Author Topic: REQUEST: What is too hard to stop? What needs more counters?  (Read 72714 times)

Offline hi123

  • Trade Count: (+31)
  • Hero Member
  • *****
  • Posts: 1673
  • Looking for VA playgroup.
    • -
    • East Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #350 on: February 14, 2010, 07:38:59 AM »
0
immunity isn't that hard to stop. ignore is.
But arnt immunity, and ignore the same?
Looking for VA Playgroup

Offline Red

  • Tournament Host
  • Trade Count: (+2)
  • *****
  • Posts: 4791
  • It takes time to build the boat.
    • LFG
    • Southeast Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #351 on: February 14, 2010, 08:02:29 AM »
0
nope immune means you can't kill me, ignore i walk by you.
Ironman 2016 and 2018 Winner.
3rd T1-2P 2018, 3rd T2-2P 2019
I survived the Flood twice.

Offline Crashfach2002

  • Global Moderator
  • Trade Count: (+145)
  • *****
  • Posts: 3057
    • -
    • East Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #352 on: February 14, 2010, 10:38:47 PM »
0
Plus ignore gives your opponent infinate initative, so they can play anything they want that doesn't target your character.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #353 on: February 14, 2010, 11:21:15 PM »
0
immunity isn't that hard to stop. ignore is.
But arnt immunity, and ignore the same?
Immunity = Can not be effected by (Card that the first card is immune against)'s Attack */, enhancements or S.A. unless they are regardless of immunity/interrupt the immunity. You still need your attack to be high enough to kill the other person, because of this they only can play cards till their defense /* is higher than your offense */. After that it is a stalemate and initiative passes back and forth.

Ignore = Can not be effected by (Card that the first card is immune against)'s anything, you also kick them out of battle if they don't negate by the end of battle, because of this they have infinite ability to play cards.
Not quite a ghost...but not quite not.

Offline BubbleBoy

  • Trade Count: (+11)
  • Hero Member
  • *****
  • Posts: 8014
    • -
    • North Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #354 on: February 15, 2010, 07:47:54 AM »
0
Ignore = Can not be effected by (Card that the first card is immune against)'s anything, you also kick them out of battle if they don't negate by the end of battle, because of this they have infinite ability to play cards.
Even further, Ignore means that neither the ignorer or the ignoree can effect each other at all. However, since the ignorer is always winning, the ignoree always has initiative until the ignore is negated.
Use the Mad Bomber to rescue his Province.

Lamborghini_diablo

  • Guest
  • Trade Count: (0)
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #355 on: February 15, 2010, 08:55:59 AM »
0
^ That is true, but only if every character on a side of the battle is being ignored. Once you start ignoring a few characters out of banding chains, things get a little more complicated.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #356 on: February 15, 2010, 10:17:26 AM »
0
A little? Moar liek chaos incarnate.
Not quite a ghost...but not quite not.

Offline franta012

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 1043
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #357 on: March 02, 2010, 02:24:27 AM »
0
I agree with what YMT has been repeating.  Obviously we can't do away with themes, and I like that the themes are being split up.  The problem, in my opinion, is that the themes are so powerful, players don't want to use most non-theme cards.  A competitive blue brigade deck will currently only be Genesis.  Older cards like Thomas aren't used often because they are simply not competitive enough.

I don't vehemently disagree with themes, I just basically wish that the majority of combos are not pre-made.  I remember coming up with sweet combos that were completely unique (well...probably unique).  In order to be competitive, one cannot be original (of course there are exceptions).  Just my .02 cents!



BTW, Bryon, thank you for this opportunity to discuss new possibilities!  We all appreciate the hard work that "ROSES" puts in.

Offline TheKarazyvicePresidentRR

  • Trade Count: (+4)
  • Hero Member
  • *****
  • Posts: 15781
  • Currently undead
    • -
    • Southeast Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #358 on: March 02, 2010, 09:45:24 AM »
0
My random thing with all this talk of themes. I'd like to see silver get a boost, I mean it was the first ever theme and has been getting very odd cards recently.
Not quite a ghost...but not quite not.

