My impression of this year's EC was that combat decks, or decks
splashed with combat, was more common than the previous two years. Aim
cards were the major change. It is not a bad thing that combat is
getting easier to oust with; Dragonbound, Frontal Assault and Hell-for-
Leather are nice examples, though Dragonbound has been around for a
while now. It's also a valid argument that non-combat decks should be
forced to include some sort of combat defense, like fortitude or S:CE.
But I'm not sure if the aim cards are balanced anyway.
Target Vitals sees much more play than the other ones. Sure, it's
uncommon, not a rare, but it's also better than the other ones. If not
canceled, Target Head is stronger, but it only takes 1 card to cancel
it. It's like Perfectionist compared to Capitalist. Wouldn't it have
been better if Target Vitals was cancelled by one card as well?
And why weren't the aim cards designed to require disciplines? Auspex
or Celerity, for example. Did Imbued and 1-caps need to get better at
combat?
Target Hand, Combat, R , [LotN]
Aim. Play when choosing a strike.The opposing minion may discard two
combat cards to cancel this card. If any damage from this strike is
successfully inflicted on the opposing minion, he or she gets -1
strength this action, and you may destroy a weapon he or she has. A
minion may play only one aim each strike.
Target Head, Combat, R , [LotN]
Aim. Play when choosing a strike.The strike does +2 damage. The
opposing minion may discard a combat card to cancel this card. If any
damage from this strike is successfully inflicted on the opposing
minion, he or she cannot use any additional strikes or presses this
round, and you may set the range for the next round. A minion may play
only one aim each strike.
Target Leg, Combat, R , [LotN]
Aim. Play when choosing a strike.The opposing minion may discard two
combat cards to cancel this card. If any damage from this strike is
successfully inflicted on the opposing minion, he or she may use
maneuvers or presses only if they require Obfuscate [obf] ,
Thaumaturgy [tha] or Flight this action. A minion may play only one
aim each strike.
Target Vitals, Combat, U , [LotN]
Aim. Play when choosing a strike.If any damage from this strike is
successfully inflicted on the opposing minion, he or she takes an
additional 2 damage from this strike, and he or she cannot press this
round. The opposing minion may discard two combat cards to cancel this
card. A minion may play only one aim each strike.
On 25 Sep., 13:52, Hyllan <caroline_h...@yahoo.com> wrote:
> My impression of this year's EC was that combat decks, or decks
> splashed with combat, was more common than the previous two years. Aim
> cards were the major change. It is not a bad thing that combat is
> getting easier to oust with; Dragonbound, Frontal Assault and Hell-for-
> Leather are nice examples, though Dragonbound has been around for a
> while now. It's also a valid argument that non-combat decks should be
> forced to include some sort of combat defense, like fortitude or S:CE.
> But I'm not sure if the aim cards are balanced anyway.
>> Target Head, Combat, R , [LotN]
>
> Aim. Play when choosing a strike.The strike does +2 damage. The
> opposing minion may discard a combat card to cancel this card. If any
> damage from this strike is successfully inflicted on the opposing
> minion, he or she cannot use any additional strikes or presses this
> round, and you may set the range for the next round. A minion may play
> only one aim each strike.
>> Target Vitals, Combat, U , [LotN]
>
> Aim. Play when choosing a strike.If any damage from this strike is
> successfully inflicted on the opposing minion, he or she takes an
> additional 2 damage from this strike, and he or she cannot press this
> round. The opposing minion may discard two combat cards to cancel this
> card. A minion may play only one aim each strike.
Another notable difference is that Target Head increases the inherent
damage of the strike while Target Vitals only will do extra if the
original 1 is dealt. Still the discard of only one card makes it too
easy to counter.
As for the perfectionist...some cards are better and some are weaker,
not all cards can be designed as equals :)
IMHO Target Vitals is indeed too strong when compared to Lucky Blow
and against most decks is even stronger than some potence strike cards
which is just wrong.
I agree that target vitals is too strong. I will not spend all my day
bitching about it, but a cost: 1 blood or 1 life or one card from your
hand would not be unreasonable.
There is a good reason why david tatu played 13 target vitals on the
last chance qualifier: it does 200% extra damage with 1 card
(conditional).
