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Sometimes they are just a mistake, take Thadd for example. Originally his ability was considered to be nearly useless so they changed it right before Disciples was sent to print, without much or maybe any playtesting and boom. I think the more appropriate response though is that no matter how much you playtest, it's impossible to test every possible situation in which a card can be used. There's how many play testers? Even if you include their playgroups you won't have a very large sample size and they can only play so much Redemption so I'd guess that each card gets used only a few hundred times before it is sent to print. Then when it's sent to print it's getting played thousands of times. Maybe the situation in which it's OP is 1 in 10,000 that it will be found, but once it's found it spreads like wildfire and suddenly everybody is playing it's OP'ed ness. I also think the term OP is thrown around way to much. The only way a card can be truly OP is if it is a guaranteed battle winner and can be used multiple times on it's own. I don't consider Thadd to be truly OP because you can still do anything you want to him in territory and has no protection from Christian Martyr, plus just because you can't kill him doesn't mean you can't stop your opponent from rescuing the LS, as long as Thadd doesn't win the battle it's not a successful rescue attempt. That's not even counting that his power is completely dependent on 10-11 other cards.
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Steffer: The problem with Boat was that there were no cards that could target it (save ANB, where's STAMP?). Rob didn't like this, and so now there is a card that can target it.lp: Ethiopian Treasurer says hi. What cards target a good fortress (not counting the newest set)? Moses and Elders (a white brigade card) can recur any good non-dom card.
Try telling Gabe that you're only allowed to use TGT heroes in a TGT deck.
Great history, Alex, I'd love to see it updated.
[It isn't] imbalanced, [it's] just too strong for the good of the game. It needs to be nerfed.
I think you are correct about FBTN. I was around when this was popular, and yeah, it couldn't be stopped. Back in the FBTN day I won 2 regional and 3 state tournaments. It just wasn't fair, and I can't account for how this wasn't tested for. Although I would say there were a LOT less people playtesting, and also the game was still relatively new.
I would agree that TGT was, for the most part, a failure. It ended up encouraging small defenses more than discouraging them, and therefore failed in its purpose. I can talk a little bit about playtesting, though. I was at least aware of this card well before it was created. Bryon knew it was going to be a very good card (it would have to be to change how defenses were built for the past 3-4 years). But he truly believed (as did many other playtesters) that it was going to be countered. Honestly, a big defense CAN beat TGT. But people weren't really willing to beat them. The counters existed, and in this example I think the counters predated the card itself: protection fortresses. Assyrian Camp can protect your Assyrians from pretty much everything TGT can throw at you, and versatile ways to get rid of Assyrian Camp weren't made until Thesaurus, so TGT really couldn't counter this counter. The problem is, most people would rather use TGT than counter it. I rarely lost to TGT because I didn't want to lose to it, so I built defenses. If more people built large defenses, it wouldn't have gained such popularity.
Thaddeus is a one-hundred percent success imo (in type I, I can see how he's a bit much in type II). I mean, he seriously made people think about site-lock (it's rarely used now). And yet did he break the game and win nationals? No. I think he served his purpose 100%. In fact, the only thing he countered was annoying standalone characters like uzzah and The Amalekites' Slaves. I really don't see any problem with him in Type I.
Honestly, a big defense CAN beat TGT.
Quote from: lightningninja on August 25, 2011, 01:35:36 PMHonestly, a big defense CAN beat TGT.Here is the problem though. People dislike big defenses in the first place because most of the top offenses just focus on winning before the other player does, rather than trying to destroy the other players offense. In fact, people just use a tiny defense that speeds up their offense.In my opinion, the BIGGEST problem in redemption is speed. You can have a giant defense, but if you don't draw faster than the opponents offense, you're sunk. I feel we need to focus primarly on shutting down mass drawing, as that turns the game into a race rather than the fun back and forth fights of old.Kill speed, and you might see balanced decks return.
Speed is still the biggest problem. If one player is playing a fast deck, then his opponent needs a fast deck to stand a chance. It's a vicious cycle.
Quote from: Lamborghini_diablo on August 25, 2011, 02:01:18 PMSpeed is still the biggest problem. If one player is playing a fast deck, then his opponent needs a fast deck to stand a chance. It's a vicious cycle.I'm almost in agreement on this, except I actually think that Dominants are the biggest problem. An unstoppable game changing card which absolutely no cost that can be played at any time. So yes, the first person to draw those cards will always have the advantage. Take dominants out of your/our decks (like most booster draft), and watch how much more fun the game becomes.Incidentally, what was the least amount of dominants in the top decks this year? (Serious question - I have not looked.) Is it even remotely possible for a non-dominant deck to compete?
I don't think the issue was playtesting, I think the issue was a lack of foresight because no one envisioned the game being so successful.
I playtested RoA, and honestly, I think TGT is one of those things that the playtesters saw it as a counter to something bad (which it is) but they didn't foresee it as the incredibly centralizing card that it is. They made the assumption that people would want to counter TGT and play defense, when in reality, it was probably a lot easier to simply use less defense to increase TGT's power. I don't think it was a playtesting issue as much as a misunderstanding of what Redemption players are going to do with a card.
I'll say again, Thaddeus isn't the broken part of Disciples. Disciples were so good because of how many drawing options they had combined with the fact you couldn't get lucky with some early sites to slow them down. They were just made too good too fast.