Offline marc

  • Tournament Host
  • Trade Count: (0)
  • *****
  • Posts: 79
  • i can see your thoughts...yes that's right...
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #359 on: March 02, 2010, 12:53:33 PM »
0
     only read to page 4 of the thread so idk if this has been mentioned but i would like to see a way to save a discarded EC. Only Seven Sons and two healing cards come to my head! too bad that Torment doesnt work against Aotl (even though the wealth of Good Healing Enhs. work against CM and Healing of Naaman doesnt even allow u to keep ur dag gum EC!) i can c how EC recursion and healing can b abused (imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up), but it would b nice to c just one card that can help out an EC (whehter demon, human, and agianst Aotl etc.) that cant be abused (by lets say Providing Angel...tho it would b wicked fun!)

theres that and i agree with the whole play first Enh. stuff for good. i live in constand fear of my Ecs being nuked in my territory! what to do...keep em in my hand (but darn it can only hold so many Ecs, Enhs, Heros, Dominants, and cards u cnat afford to let ur opponent see!) and the protect forts are so Char. specific (and discarded easily with Trumpet Blast, Samsons Sacrifice etc.) that a hardcore FBN guy like me takes a hard blow agianst AoCp. oh well.

Go FBN!!!  ;)
Can't think of something clever to say...sorry if you were expecting inspirational and/or witty...

Offline Professoralstad

  • Tournament Host, Redemption Elder
  • Trade Count: (+47)
  • Hero Member
  • *****
  • Posts: 10841
  • Everything is Awesome!
    • -
    • North Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #360 on: March 02, 2010, 01:37:42 PM »
0
(imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up),

Philistines has a way to do almost exactly that: For the cost of just one evil card, which can be recurrable if you play it right, you can use Philstine Outpost to retrieve Philistine Garrison from the discard pile.
Press 1 for more options.

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #361 on: March 02, 2010, 02:48:29 PM »
0
(imagine an Emperor Nero that wont ever leave with Household Idols and Lampstand up),

Philistines has a way to do almost exactly that: For the cost of just one evil card, which can be recurrable if you play it right, you can use Philstine Outpost to retrieve Philistine Garrison from the discard pile.
which is why I play FBTN! oh... wait...

Offline RTSmaniac

  • Tournament Host
  • Trade Count: (+5)
  • *****
  • Posts: 4289
    • LFG
    • Southeast Region
    • ROOT Online
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #362 on: March 02, 2010, 07:55:13 PM »
0
Trumpet Blast!
This is the way Lackey gave it to me. All hail the power of Lackey!

Offline marc

  • Tournament Host
  • Trade Count: (0)
  • *****
  • Posts: 79
  • i can see your thoughts...yes that's right...
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #363 on: March 05, 2010, 05:42:34 PM »
0
yeah that slipped my mind, however that can be broke up by any fortress killer (tho still effective). i guess i was more focused on a straight-up evil healing card, that would be a much harder combo to kill (assuming ur oppenent doesnt play that wonderful FBN stratagy to negate Providing Angel). do u think that evil could use a bit more healing, recursion, etc. that could be used for any EC, professorA?
Can't think of something clever to say...sorry if you were expecting inspirational and/or witty...

Offline Bryon

  • Tournament Host
  • Trade Count: (+1)
  • Hero Member
  • *****
  • Posts: 4821
  • Dare to Tread into the Dawn
    • -
    • Southwest Region
    • Redemption California
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #364 on: April 24, 2010, 12:53:52 AM »
0
Thank you all again for your input on this thread.  We are a couple days out from the finish line on The Disciples, and your input was very helpful.  Once again for the record, these were the numbers we used to build counters into The Disciples set:

A quick tally of "Top things to stop" is below.  The number of "votes" follows each:

Fortresses: 9
Pre-block ignore: 9
Dominants: 7
Play next/play first/play pre-block: 5
Deck-hurt (discarding or removing cards from opponent's deck): 5
Artifacts: 4
CBN battle winners: 4
Site Lock: 4

The "top things to stop" list will look a little different next year.  ;)

Oh, and a little "insider trading" info: expect the price of the "N.T. hero only" Lost Soul to drop a bit by late August.  :)

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #365 on: April 24, 2010, 12:55:08 AM »
0
very happy to see doms, forts, and pre-block ignore at the top.
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Offline Bryon

  • Tournament Host
  • Trade Count: (+1)
  • Hero Member
  • *****
  • Posts: 4821
  • Dare to Tread into the Dawn
    • -
    • Southwest Region
    • Redemption California
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #366 on: April 24, 2010, 12:58:00 AM »
0
very happy to see doms, forts, and pre-block ignore at the top.
We ending up hitting evil forts a bit softer than I'd anticipated.  It was too important to keep the territory protection.  Still, they do get hit.  :)

Offline Minister Polarius

  • Trade Count: (0)
  • Hero Member
  • *****
  • Posts: 15920
  • Grand Minister of Music and Video Games
    • -
    • East Central Region
    • Macclelland Music
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #367 on: April 24, 2010, 01:03:23 AM »
0
I'm glad they get hit, but not nerf hammered.
I am not talking about T2 unless I am explicitly talking about T2. Also Mayhem is fine now somehow!

