In article <4ifhmc$d...@bert.compusmart.ab.ca>, Errol T
<etre...@compusmart.ab.ca> wrote:
[Re: Pulled Fangs and agro damage, spoilers and non-spoilers]
[>Curt Adams wrote:]
> >is a very bad situation. Even if WotC can successfully balance the
> >Thoughts Betrayed and Majesty spoilers against this spoiler system (a
> >really difficult task), what fun is a game where the only winning decks
> >are built around a small set of spoiler cards?
[snip]
> >I agree that in and of themselves the new aggro rules are good. They are
> >clearer, and eliminate a thicket of bizarre situations such a Basilia
> >being helpless against Undead Persistence. But with pre-existing cards,
> >they are a problem.> No offense Curt but is there any part of this game you can not find a
> problem with;) As for suitcase players I am one and Rarity in these
parts
> basically has no effect because I can get any rare here for $1, because
> the game has a small market here (Me basically) cards come really cheap
> and with a new market (The Internet) It is not to hard to find cheap
> Jyhad rares. I have 6 PF and could have traded or bought more for a
> dollar but don't think the card is all that great.
I guess I have to voice my side with where I think Curt is coming from
(please correct me if I am wrong).
Last night I was playing with some regulars. Two of us had been playing
Jyhad since it was released in our towns. Just for some background, he
is a partial CL proponent (non-specified numbers, he just feels repition
is boring (I counter, a boring deck can be made in any CL)), and I am
NL. We both love all kinds of various strategies, etc. The other
players there ranged from very new (a month or two), to relatively
experienced.
@set me=rant
On the whole, we are _extremely_ dismayed with the direction we see the
game turning.
Like Curt, I think that the _idea_ of making the aggravated damage do
equivalent damage to the non-aggravated conterpart (i.e, 1 agg = 1 blood
burnt), is simpler and caused less problems, BUT, the implementation with
pre-existing cards DOES make aggavated alot more powerful than it was.
In fact, the change is so different, that now pulled fangs, for example,
can _destroy_ a vampire, something that makes almost _no_ sense from the
standpoint of Vampire: the Masquerade.
The other old-time player and I began to think about what has happened
since this game has gotten out of Richard's hands. As he said, he "can't
imagine how Richard Garfield could let them [the Design Team] do this to
his game."
The original game had a number of typos, etc., but only one that I am
aware of had a significant impact on the game play (Blood Fury being
Fortitude rather than Thaumaturgy). The others were errors of design.
Anarch Troublemaker not having text saying it could only be used at
untap, etc., but not errors of the magnitude of V:tES.
Now we have multitudes of game effecting errors. Hunting Grounds cost
the wrong amount, cards suddenly require clans that they shouldn't, this
minion should have had superior this and that minion should have had
inferior that.
Now we have new cards that wear UNBELIEVABLY fast. Believe me, in the
Madison Jyhad League, you can tell your VtES cards. They are the
worn-backed, greasy feeling, flaking cards who are losing their art.
@set me=rant_heavy
Now we have Dark Sovereigns. There are a few good cards, but on the
whole..., the set is a pile of garbage. Our group concluded a _day_ of
playtesting with regular players would have fixed most of these.
A number of card problems:
Gwendolyn: The Inner Circle Member who is _nowhere_ near the others.
She has an equivalent number of disciplines, and the ordinary IC stuff,
but no special power.
Arika: A special power (all prey's locations cost 1 pool/turn or must be
destroyed), which is FAR too powerful on top of her other abilities.
Chimerstry in general: Too expensive. I think to remain true to the
RPG, the costs should remain the same, but either the Ravnos should have
quick blood recovery, or the Chimerstry cards should do more.
Locations: Far too many that can be too easily destroyed. Whatever
happened to Arson, etc.?
Blessings of Durga Syn: 2 Blood to steal equipment.
Fix: Nice, but needs more effect or less cost.
Dartmoor England: 2 Blood for +1 stealth on Animalism/Protean actions.
This is too expensive for a power that for the most part will only come
into play for getting minions.
Eyes of the Dead: A _very_ limited power. I've tried putting this into
decks, and it is only useful once very rarely, and not at times when you
want to be in the situation where you need to use this card. A card like
this is most often dropped rather than held onto.
Fix: A better card:
Normal: Only usable as a vampire attempts to diablorize. This minion may
block with +1 intercept.
