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(though admittedly, these are the exception - most territory class enhancements aren't worth using at all).
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That's an incredibly smart way of playing, and Sun Tzu is right. I think more in Prep than I do in battle. Most of the time, when I enter battle, I know exactly how it'll play out. If I can restrict my opponent from making a rescue attempt, my defense is doing it's job.
Blind dislike of territory-class characters shows a distinct lack of imagination and fear that adding such an idea will inevitably break the game, despite the fact that territory class enhancements have struck a great balance between being useful without overpowered (though admittedly, these are the exception - most territory class enhancements aren't worth using at all).
I'm confused why I'm making you laugh, but excited at the prospect of winning a medal or something.
most people already engage in "conflict avoidance" to win. Blind dislike of territory-class characters shows a distinct lack of imagination and fear that adding such an idea will inevitably break the game
Quote from: Chronic Apathy on February 03, 2012, 12:02:18 PMmost people already engage in "conflict avoidance" to win. Blind dislike of territory-class characters shows a distinct lack of imagination and fear that adding such an idea will inevitably break the gameEspecially if TC characters were all ECs. And if they were with abilities like "Cannot be ignored", which would decrease the conflict avoidance of TGT/Gardensciples.
Glad to see I'm making an impact somewhere, but I still don't understand why you don't like TCCs. Could you rephrase your arguments for me?
Quote from: SomeKittens on February 03, 2012, 12:28:10 PMGlad to see I'm making an impact somewhere, but I still don't understand why you don't like TCCs. Could you rephrase your arguments for me?Who are you talking to?
Quote from: Prof Underwood on February 03, 2012, 12:25:45 PMQuote from: Chronic Apathy on February 03, 2012, 12:02:18 PMmost people already engage in "conflict avoidance" to win. Blind dislike of territory-class characters shows a distinct lack of imagination and fear that adding such an idea will inevitably break the gameEspecially if TC characters were all ECs. And if they were with abilities like "Cannot be ignored", which would decrease the conflict avoidance of TGT/Gardensciples.We could finally unbreak TGT!
And break all the hosts minds when you negate the ability that allowed them to enter battle in the first place.
That's not the way Redemption works. Only offensive cards can break the game. The standalone defense was good, and it was centralizing, but it wasn't broken because it could never rescue a LS. TGT is great and centralizing and can win Lost Souls.
That really illustrates my point. You have to go to pretty ridiculous levels with evil to break the game. You don't have to get all that ridiculous on offense.
HELLO!! TGT was designed to counter the broken defense Sir Nobody and others were using. I can only assume by recent track record that any counter created for TGT will also break something else. I'm a scientist, Jim! I look at the data.
HELLO!! TGT was designed to counter the broken defense Sir Nobody and others were using.
Quote from: STAMP on February 03, 2012, 12:57:31 PMHELLO!! TGT was designed to counter the broken defense Sir Nobody and others were using.It may have been, but it totally didn't work. Sir Nobody's offense was WAY bigger than the most popular defense of today's top players (RDT's standalone). Both Sir Nobody's and RDT's are standalone from a variety of brigades, so the problem hasn't improved, but gotten worse.If we want people to play with defense, I am becoming more and more convinced that no cards that we make will change things significantly. What we need is a longer time limit, or a gamerule that really hurts speed (like "Gifts of the Magi").
Quote from: Prof Underwood on February 03, 2012, 05:06:41 PMQuote from: STAMP on February 03, 2012, 12:57:31 PMHELLO!! TGT was designed to counter the broken defense Sir Nobody and others were using.It may have been, but it totally didn't work. Sir Nobody's offense was WAY bigger than the most popular defense of today's top players (RDT's standalone). Both Sir Nobody's and RDT's are standalone from a variety of brigades, so the problem hasn't improved, but gotten worse.If we want people to play with defense, I am becoming more and more convinced that no cards that we make will change things significantly. What we need is a longer time limit, or a gamerule that really hurts speed (like "Gifts of the Magi").So has anyone from the other side ever considered something new for the BATTLE phase?
Quote from: STAMP on February 03, 2012, 05:44:37 PMQuote from: Prof Underwood on February 03, 2012, 05:06:41 PMQuote from: STAMP on February 03, 2012, 12:57:31 PMHELLO!! TGT was designed to counter the broken defense Sir Nobody and others were using.It may have been, but it totally didn't work. Sir Nobody's offense was WAY bigger than the most popular defense of today's top players (RDT's standalone). Both Sir Nobody's and RDT's are standalone from a variety of brigades, so the problem hasn't improved, but gotten worse.If we want people to play with defense, I am becoming more and more convinced that no cards that we make will change things significantly. What we need is a longer time limit, or a gamerule that really hurts speed (like "Gifts of the Magi").So has anyone from the other side ever considered something new for the BATTLE phase?We get new cards for the battle phase every year. They're called Enhancements and Characters. Sometimes we ever get dominants.