It is also a weird choise of WW. In general there is a line in what
cards can do. skilled card at basic level does one or +one to
something and at superior 2 or +2 to something. If the card costs 1
blood you add 1 to that modifier. nonskilled cards normaly do less.
Im not in favor of banning the card, but an extra cost seems suitable.
Greetz,
Oortje
> Another notable difference is that Target Head increases the inherent
> damage of the strike while Target Vitals only will do extra if the
> original 1 is dealt. Still the discard of only one card makes it too
> easy to counter.
Agreed -- discard one combat card is not only usually not a burden it
is often a boon.
> As for the perfectionist...some cards are better and some are weaker,
> not all cards can be designed as equals :)
>
> IMHO Target Vitals is indeed too strong when compared to Lucky Blow
> and against most decks is even stronger than some potence strike cards
> which is just wrong.
TV is not a strike, so comparing it to strike cards can be a little
off. Sure, if you're only going to play either LB or TV, TV is better
against everything except Flak Jackets and other 'prevent one'. But
you can play both LB and TV on one strike, so they aren't really in
competition. And the power of Potence is really in Immortal Grapple
and Torn Signpost, the Potence strikes are just gravy (and Potence
cards are not in competition with TV, since you can play TS +
Increased Strength + Undead Strength + TV).
I think Target Vitals is just right for what I'm guessing it was
intended to do -- make any minion who can fight at all able to fight
more convincingly (if you're willing to use card slots for it), and
make any deck that is unable to do anything in combat suffer more for
that weakness.
On Sep 25, 7:52 am, Hyllan <caroline_h...@yahoo.com> wrote:
> Target Vitals sees much more play than the other ones.
It is clearly the best of them. Although in a combat heavy
environment, it rarely works (as it is easily foiled by dodge, S:CE, 1
point of prevention, or discarding 2 combat cards) the way you hope it
will (I was playing multiple TVs in all sorts of decks for a while
locally, and in the end, they rarely ever paid off, so I swapped them
out for things that are more generally effective). In a low combat
environment, it can be a total killer. But if folks have, like, a
manuver or a Flak Jacket, the huge pile of Target Vitals as combat
offense isn't going to help all that much.
Target Head isn't horrible, as it increases your strike's base damage,
so it isn't foiled by a single point of damage prevention. But it *is*
foiled by a single combat card discard, making that much easier to
avoid. But as it is Rare, Target Vitals generally eclipses it. The
other two Targets are kind of janky (although Target Hand isn't bad as
disciplinless anti-weapon tech if you really want some).
> It's like Perfectionist compared to Capitalist. Wouldn't it have
> been better if Target Vitals was cancelled by one card as well?
Probably. Using the bad (i.e. most) Archetypes as comparison isn't
great, as the first batch were *clearly* underpowered, and the second
batch (uh, Perfectionist?) were reasonable. Yeah, the rest of the
Archetypes pretty much blow. But that is ok. Target Vitals is
generally much, much better than the other three, yes. And is possibly
overpowered. But not by much. And it is probably ok that the other
ones are kind of janky.
> Did Imbued and 1-caps need to get better at combat?
Again, Target Vitals *can* be very strong, but generally only in the
context of "My deck has zero combat cards in it..." in which case, it
was getting schooled by any sort of combat offense anyway. But in the
face of any sort of reasonable combat package, a dozen Target Vitals
aren't going to do much.
-Peter
On Sep 25, 5:22 pm, Peter D Bakija <p...@lightlink.com> wrote:
Target Vitals is
> generally much, much better than the other three, yes. And is possibly
> overpowered. But not by much. And it is probably ok that the other
> ones are kind of janky.
I think that for decks using Trap Target Hand is pure gold!
On Sep 25, 6:52 am, Hyllan <caroline_h...@yahoo.com> wrote:
>
> Target Vitals sees much more play than the other ones. Sure, it's
> uncommon, not a rare, but it's also better than the other ones. If not
> canceled, Target Head is stronger, but it only takes 1 card to cancel
> it. It's like Perfectionist compared to Capitalist. Wouldn't it have
> been better if Target Vitals was cancelled by one card as well?