Superior: As above, but with +2 intercept.
Far Fatuus: 2 Blood to do 2R only at ranged?
Fix: This card would become useful if it was usable at close as well.
Goodnight, Sweet Prince: 2 Pool to cause someone to lose a vampire from
their crypt. In most cases, this card is not too effective. At best,
you stand to break even.
Fix: This card would become useful if you gained 3 pool (or 4) if the
card was a prince.
Madness of the Bard: They blunder, you wonder?
Nosferatu Hosting: 1 Pool. Now you can spend a master phase looking at
a prey's uncontrolled card! And the card can be destroyed!
Fix: This card would have been useful if you could either (A) Look at
the whole uncontrolled region for a master phase, (B) Look at one
uncontrolled card without spending a master phase action, or (C) Have it
be free.
Oxford University: 2 Pool so that you can spend 2X pool for X votes. Oh
yes, it can be destroyed (and Ventrue get +1 stealth!).
Fix: Get rid of the venture stealth, and make it cost 1 pool.
Pere Lachaise, France: 3 Pool so that you can spend master phase actions
to bring back vampires. Destroyable and destroys itself if it every
succeeds.
Fix: If it brings back a vampire, it is _NOT_ destroyed.
Powerbase: Berlin: For 2 pool and stealable, it is too costly.
Fix: Either (A) have it cost 1 pool and have the blood move to it
every untap, or (B) have it tap to block _any_ political action with +x
intercept. In any case, if a non-ventrue controls it, it should not be
destroyed.
Powerbase: Rome: For 2 pool, master phase actions and more pool,
stealable, and augmented only by the Giovanni, it too is too costly.
Fix: Have it cost 1 pool, and have the blood and pool moved to it be
moved from the blood bank.
The Ravnos Cache: Burnable despite the high cost of use.
Fix: Don't allow it to be destroyed without other cards (Arson, etc.)
Ruins of Villars Abbey, Belgium: 2 blood and have a minion spend X blood
before combat to gain manuevers. As of right now, its only use is in a
Fame deck. How often do you _know_ how many manuevers you are going to need?
Fix: spend one blood for a manuever when you need it, not _before_ you
know.
Sacre Coure Cathedral, France: 2 blood to be unblockable by allies.
Maybe if ally decks were easy to make or common, this might be useful,
but 2 blood is too much.
Fix: (A) Cost is free or (B) add that allies cannot take (D)-actions
against the controller of Sacre Coure.
Tara, The Hollow One (Mage): A Ravnos card that screws Ravnos.
Fix: If this card could be used upon your own Ravnos, it would become
usable. To do this, one either changes the text or changes (D)-actions
to work by the definition.
Thoughts Betrayed: The inferior is too weak, and the superior is, though
only arguably _too_ powerful, unfair in that opponents cannot play _any_
cards.
Fix: A better card:
Normal: Only usable before combat begins. Opposing minion takes an
additional 1 damage during the first strike resolution of every round.
Superior: Only usable before combat begins. Opposing minion takes 1
damage for every combat card played during the combat.
The Treatment: Another Ravnos card too expensive for its own good.
Fix: Have it be free.
Trick of the Danya: Ravnos cards don't do enough for their cost. This
one is nice, but limited and (relatively) expensive for what it does.
Fix: New text:
Bold: +1 stealth action
Normal: Steal 1 blood from a vampire in your prey's inactive region
and move it either to your pool, a vampire you control, or to a vampire
in your inactive region.
Superior: as above, but usable upon _any_ Methuselah.
Veiled Sight: 2 blood to reduce the stealth of an action to 0. Nice, in
general, but expensive since you have to be blocking.
Fix: New Text:
Normal: he acting minion's stealth is reduced to 0. After this card
is played, the acting minion may still increase his or her stealth.
Superior: As above, and this reacting vampire may steal 1 blood from
the acting minion as a strike each round if combat begins.
Ventrue Directorate Assembly: 2 pool for votes for all Ventrue. And its
Destroyable.
Fix: If it must be destroyable, have it destroyable by a vote.
Wasserschloss Anif, Austria: 2 Pool for a card that will drain your
Tremere to bring out Tremere. In itself, good. But it is destroyable.
This is not too bad, but giving Malkavians +1 stealth to do so is.
Fix: Remove the Malkavians built in stealth to destroy it.
