Author Topic: REQUEST: What is too hard to stop? What needs more counters?  (Read 74059 times)

Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #75 on: December 10, 2009, 03:55:28 PM »
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I don't remember if I've said this before, but I think it would be a fun idea to have a card that let you discard a card from your hand/deck to discard the same card from opponent's hand/deck, or something to that effect.
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Offline Prof Underwood

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #76 on: December 10, 2009, 05:23:27 PM »
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I don't remember if I've said this before, but I think it would be a fun idea to have a card that let you discard a card from your hand/deck to discard the same card from opponent's hand/deck, or something to that effect.
This would be too easily broken.  I would build a 100 card deck and then discard 10 heroes from my deck to discard all 10 of the heroes from my opponent's deck.  Then they would sit there the rest of the game unable to make any rescues, and I would still have an entire offense left.

Offline lightningninja

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #77 on: December 10, 2009, 05:24:18 PM »
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I think he meant a one time thing, not a fortress that can do that every turn or something.
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Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #78 on: December 10, 2009, 05:25:50 PM »
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Yeah, no, just like a one- or two-time use artifact or something like that.
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Offline redemptioncousin

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #79 on: December 10, 2009, 06:00:10 PM »
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If you want to attack Gates of Hell, there are ways to do so without a dominant.  You will see at least 3 in the next set.


I'd just be careful with this.  Orange is a decent defense right now but ONLY because Gates of Hell and Wandering Spirit exist.  Taking away either of these instantly makes orange revert back to its terrible (only viable for T2) self, and honestly I think orange is the most creative thing in Redemption right now.
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Offline adamfincher

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #80 on: December 10, 2009, 06:09:26 PM »
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Please read my post on the other request.

Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #81 on: December 10, 2009, 06:30:30 PM »
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there is nothing wrong with gates of hell, it is a perfectly balanced card, we do not need answers to it already. its about the only thing making orange worthwhile.
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Offline YourMathTeacher

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #82 on: December 10, 2009, 06:47:11 PM »
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We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).
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Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #83 on: December 10, 2009, 06:52:33 PM »
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We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).

orange? ;D

but i agree, we need more 'playable' wc enhancements.
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Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #84 on: December 10, 2009, 08:08:26 PM »
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If you want to attack Gates of Hell, there are ways to do so without a dominant.  You will see at least 3 in the next set.


I'd just be careful with this.  Orange is a decent defense right now but ONLY because Gates of Hell and Wandering Spirit exist.  Taking away either of these instantly makes orange revert back to its terrible (only viable for T2) self, and honestly I think orange is the most creative thing in Redemption right now.
Oh, don't worry.  I really like Gates of Hell.  I'm looking at the three cards now:
1) a card that can discard evil card(s) from bottom of opponent's deck
2) a card that can negate GoH (and other cards) for one phase
3) a "if used by a ___" card that can discard GoH (or another evil card).  This will be the first card that can actually discard GoH, since GoH is set aside.  Before that, ANB was the only option.

The first card isn't really that powerful, and will likely be used for deck-shrinking.  If you know your opponent has that card, you can use GoH before your opponent uses that card. 
The second card will be used, but if you know your opponent has that card, you can just use GoH in a different phase.
The third card will be hard on GoH when it is played, but it can only be used by certain characters, and requires initiative.

We are very early in testing, so some of these cards might not remain as they are.  I do know for a fact that Chris Bany hates Gates of Hell, and wishes it would go away.  So, I'm guessing the three cards above probably won't get cut, if he has anything to say about it.  :)

Offline Red Dragon Thorn

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #85 on: December 10, 2009, 08:12:31 PM »
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You wanna know why Chris hates Gates ;)
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Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #86 on: December 10, 2009, 08:22:39 PM »
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We need more weapon-class enhancements for brigades that only have a couple (white and green seem to come to mind, but I'm sure there are others).
In my opinion, red and purple are the brigades that should have the vast majority of good weapons.  The evil weapons will be in every color but orange. 

Demons have their strengths - things they do well.

They also have their weaknesses - things they can't do.

For example, Damsel with Spirit of Divination was human, so she is the only orange card that can draw.  Otherwise, orange does not do that.  Going forward, we will continue with that trait.  If an orange demon wants a card, it pulls it out of some other place (bottom of deck, Tartaros, opponent's Storehouse, etc.). 

While it is possible that demons battle with swords, it is not mentioned in the Bible, to my knowledge (if I am wrong, please correct me).  So, orange will continue with other creative ways to play cards.  They'll gradually get more territory class enhancements, placed enhancements, enhancements that turn into evil characters, etc.  They will also get plenty more ways to interact with characters of other cultures and themes (magicians, etc.).

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #87 on: December 10, 2009, 08:26:22 PM »
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You wanna know why Chris hates Gates ;)
I know he hated it more after seeing what YOU did with it.  :)

But he hated it in playtesting.  He wanted a limit on how often you could use it per turn.  In general, I think that is wise.  However, I think that orange needed a wild, reckless card like that to help make them distinct.  Plus, I wanted to see players rip through their entire dek after they got what they needed.