>
The comparison with Perfectionist is a good one, IMHO. Target:Vitals
may or may not be too strong in an absolute sense, but compared to the
other aim cards, it's pretty ridiculous. Target: Head and Target:
Hand could have their uses, particularly in a multi-round (i.e. Trap)
deck, but in general if I was playing with, say, 8 aim cards, at least
6 of them would be Vitals, with maybe a splash of 2 Hands. Target:
Leg is just balls (which reminds me, maybe next set we'll see Target:
Balls?).
Although, I have to say there are a few Archetype cards which I think
are still good in comparison to Perfectionist, more so than the
targets, anyway. Obviously Monster, but that's a new one. Creep Show
is okay for a trifle and gives you blood in a few situations where
Taste of Vitae is useless, Curmudgeon is very good IMHO (and also a
trifle), and I've seen Traditionalist used to decent effect (okay, one
vamp calls a vote to get rid of Rumors of Gehenna, all of them vote
against and gain a blood - not sure it was really worth it to have
like 5 Traditionalists in the deck for that purpose, but it seemed to
help the deck at the time). Which is interesting - other than Monster
and Perfectionist, all of the usable archetypes seem to be trifles. I
thought it would be interesting to build a deck around Conniver at one
point, but the fact that it is not a trifle and is even weaker than
some of the ones that are trifles, *and* the fact that it's not "once
per turn", but "tap to move a blood" put the kibosh on that idea.
On Sep 25, 11:57 am, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> The comparison with Perfectionist is a good one, IMHO. Target:Vitals
> may or may not be too strong in an absolute sense, but compared to the
> other aim cards, it's pretty ridiculous.
Oh, sure--it is clearly considerably better than Hand and Leg, and
kinda better than Head. But given how it remains to be seen that
Target Vitals is anything other than a reasonably strong card, all
that means is that Hand/Leg/Head are kind of janky, nor real good
cards. Of which there are plenty.
Target Vitals is a strong card. And does a good job of providing
strong combat offense in places that you don't expect it (or
previously didn't have it)--Catatonic Fear/TV is particularly
viscious, yes. And the Imbued can be rightly scary with a bunch of
them. But again, where TV is really scary is in a low combat
environment, where folks just don't expect it, have little combat
defense (if any), and the "I hit you for 1 damage, which might be 3!"
attacks actually connect and pay off. In an already combat rich
environment, Target Vitals doesn't really help much--folks have combat
defense or fortitude or combat cards to discard, and you'd be better
off with, like, a Weighted Walking Stick most of the time instead.
> Target: Head and Target:
> Hand could have their uses, particularly in a multi-round (i.e. Trap)
> deck, but in general if I was playing with, say, 8 aim cards, at least
> 6 of them would be Vitals, with maybe a splash of 2 Hands. Target:
> Leg is just balls (which reminds me, maybe next set we'll see Target:
> Balls?).
Target: Junk!
You (and everyone else) are correct; Vitals is much, much better than
the other ones. Which doesn't necessarily mean that anything is wrong
with Vitals, just that the other three are under the power curve and
can be safely ignored. This kind of thing happens when you make a new
kind of card. If more "target" cards are made in the future, it seems
likely that they will be on par with Vitals and not so much Leg.
-Peter
> You (and everyone else) are correct; Vitals is much, much better than
> the other ones. Which doesn't necessarily mean that anything is wrong
> with Vitals, just that the other three are under the power curve and
> can be safely ignored. This kind of thing happens when you make a new
> kind of card. If more "target" cards are made in the future, it seems
> likely that they will be on par with Vitals and not so much Leg.
>
> -Peter
Wait, why does a vampire care if you target his "vitals?" He's already
dead!
Brandon
On Sep 25, 6:57 pm, Chris Berger <ark...@ugcs.caltech.edu> wrote:
> The comparison with Perfectionist is a good one, IMHO.
Yes.
Even ignoring comparisons to other combat cards (where I would argue
TV is too strong), it's clearly the best of the current "Aim" cards --
just like Perfectionist is clearly the best of the archetype cards.
You rarely see any of the other archetype cards played, for the simple
reason that in 95% of the cases Perfectionist is just better... and so
the others become wallpaper.
While I think the design team in general has done an *excellent* job,
I do consider Perfectionist and Target Vitals to be small glitches.