Werewolf Pack: This one is _so_ bad. 4 pool for a 3 life, 3 damage
ally. If only it had a decent special power. Who cares if it cannot be
harmed by melee weapons?
Fix: SO many. Pick one.
(A) Reduce cost to 2 or 3 Pool.
(B) Costs X pool, where X is the amount of life it has. Does X damage.
(C) Bleed for 1
(D) Is not harmed by non-aggravated damage.
(E) Is not harmed by weapons.
(F) Is only harmed by non-melee weapons.
(G) Built in Bum's Rush on Predator/Prey/whoever
(H) Heals one damage during your untap or as an action.
@set me=OK
In short, since Richard Garfield has left the game, I must say, I have
not been too pleased, and the _vast_ majority of players I have talked to
have not been either. WotC, I hope that you change your treatment of
this game. If this game does die, it will be because you drove them
away. I hope Ancient Hearts changes my mind about how I guess you feel
about Jyhad.
(And, BTW, Don't even get me started on the Design Team's Rulings... ;)
"I can send and receive e-mail even over the Internet"-aol commercial
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# Adrian Sullivan sull...@cslab.uwlax.edu Spoutingly yours 8^) #
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In article <Pine.NXT.3.91.960318120923.375C-100000@pentode>, The Corrupter
<sull...@cslab.uwlax.edu> writes:
>I guess I have to voice my side with where I think Curt is coming from
>(please correct me if I am wrong).
You must have it right - I'd agree with almost everything as well.
>Now we have Dark Sovereigns. There are a few good cards, but on the
>whole..., the set is a pile of garbage. Our group concluded a _day_ of
>playtesting with regular players would have fixed most of these.
My reaction as well.
(Details omitted)
One basic problem with DS is that it has a lot of permanents with
significant effects and a number of cards with "pay X for X effect". Part
of the problem with these cards seeming like junk is that they often have
much more value in "best situations" thanin typical situations.
(Non-permanent but related example: Thoughts Betrayed - certainly vastly
more powerful in any Tremere blood drain deck than any other) The costs
must be set for the best use, making the card junk almost all the time.
Some of this wallpaperishness probably results from reasonable caution on
WotC's part.
>The other old-time player and I began to think about what has happened
>since this game has gotten out of Richard's hands. As he said, he "can't>imagine how Richard Garfield could let them [the Design Team] do this to
>his game."
As a computer programmer, I fully understand RG's preference for "fire and
forget" game design. There's always the chance to do it better next time,
and so many interesting things to do. But with CCGs, it seems to create
problems.
>I hope Ancient Hearts changes my mind about how I guess you feel
>about Jyhad.
AH, unfortunately, contains the Setites, who will create 2 potential
problems -
a) They combine OBF and PRE. The WotC fix to the S&B problem was to hose
big bleeds (mostly). Unfortunately, that left the primary problem - the
short combo length for S&B - intact. The Setites will exploit this to the
max with stealthed Legal Manipulations/ Social Charms.
b) They provide a voting use for OBF, which allows serious potential abuse
of the rules change allowing multiple uses of the same action modifier
with the Mask of 1000 Faces.
So if WotC must prove itself with AH, it's got a tough job.
Curt Adams (curt...@aol.com)
Excerpts from netnews.rec.games.trading-cards.jyhad: 18-Mar-96 The
Breaking of a Game (was.. by The Corr...@cslab.uwla
>Now we have Dark Sovereigns. There are a few good cards, but on the
>whole..., the set is a pile of garbage. Our group concluded a _day_ of
>playtesting with regular players would have fixed most of these.
I have to agree with your assessment. I don't think that a location
that cost 2+ pool should be able to easily be destroyed or stolen. It's
like you're just throwing your blood away. In the main set, powerful
locations either cost pool (KRCG, hunting grounds) or were able to be
destroyed with a directed action or vote (Elysium: Arboretum, Mob
Connections) but not both. I don't understand why they couldn't go by
that rule in DS. Hopefully WotC will get a clue with Ancient Hearts.
Chris Esko
black...@CMU.EDU
ce...@andrew.cmu.edu
http://www.contrib.andrew.cmu.edu/usr/ce24/homepage.html
----------------------------------------
"It's just a flesh wound!" -The Black Knight
I have to agree with you here in that there is alot of cards in the DS
set that are so situational that it is rarely that you see one pulled off
and the cost of these IMO minor effects aren't worth even a card slot in
a decent deck as far as AH expansion my guess now that I have heard that
it has been pushed back will will be lucky if we even see it. I have
basically given up on ctcg as a hole because they are to expensive and in
my area Magic seems to be the only one played frequently. Its a shame
because I have been playing Jyhad since its arrival and now I have a box
full of dust collectors.