Offline BubbleBoy

  • Trade Count: (+11)
  • Hero Member
  • *****
  • Posts: 8014
    • -
    • North Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #368 on: April 24, 2010, 10:51:09 AM »
0
very happy to see doms, forts, and pre-block ignore at the top.
We ending up hitting evil forts a bit softer than I'd anticipated.  It was too important to keep the territory protection.  Still, they do get hit.  :)
This sounds very, very promising.
Use the Mad Bomber to rescue his Province.

Warrior_Monk

  • Guest
  • Trade Count: (0)
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #369 on: April 24, 2010, 06:32:31 PM »
0
Oh, and a little "insider trading" info: expect the price of the "N.T. hero only" Lost Soul to drop a bit by late August.  :)
I can't see how it will, considering right now only 2 strategies use NT's, and the other ones will be hard to add to in just one set.

Offline Master KChief

  • Trade Count: (+9)
  • Hero Member
  • *****
  • Posts: 6963
  • Greatness, at any cost.
    • -
    • North Central Region
    • GameStop
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #370 on: April 24, 2010, 06:38:36 PM »
0
yeah, that comment was pretty redundant to begin with since the next set is disciples after all...
"If it weren't for people with bad decision making skills, I'd have to get a real job." - Reynad

Offline Gabe

  • Global Moderator
  • Trade Count: (+69)
  • *****
  • Posts: 10675
  • From Moses to the prophets, it's all about Him!
    • -
    • North Central Region
    • Land of Redemption
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #371 on: April 24, 2010, 08:01:52 PM »
0
I can't see how it will, considering right now only 2 strategies use NT's, and the other ones will be hard to add to in just one set.

I'll assume your talking about White (NT Females) and Gold (Luke).  Angels also have a decent amount of NT characters, but they can't really hold their own.  We'll probably never see enough NT Priests to matter.

In a set called "Disciples" I expect to see at least a few of the Disciples reprinted.  Will they all get put into one brigade, two brigades or three brigades?  Will they be scattered among all the brigades like in Apostles? 

I have a feeling that they won't be printed in any of the four brigades mentioned above.  Which of the remaining four brigades (red, green, purple and blue) do you think will get them?
Have you visited the Land of Redemption today?

Lamborghini_diablo

  • Guest
  • Trade Count: (0)
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #372 on: April 24, 2010, 08:41:50 PM »
0
My bet money is on Purple and Blue.

Offline BubbleBoy

  • Trade Count: (+11)
  • Hero Member
  • *****
  • Posts: 8014
    • -
    • North Central Region
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #373 on: April 24, 2010, 08:42:49 PM »
0
Which of the remaining four brigades (red, green, purple and blue) do you think will get them?
I think Green is the most likely, as the only two cards in the game that reference disciples are Martha's Hospitality and Ordained as a Disciple. Not to mention a few of the disciples can be classified as prophets. Purple or Blue are also likely, but hopefully Deacons will get one (if not both ;D) of those two brigades. I highly doubt Red will get disciples, especially knowing what I already do about the new set, and I also highly doubt that the disciples will be scattered, as the playtesters have voiced their opposition to this already. (Look for that one thread where someone (Sean or Pol I think) made a set of disciples reprints and you should find this.)
Use the Mad Bomber to rescue his Province.

Offline Gabe

  • Global Moderator
  • Trade Count: (+69)
  • *****
  • Posts: 10675
  • From Moses to the prophets, it's all about Him!
    • -
    • North Central Region
    • Land of Redemption
Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #374 on: April 24, 2010, 08:58:40 PM »
0
I think the personalized cards we can get at Nats this year give us a pretty good clue that Deacons will be purple and blue whenever we get more/better reprints of those.
Have you visited the Land of Redemption today?

 


SimplePortal 2.3.3 © 2008-2010, SimplePortal