//Petri
On Sep 26, 3:31 am, Petri Wessman <or...@orava.org> wrote:
> While I think the design team in general has done an *excellent* job,
> I do consider Perfectionist and Target Vitals to be small glitches.
Ya think? Perfectionist seems like a completely reasonable card in and
of itself--an MPA to conditionally gain blood on a single minion, if
their action is successful *and* no reaction is played. Seems like a
totally ok master card. Yeah, it completely makes the other Archetypes
total wallpaper, but that is 'cause they were bad, not 'cause
Perfectionist is too good. The first chunk of Archetypes were totally
under the power curve. Perfectionst came out after them, and was about
as good as Archetypes needed to be.
Target Vitals is about the same--it is strong (just like Perfectionst)
and does more or less what it should for what it costs and is a strong
card. Yeah, it is disciplineless, but it is easy to avoid (dodge,
S:CE, prevent 1 damage, discard two combat cards). To the point that
in a combat heavy environment, it is not very effective, and usually
better replaced by something more reliable. It does do a really good
job of making a non combat heavy environment very vulnerable. Which
means that folks should worry about combat more (as the "hope they
don't have blasters" defense took a hit due to Target Vitals, as now a
disciplineless 1 cap can punch you for 3 if you just stand there and
take it). Which strikes me as a totally good thing.
The other three Target cards are just kind of bad. Which doesn't mean
that Target Vitals is necessarily too strong.
-Peter
[ quoted text not captured ]
You make good points. I'm willing to agree that Perfectionist and
maybe even Target Vitals are in a reasonable area of the power curve
(though TV is borderline imho). The fact that TV gives all decks
decent hitback ability is probably a good thing, all things
considered.
About the archetypes: yes, the problem is mostly the fact that most of
the others suck in comparison to Perfectionist, adding yet more
wallpaper to the game. Perfectionist as such is a pretty balanced
card, the others (bar Monster, another later addition) mostly suck.
This is annoying, but you're right; the design flaw isn't
Perfectionist as much as the other archetype cards which are too low-
powered.
About the aim cards: there the situation is a bit different. We have
Target Vitals, which is borderline overpowered for a no-discipline
card. Then we have Target Head, which isn't actually all that bad --
only the "discard one card to cancel it" clause makes it less
universally rocking as TV. Onwards to Target Hand, which is actually a
pretty damn strong card in many decks, especially when combined with
Trap. Last of all we have Target Legs, which imho is the only Aim card
which actually sucks. So here the "problem" is the power level of
Target Vitals itself, which can be argued various ways.
So to correct myself: the design team glitches have actually more to
do with
a) the very low power level of the non-Perfectionist archetype cards,
which makes them wallpaper(ish)
b) the power level of Target Vitals, and the suckiness of Target Legs
Or not. The above is my current feel about those card groups, but I'm
willing to be pursuaded to think differently :D
//Petri
Peter D Bakija schrieb:
> Target Vitals is about the same--it is strong (just like Perfectionst)
> and does more or less what it should for what it costs and is a strong
> card. Yeah, it is disciplineless, but it is easy to avoid (dodge,
> S:CE, prevent 1 damage, discard two combat cards). To the point that
> in a combat heavy environment, it is not very effective, and usually
> better replaced by something more reliable. It does do a really good
> job of making a non combat heavy environment very vulnerable. Which
> means that folks should worry about combat more (as the "hope they
> don't have blasters" defense took a hit due to Target Vitals, as now a
> disciplineless 1 cap can punch you for 3 if you just stand there and
> take it). Which strikes me as a totally good thing.
I have to agree, Target Vitals is just fine.
The fact that for example some Potence cards are just worse and you
might consider playing TV in a deck with lots of inferior potence just
demonstrates that Potence is not a good discipline (Probably Peter will
disagree here), certainly so on inferior.
Also a 1-cap striking for 3 with TV seems strong, but a 1-cap with
Concealed SNS + DBR is much for scary from my point of view. The problem
here is again that 1-caps (or weenies in general) are a tad bit
overpowered since their inherent advantage is that you dont really care
if something happens to them since they are cheap. Suicide bombers make
for some very effective warfare.
> The fact that for example some Potence cards are just worse and you
> might consider playing TV in a deck with lots of inferior potence just
> demonstrates that Potence is not a good discipline (Probably Peter will
> disagree here), certainly so on inferior.