Errol T.
In article <4is1uc$d...@news.utdallas.edu>,
Benjamin D Matthews <matt...@utdallas.edu> wrote:
>The Corrupter (sull...@cslab.uwlax.edu) wrote:>> Thoughts Betrayed: The inferior is too weak, and the superior is, though
>> only arguably _too_ powerful, unfair in that opponents cannot play _any_
>> cards.
>> Fix: A better card:
>> Normal: Only usable before combat begins. Opposing minion takes an
>> additional 1 damage during the first strike resolution of every round.
>> Superior: Only usable before combat begins. Opposing minion takes 1
>> damage for every combat card played during the combat.>><boggle> Maybe i misunderstood....but this would make me gag--much more so
>than the way it is now! Imagine this: you play superior thoughts
>betrayed, then aura reading (1), then torn signpost (2)...and if you
>opponent tries to maneuvre outta the way (3), you maneuvre back (4) and
>strike hands with a lucky blow (5) for a whopping 7 damage! And even if
>the defending minion plays a strike combat ends card, they'd still take 6
>damage.
What Corruptor meant was that the opposing minion takes 1 damage for
every card "that he plays" during the combat - not for every card "that
either minion" plays.
--
-----
L. Scott Johnson (lsc...@crl.com) | The opinions expressed are mine
Graphics Specialist and V:tES Rulemonger | and subject to card text
The Corrupter (sull...@cslab.uwlax.edu) wrote:
> Thoughts Betrayed: The inferior is too weak, and the superior is, though
> only arguably _too_ powerful, unfair in that opponents cannot play _any_
> cards.
> Fix: A better card:
> Normal: Only usable before combat begins. Opposing minion takes an
> additional 1 damage during the first strike resolution of every round.
> Superior: Only usable before combat begins. Opposing minion takes 1
> damage for every combat card played during the combat.
<boggle> Maybe i misunderstood....but this would make me gag--much more so
than the way it is now! Imagine this: you play superior thoughts
betrayed, then aura reading (1), then torn signpost (2)...and if you
opponent tries to maneuvre outta the way (3), you maneuvre back (4) and
strike hands with a lucky blow (5) for a whopping 7 damage! And even if
the defending minion plays a strike combat ends card, they'd still take 6
damage.
I don't understand how that's more balanced...I just shiver when thinking
of what a trap+thoughts betrayed would do then.
> In short, since Richard Garfield has left the game, I must say, I have
> not been too pleased, and the _vast_ majority of players I have talked to
> have not been either. WotC, I hope that you change your treatment of
> this game. If this game does die, it will be because you drove them
> away. I hope Ancient Hearts changes my mind about how I guess you feel
> about Jyhad.
I wasn't real happy with a lot of cards from dark sovereigns, but not
just because some were underpowered, but because several were overpowered
too. (castle heidelburg comes to mind)
DIYD,DIYD.
> (And, BTW, Don't even get me started on the Design Team's Rulings... ;)
Umm...yeah.... :) I can't resist: Multiple Pulled Fangs in one
round? <chuckle>
-ben
Even if V:tES were to go out of print, I feel that I have ogt my moneys worth.
For goodness sake, you pay $6 per person now a days to go out for a movie!
Entertainment costs, and as far as entertainment goes V:tES is an excellent
bargain. And now, if you don't want to spend the money on cards, play on-line
with virtual cards which are free.
If you really are discouraged and want to bail out you can get most of your
money back by selling the cards here on the net. The net is an amazing boon for
hobbyists like us. In the past you had to go to a dealer and sell your cards at
50-75% cost and buy them back at 100% or more of cost. I dread the day they
start taxing sales over the internet (and don't put it past our government,
particularly if Clinton stays in office).
The Corrupter <sull...@cslab.uwlax.edu> wrote:
>Like Curt, I think that the _idea_ of making the aggravated damage do
>equivalent damage to the non-aggravated conterpart (i.e, 1 agg = 1 blood
>burnt), is simpler and caused less problems, BUT, the implementation with
>pre-existing cards DOES make aggavated alot more powerful than it was.