Oh yeah.  I forgot to mention the card that will make THAT strategy a little more dangerous.  :)

Offline YourMathTeacher

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #88 on: December 10, 2009, 08:36:38 PM »
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In my opinion, red and purple are the brigades that should have the vast majority of good weapons. 

Are the themes the only way that brigades will be handled from now on? Green brigade, for instance, has some good WC characters, including David who is also a prophet. Eleazar-K would be more playable if we actually had green WC enhancements.

For a while there seemed to be an interest in making older cards useful again. Now it seems that would only apply if the characters are in the correct brigade color for their theme.

To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.
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Offline Master KChief

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #89 on: December 10, 2009, 08:42:26 PM »
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yeah, i kinda liked how everything was scattered all over the place. ah, nostalgia. :)
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Offline lightningninja

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #90 on: December 10, 2009, 08:56:30 PM »
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In my opinion, red and purple are the brigades that should have the vast majority of good weapons. 
To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.
:amen: I've been thinking this for a long time now and I think I posted my concerns a while ago. I want to build a competitive green brigade deck that doesn't use prophets, a purple deck that doesn't use royalty, or a blue deck that doesn't use genesis. White, Purple, Red, and Silver have remained pretty nice in terms of variety (although purple is starting to go down the "only royalty" road). Thank you playtesters for that. Hence the reason 75%+ of my decks are one of those brigades, or combo decks. Defense has been decent but some brigades are really hard to not use themes, like gold (egyptians) and pale green (assyrians) and Philistines (although I must admit that with philistines you can approach them with different ways, site lock, banding, interrupts and negates, etc.), and I REALLY appreciate that. Hence the reason 80%+ of my decks this year have been Philistines.
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Lamborghini_diablo

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #91 on: December 10, 2009, 09:10:10 PM »
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I also agree that brigades should have more than just one or two main themes, and everything else just gets pushed aside.

Not saying to stop developing themes, but make it so that themes arent the ONLY useable cards in each brigade.

Offline Perri

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #92 on: December 10, 2009, 10:39:30 PM »
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I'm very cool with red and purple having the majority of the weapons, but I'd love to see replacements for some of the current ones. Eleazar's sword has SOME use now that philistines are played a lot, but both sling and David's sling are terrible. I'd also like mor ereason to use the david that can use any weapon class except silver. :D

Offline Bryon

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #93 on: January 14, 2010, 02:45:06 PM »
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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: 4
Site Lock: 4

Thank you all for your input.  I will be looking for ways to add some more stops to these things as we playtesters work through the list for the next set.

Offline Professoralstad

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #94 on: January 14, 2010, 03:37:24 PM »
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To me, the theme idea is limiting the possibilities for deck creation. Having a blue offense with any cards that are not Genesis would be detrimental to your deck, yet there are only so many possiblities. It seems that anyone who does use a blue offense has the exact same offense as everyone else who uses blue.

I think this will get boring before too long. In the golden ages, my blue offense could be completely different than anyone else's blue offense, and they both could be equally effective. In some ways I miss those days.

I don't necessarily think themes are ruining creativity in and of themselves. I think what is needed is the themes to expand to a point where you can have many different offenses of the same theme. The problem I see with moving away from the themes at this point, is that we've set them up so well in the past few sets, that, for example, a red brigade OT prophet would likely not see very much use, unless he also helped bolster the warrior theme. However, the more playable green brigade prophets we make, the more people who want a prophets offense will have to decide which ones to use and which to not use, depending on their strategy and playing style. The same is true of all of the themes. That way, you could essentially have the "good old days" again, just that the two completely different green offenses are still prophet-based.

Also, since most of the brigades have more than one theme, the possibility of mixing themes within the brigade still exists. I've seen defenses that were Egyptian/Herod, Philistine/Greek/Sadducee, etc. As all of the themes continue to expand, it will be easier to have specific strategies within the themes that could be completely different from someone else's strategy using the same theme.
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Warrior_Monk

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #95 on: January 14, 2010, 03:54:46 PM »
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I also agree that brigades should have more than just one or two main themes, and everything else just gets pushed aside.

Not saying to stop developing themes, but make it so that themes arent the ONLY useable cards in each brigade.
this forces them to print red prophets, like Professor mentioned above. or green genesis, or pale green egyptians.

Offline BubbleBoy

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #96 on: January 14, 2010, 04:11:27 PM »
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I think what is needed is the themes to expand to a point where you can have many different offenses of the same theme.
I agree with this vision. However, this goal will take quite a while to reach, especially if our sets countinue to be TxP-size or smaller. In the meantime, I propose we make some multi-colored (more importantly, multi-theme) heroes. An all-color David or Moses would be so fun. ;D
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Offline TheKarazyvicePresidentRR

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #97 on: January 14, 2010, 04:55:11 PM »
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I'd like more ways to convert ecs in territory, give heroless a break guys!
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Offline Alex_Olijar

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #98 on: January 14, 2010, 04:56:34 PM »
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I want more and easier protection for my ECs.

Offline YourMathTeacher

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Re: REQUEST: What is too hard to stop? What needs more counters?
« Reply #99 on: January 14, 2010, 05:09:20 PM »
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I'd like more ways to convert ecs in territory, give heroless a break guys!

What he meant was: "Give us more ways to break heroless guys!"
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