Which Potence card is worse than Target Vitals?
[ quoted text not captured ]
You can't think of a single one? *cough*Twisting the Knife*cough*
Okay, so maybe comparing one of the best disciplineless combat cards
with one of the worst cards in the game and probably one of the top 5
wastes of cardboard in the free world is not productive... But I
think what he was saying is that Target:Vitals is often better than
even something like Undead Strength, especially if played at inferior
potence. The fact that T:V can be combo'd with another strike is hot,
including ranged strikes and the nasty combo with Catatonic Fear.
Denying a press isn't such a big deal, but it's just an added
benefit. T:V has downsides, obviously, compared to a simple strike
for +2 damage that can't be cancelled with a discard or stopped with 2
less points of prevention.
But the fact that there is a pretty close equivalency between a poster
card for a hitty discipline and a non-discipline combat card feels
wrong, somehow. If you had vampires with potence and your only
choices for combat were Undead Strength and Target: Vitals, my
estimation is that you would use some combination of both (mainly
because they combo together). If you had to choose one or the other
to go in a deck with other combat cards, I think it would be a
difficult choice, based on the rest of your deck and your metagame.
I'm *not* saying T:V is broken, or that it's better than all of the
potence options. I think it's at the top of the power curve for
disciplineless cards. I definitely don't think it needed to deny the
opponent the ability to press, not that that's a major part of what
the card does. It doesn't wallpaper the entire Potence discipline or
anything... but I can at least see what Johannes was saying when he
said that it's better than some Potence cards.
In article <gbj240$gf5$1...@news01.versatel.de>,
Johannes Walch <johanne...@vekn.de> wrote:
> The fact that for example some Potence cards are just worse and you
> might consider playing TV in a deck with lots of inferior potence just
> demonstrates that Potence is not a good discipline (Probably Peter will
> disagree here), certainly so on inferior.
And here I am, disagreeing :-)
Yeah, see, I'm not remotely convinced that Target Vitals is measurably
better even than inferior Undead Strength, in a grand sense. Yes, if
your opponent just stands there and takes it, the TV will do an extra
damage, which is strong. But if your opponent doesn't just stand there,
and they prevent 1 point of damage or discard 2 combat cards, the TV is
useless, where the US is still doing an extra point of damage (requiring
more prevention and can't be foiled by discarding cards that might have
been clogging up your opponent's hand anyway).
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"It's too bad she won't live! But then again, who does?"
-Gaff
In article
<4754572d-844b-40c9...@l42g2000hsc.googlegroups.com>,
Petri Wessman <or...@orava.org> wrote:
> About the archetypes: yes, the problem is mostly the fact that most of
> the others suck in comparison to Perfectionist, adding yet more
> wallpaper to the game. Perfectionist as such is a pretty balanced
> card, the others (bar Monster, another later addition) mostly suck.
> This is annoying, but you're right; the design flaw isn't
> Perfectionist as much as the other archetype cards which are too low-
> powered.
Yeah. I think the first wave of Archetypes were pretty bad--they were a
reasonable attempt, but turned out to be mostly just too conditional
(although Capitalist seems like it should be standard issue for, like,
!Malk S+B decks, and Sociopath should be ok in most sabbat combat
decks), and Perfectionist really is, just better than most of them. And
Monster is really good too. So as long as any new Archetypes are as good
as Monster or Perfectionist, that's cool. And yeah, sad that the other
ones are wallpaper, but, well, lots of things get wallpapered in the
long run.
> About the aim cards: there the situation is a bit different. We have
> Target Vitals, which is borderline overpowered for a no-discipline
> card. Then we have Target Head, which isn't actually all that bad --
> only the "discard one card to cancel it" clause makes it less
> universally rocking as TV. Onwards to Target Hand, which is actually a
> pretty damn strong card in many decks, especially when combined with
> Trap. Last of all we have Target Legs, which imho is the only Aim card
> which actually sucks. So here the "problem" is the power level of
> Target Vitals itself, which can be argued various ways.
