Bottom line : if you think this card is good (I don't disagree with that), I believe what would be even better would be to tweak the trophy mechanics(*) into more playability, which would enrich the game with such a card in the form of Trophy Revered, and then more (with other trophies)

(*) either by tweaking the trophy rules, or by errata-ing e.g. trophies as trifle and/or red list naming actions with a free untap, or by releasing better trophies enablers, for example.

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07 Jun 2014 15:40 - 07 Jun 2014 15:47 #63053 by ReverendRevolver

Bottom line : if you think this card is good (I don't disagree with that), I believe what would be even better would be to tweak the trophy mechanics(*) into more playability, which would enrich the game with such a card in the form of Trophy Revered, and then more (with other trophies)

(*) either by tweaking the trophy rules, or by errata-ing e.g. trophies as trifle and/or red list naming actions with a free untap, or by releasing better trophies enablers, for example.


Id make counters optional, so players can forget and too bad for them, and they can choose to not have an AI-abke bleedzooka.

Again, Trophy: anything is bt its nature hard to pull off. But, it is:
Attachable via an action. This cards incarnations make the vampire with the archetype get thier hands dirty twice to achieve the bonus.

Playable before a redlister is nuked, or you can search it out via trophy rule. So, at any rate, it may or may not cost you an mpa, but you dont just get the trophy by playing it and burning redlist. In fact, yoi can give it to other minions after playing it, or whatever. They are similar, like preturnatural strength and heroic might are similar, they arent similar like the two bleed retainers with different names and identical text.

By its nature, if you have it you cant have monster on the minion, and comparing combat to bleesing or voting, its still not really that great at winning, just a hair better.

This card lets you not waste an action on 2 things your face smasher needs: a reason to get blocked and ousting power.

Trophies are too clunky as is, and you have to be titled to benefit being able to red list someone, have to pay a blood to use the rush that already cost a master phase action, and have ro build a combat deck around a clunky card intensive mechanic.

Making trophies trifles matters less than the fact that a 10 cap combat star is needes to redlist most good targets, and you just wasted the action that couldve been a rush or bleed of 3.
Last edit: 07 Jun 2014 15:47 by ReverendRevolver.

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07 Jun 2014 17:45 #63054 by CalibanX
Not a fan of trophies either. I'd say the Trophy mechanic is most ignored mechanic in the game. I almost never see anyone use it.

The more new cards that can make combat a viable ousting strategy the better. To that end, the game needs more cards that link direct pool damage to combat. Master cards are probably the best way to do this because all clans would have the same access to them. Considering how many card slots and actions it takes to effectively smash minions, a Mastercard that directly grants +Bleed to vamps seems to me a pretty good direction to consider.

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08 Jun 2014 15:57 #63060 by ReverendRevolver

Not a fan of trophies either. I'd say the Trophy mechanic is most ignored mechanic in the game. I almost never see anyone use it.

The more new cards that can make combat a viable ousting strategy the better. To that end, the game needs more cards that link direct pool damage to combat. Master cards are probably the best way to do this because all clans would have the same access to them. Considering how many card slots and actions it takes to effectively smash minions, a Mastercard that directly grants +Bleed to vamps seems to me a pretty good direction to consider.


So, the trick is to make combat matter but not break it. Plainly, making beads knocked off in combat into pool damage is too strong.

Wasting actions is really risky for combat, so having master cards or things getting around wasting actions is optimal, but obviously tension and fame are go-to combat masters, and most cards rewarding torpi g vamps are just ok or less good than that (codex, perpetual care, etc)

More damage for torping vamps not as reliant on titles or actions wpuld be good, even if needing disciplines.

A reaction seems least workable, but would be interesting, a modifier/combat cars is neat too, dealing damage for torping with bonus for vamps youve torped.

Or the obvious master with bleed bonus.

But its a very large niche with lots of room.

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09 Jun 2014 12:01 - 09 Jun 2014 12:05 #63071 by jamesatzephyr

Wasting actions is really risky for combat, so having master cards or things getting around wasting actions is optimal, but obviously tension and fame are go-to combat masters, and most cards rewarding torpi g vamps are just ok or less good than that (codex, perpetual care, etc)


More masters is rarely optimal for a reasonably fast-paced combat deck - and by fast-paced, I mean, churns through cards relatively quickly. Not just competition with other solid masters - Fame, Frontal Assault, blood gain, Tension, or whatever - but also that you often have to play them in small amounts. Back when 18/90 was the standard rule-of-thumb for deck-building (pre-trifles), many of the more aggressive combat decks were dropping to 14, or sometimes even lower. The alternative was getting into combat and finding your hand stuffed with things you couldn't play.

But options that involve not competing with actions taken are generally a good idea, and they can be disciplineless (available to all decks) or with relatively few restrictions. Combat cards themselves can do it, as can action modifiers - or reactions, though that would be less exciting for most rush-y combat decks. You could try a "Take this action and untap..." style affair, although that can also be a little hand-cloggy. One alternative might be a rush action that also gives you a bleed bonus if you unready your opponent, but which doesn't have the other benefits of, say, Bum's Rush (maneuver) or other rush options, or other restrictions. So you might end up with something like:
Prowess
Action, Requires a vampire who does not have a Prowess, Do not replace until after this action.
(D) Enter combat with a ready minion. After this combat, if the opponent has left the ready region, this vampire remains ready, and the opponent's capacity or pool cost was greater than this vampire's capacity, put this card on this vampire. This vampire has +1 bleed. Burn this card if this vampire leaves the ready region. A vampire may have only one Prowess.

So you can perhaps pepper a few of them in a deck to get a rush with +1 bleed on top, but would be wise to avoid packing your deck with 12.

(This is intentionally a little pared back. You could maybe tweak its power level up a little, but you get the sort of idea.)
Last edit: 09 Jun 2014 12:05 by jamesatzephyr.

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