>In fact, the change is so different, that now pulled fangs, for example,
>can _destroy_ a vampire, something that makes almost _no_ sense from the
>standpoint of Vampire: the Masquerade.
Aggravated damage being the same are regular makes it a lot easier to
explain to people who haven't played. It took me forever to get the
agg. damage stuff straight when I started. The problem, as is pointed
out above, is that the older cards were designd with the old agg.
damage rules, so are now better than they possibly should be. I have
a problem with the "doesn't make sense from VtM standpoint" argument,
just because if it makes the game better, I could care less whether it
holds true to VtM. (Granted, PF is not on of those cases but.. )
>The original game had a number of typos, etc., but only one that I am
>aware of had a significant impact on the game play (Blood Fury being
>Fortitude rather than Thaumaturgy). The others were errors of design.
>Anarch Troublemaker not having text saying it could only be used at
>untap, etc., but not errors of the magnitude of V:tES.>Now we have multitudes of game effecting errors. Hunting Grounds cost
>the wrong amount, cards suddenly require clans that they shouldn't, this
>minion should have had superior this and that minion should have had
>inferior that.
I found this terrible. We wait _forever_ for the new cards, and they
had more mistakes then the 1st set. How did this happen? Didn't they
have someone proofread what they were sending to the printers? Same
thing with DS.
>Now we have new cards that wear UNBELIEVABLY fast. Believe me, in the
>Madison Jyhad League, you can tell your VtES cards. They are the
>worn-backed, greasy feeling, flaking cards who are losing their art.
Some of my VTES cards were _noticebly_ warn after playing with them in
one game. Part of this is probably due to me because I put a lot of
wear on my cards while platying, but in a tourney, if people cared
they could have easily called them marked. And that with only one
game.
>Now we have Dark Sovereigns. There are a few good cards, but on the
>whole..., the set is a pile of garbage. Our group concluded a _day_ of
>playtesting with regular players would have fixed most of these.
>A number of card problems:
<long list of bad cards from DS >
A day of play testing? I doubt WotC does that for anything. Their
playtesting is surprisingly poor, for both Jyhad and MtG. If when a
set come out it takes 2/3 days for tons of people on the net to see
broken cards, it should be easy for a group of playtesters to do the
same, plus see any cards that obviously are bad. (Like say Eyes of
the Dead... I've only seen around 3 vampires diablerized ever.) With
the amount of time we've had to wait for these cards... I just don't
understand it.
The funny thing with DS is that just about every card seems to be
either too powerful or too weak.
Also, the new clans seem to be weak. None of our group has been able
to use either the Giovanni or Ravnos well at all.
>In short, since Richard Garfield has left the game, I must say, I have
>not been too pleased, and the _vast_ majority of players I have talked to
>have not been either. WotC, I hope that you change your treatment of
>this game. If this game does die, it will be because you drove them
>away. I hope Ancient Hearts changes my mind about how I guess you feel
>about Jyhad.
Well... no matter how bad AH is... I have a hard time seeing Jyhad not
being the best CCG out there (unless NetRunner is as good as I hope).
CT
--
Charles T. Schwope | Every man is a spark in the darkness. By the
aka CT | time he is noticed, he is gone forever, a
sch...@infrared.csc.ti.com | retinal afterimage that fades, and is obscured
c-sc...@ti.com | by newer, brighter lights.
Charles T. Schwope wrote:
>
> A day of play testing? I doubt WotC does that for anything. Their
> playtesting is surprisingly poor, for both Jyhad and MtG. If when a
> set come out it takes 2/3 days for tons of people on the net to see
> broken cards, it should be easy for a group of playtesters to do the
> same, plus see any cards that obviously are bad. (Like say Eyes of
> the Dead... I've only seen around 3 vampires diablerized ever.) With
> the amount of time we've had to wait for these cards... I just don't
> understand it.
Well, around here, vampires go up in smoke all the time. I guess that's because
combat decks are much less effective in general than vote or S&B decks that those
of us who make combat decks tend to try to make them as potent as possible.
WRT your other points, and those of most of the others, I agree. I really hope
Ancient Hearts makes up for it, but I'm not holding my breath. <sigh> Oh, well...
James
--
James Hamblin | jham...@sunlab.cit.cornell.edu
--------------------------------------------------------------
"Don't worry; base 8 is just like base 10, if you're missing
two fingers." -- Tom Lehrer, "New Math"