Oh, sure--I think there is a theoretically reasonable tradeoff between
Vitals "Do +2 damage if your strike connects" and having to discard 2
cards to cancel it and Head's "Your strike does +2 damage" and only
having to discard 1 card to cancel it; on paper, it seems like a
reasonable cost:effect trade off. But in reality, discarding 2 combat
cards is considerably harder and costlier than discarding 1 combat card,
such that it turns out that the trade off actually *isn't* reasonable.
But I can see how the cards ended up like that.
[ quoted text not captured ]
The existence of Target Vitals (compared to the other Target-cards)
and the existence of Perfectionist (compared to the other archetype-
cards) and the existence of Imbued (compared to any other VtES-cards)
hints that White Wolf don´t do enough playtesting.
In article
<d9215444-ac93-467b...@34g2000hsh.googlegroups.com>,
as...@hotmail.com wrote:
[ quoted text not captured ]
Yeah, I don't know that that is remotely true.
Perfectionist indicates that they realized that the rest of the
Archetypes were too weak. So made Perfectionist (and Monster) which is
actually a good card. Do you really think that, say, Creep Show is a
good card, and that it was *bad* that it was effectively wallpapered by
Perfectionist?
Target Vitals indicates that the other three Target cards seemed like a
good idea, but also turned out to be weak (much like plenty of cards
turn out to be weak, even with lots and lots of playtesting; see: the
original Anarch expansion). Target Vitals is a completely reasonable,
strong card. Target Head, Leg, and Hand all have their uses (well, maybe
not so much Leg), but generally aren't as good as Vitals. Which is fine.
Unless you really, really want Target Leg to be good.
The Imbued indicates that when you introduce a really complicated new
mechanic, that no amount of playtesting is going to catch all possible
issues. And it never does.
[ quoted text not captured ]
[ quoted text not captured ]
Or it hints that you are wrong about your definitions of "enough" and
"playtesting".
Kevin M., Prince of Las Vegas
"Know your enemy, and know yourself; in one-thousand battles
you shall never be in peril." -- Sun Tzu, *The Art of War*
"Contentment... Complacency... Catastrophe!" -- Joseph Chevalier
Please visit VTESville daily! http://vtesville.myminicity.com/
On Sep 27, 8:38 am, Peter D Bakija <p...@lightlink.com> wrote:
>
> Perfectionist indicates that they realized that the rest of the
> Archetypes were too weak. So made Perfectionist (and Monster) which is
> actually a good card. Do you really think that, say, Creep Show is a
> good card, and that it was *bad* that it was effectively wallpapered by
> Perfectionist?
>
I don't know how Perfectionist could even remotely wallpaper Creep
Show. Creep Show is a trifle, Perfectionist is not. Creep Show can
give you up to 5 blood between your untap phases (assuming a couple of
wakes), Perfectionist is limited to 1 (assuming no Madness Network).
Perfectionist gives you a blood when you complete a successful action,
assuming you're not in an extremely wake-happy environment. Creep
Show gives you a blood when someone dodges or ends combat against you,
which can be good because most combat decks gain blood from Taste of
Vitae, and Creep Show covers you in about half of the cases when Taste
of Vitae wouldn't work for you. So Creep Show is helpful for combat
decks (generally not as much as Monster, granted, and kind of a toss-
up with Curmudgeon for blocking decks).
The cost, effect, and utility are completely different between
Perfectionist and Creep Show. And yeah, I think it's a decent card.
Not as good as Perfectionist in most cases, true, but it has decks
that it could excel in, depending on the metagame.
"Kevin M." <you...@imaspammer.org> wrote in message news:tdrDk.7$Ra...@newsfe06.iad...
> as...@hotmail.com wrote:>> The existence of Target Vitals (compared to the other Target-cards)
>> and the existence of Perfectionist (compared to the other archetype-
>> cards) and the existence of Imbued (compared to any other VtES-cards)
>> hints that White Wolf don´t do enough playtesting.>
> Or it hints that you are wrong about your definitions of "enough" and
> "playtesting".
Maybe, maybe not. The definitions of those things hinge on the context.
Well, "playtesting" really shouldn't be in doubt. I'm not sure what
the dispute could be about the definition of playtesting. For me,
playtesting is doing whatever activity needs to be done to learn how
well the set has been defined, spot problems, fix them, and test the
fixes. Yes? No? Did I miss something?
I think the question is about what is "enough" playtesting. Every set,
I see distinct, identifiable, fixable problems. I suppose I have no idea
what it's like being a set designer and having my own ideas about what's
appropriate and getting lots of conflicting comments from lots of sources
and having only a few opportunities to change cards and test the changes.
No doubt it's all very challenging and I wouldn't do as good a job as the
current guy does. But if he had more time and more organization,
I have little doubt he could do a much better job and a lot of problems
that look obvious (to me, anyway) wouldn't get out the door. So, in that
sense, there has not been "enough" playtesting.
From the standpoint of White Wolf, I'm sure the picture looks different.
Since they're wanting to get the sets out the door soon enough and within
budget constraints that make these projects profitable, one would assume
they're doing the best they can. The fact that we're getting new sets and
there are no major player revolts - just a few obnoxiously long threads
about specific cards - probably attests to the fact that they're doing
"enough" testing for their purposes.
One of those, "it-is-what-is" situations, I guess.
Fred
On Sep 27, 6:38 am, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <d9215444-ac93-467b-ab5c-78837de3f...@34g2000hsh.googlegroups.com>,>
> as...@hotmail.com wrote:
> > The existence of Target Vitals (compared to the other Target-cards)
> > and the existence of Perfectionist (compared to the other archetype-
> > cards) and the existence of Imbued (compared to any other VtES-cards)
> > hints that White Wolf don´t do enough playtesting.
>
> Yeah, I don't know that that is remotely true.
>
> Perfectionist indicates that they realized that the rest of the
> Archetypes were too weak.
It's been noted by industry people* and has been my experience as well
that the more a CCG set is playtested, the stronger it gets.
Two reasons. One is that playtesters (correctly) gravitate to
overpowered stuff first and only get around to pointing out coasters
if there's time.
Two is the removal of the fear factor. The less playtested a set is
the more fear that something will slip through the cracks that is
abusive, counter to designer intent, or whatever in some embarrassing
way. Rigorous playtesting doesn't catch everything (nor should it
since discovery is a huge draw to CCGs), but it gives confidence that
the problems will be minimal and that the game can withstand
additional tournament level cards.
* I first saw it talked about when someone was comparing Homelands to
Alliances. The latter had way more playtesting.
So, the point may be that far too many weak/low use cards get made due
to insufficient playtesting. That much of the useful playtesting of
V:TES sets is done after they are published, leading to corrections in
future sets but doing little to help underpowered cards in print.
In article
<d06987f7-afee-42cc...@w7g2000hsa.googlegroups.com>,
Chris Berger <ark...@ugcs.caltech.edu> wrote:
> I don't know how Perfectionist could even remotely wallpaper Creep
> Show. Creep Show is a trifle, Perfectionist is not. Creep Show can
> give you up to 5 blood between your untap phases (assuming a couple of
> wakes), Perfectionist is limited to 1 (assuming no Madness Network).
> Perfectionist gives you a blood when you complete a successful action,
> assuming you're not in an extremely wake-happy environment. Creep
> Show gives you a blood when someone dodges or ends combat against you,
> which can be good because most combat decks gain blood from Taste of
> Vitae, and Creep Show covers you in about half of the cases when Taste
> of Vitae wouldn't work for you. So Creep Show is helpful for combat
> decks (generally not as much as Monster, granted, and kind of a toss-
> up with Curmudgeon for blocking decks).
And yet I have never seen (outside of, like, the Black Hand pre-release)
Creep Show used. Ever. And Perfectionist? I see (and use) all the time.
It might be that people are just not truly understanding the powerful
genius that is Creep Show. Or, it is cause in practice, it isn't really
worth including Creep Show in a deck, as it just is too conditional to
be worth the card slot.
> The cost, effect, and utility are completely different between
> Perfectionist and Creep Show. And yeah, I think it's a decent card.
Do you ever use it?
> Not as good as Perfectionist in most cases, true, but it has decks
> that it could excel in, depending on the metagame.
All cards have decks that they can excel in somewhere. That doesn't mean
that they are all good. Creep Show (and pretty much all the first wave
Archtypes) aren't very good. And Perfectionist is, more or less, far and
away infinitely better than all of them. As it has a very low
conditionality; it works on any minion, it works on any action (and
taking "an action" is much more likely to occur for a given minion than
"a bleed action" or a combat), and pays off all the time. And as
Archetypes are only one per minion, the incentive to use, like, Creep
Show instead of Perfectionist is very low.
[ quoted text not captured ]
On Sep 27, 11:43 am, Peter D Bakija <p...@lightlink.com> wrote:
> > The cost, effect, and utility are completely different between
> > Perfectionist and Creep Show. And yeah, I think it's a decent card.
>
> Do you ever use it?
>
Occasionally. In general, my environment has been more hitback combat
than avoidance lately. I have a couple of decks with Creep Show in
them right now that I haven't gotten around to playing yet.
Curmudgeon, I use consistently, and it's consistently better than
Perfectionist for the decks I use it in (pretty much anything that's
primarily reactive and blocks more than it acts). Creep Show remains
as one of the few archetypes than can give you more than 1 blood
between untap phases, and of course the fact that it's a trifle makes
it hard to call it wallpaper. Creep Show or Curmudgeon tend to make
it into a few of my decks if only because I'm already too master-heavy
to use Perfectionist.
On 27 Sep, 15:38, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <d9215444-ac93-467b-ab5c-78837de3f...@34g2000hsh.googlegroups.com>,>
> as...@hotmail.com wrote:
> > The existence of Target Vitals (compared to the other Target-cards)
> > and the existence of Perfectionist (compared to the other archetype-
> > cards) and the existence of Imbued (compared to any other VtES-cards)
> > hints that White Wolf don´t do enough playtesting.
>
> Yeah, I don't know that that is remotely true.
>
> Perfectionist indicates that they realized that the rest of the
> Archetypes were too weak. So made Perfectionist (and Monster) which is
> actually a good card. Do you really think that, say, Creep Show is a
> good card, and that it was *bad* that it was effectively wallpapered by
> Perfectionist?
Why not compare Perfectionist with the archetypes that does the same
thing, only worse? Like Capitalist or Guru or Loner etc., instead of
one that does something completely different? Creep Show is decent.
Monster is good. Perfectionist is broken, and I think anyone could see
that just by looking at the card. Except the White Wolf design team,
which is sad.
> Target Vitals indicates that the other three Target cards seemed like a
> good idea, but also turned out to be weak (much like plenty of cards
> turn out to be weak, even with lots and lots of playtesting; see: the
> original Anarch expansion). Target Vitals is a completely reasonable,
> strong card. Target Head, Leg, and Hand all have their uses (well, maybe
> not so much Leg), but generally aren't as good as Vitals. Which is fine.
> Unless you really, really want Target Leg to be good.
It´s the same thing here. Target Vitals is unbelievably strong
(compare to discipline-cards like Carrion Crows and Undead Strenght
for example). Target Head is ok, the other Target-cards are collecting
dust in the bottom of my closet. Anyone could see it just by looking
at the card and comparing to other cards. Except White Wolf. But maybe
LSJ thought that it was absolutely necessary for Smudge or Procurer to
be able to strike for 3, who knows?
> The Imbued indicates that when you introduce a really complicated new
> mechanic, that no amount of playtesting is going to catch all possible
> issues. And it never does.
I´ve written about this a thousand times. "All possible issues"??! The
complicated new mechanic IS the issue, so why introduce it at all?
Again, not much playtest is needed to realize this.
Peter D Bakija schrieb:
>
> Target Vitals indicates that the other three Target cards seemed like a
> good idea, but also turned out to be weak (much like plenty of cards
> turn out to be weak, even with lots and lots of playtesting; see: the
> original Anarch expansion).
Well either playtsting should've found that TV is so much better than
the other Target cards and up the other ones a bit or tone down TV a
bit. Ofc some cards need to be better than others, but they shouldn't
have such a volatility in terms of power, especially not when they are
designed as a "cycle" of cards.
I personally think TV would've been still ok without the press aspect or
with just +1 dmg. Still putting it way above lucky blow imo.
In message <727fe7d0-b60f-4e91...@x41g2000hsb.googlegroup
s.com>, as...@hotmail.com writes:
>Perfectionist is broken, and I think anyone could see
>that just by looking at the card. Except the White Wolf design team,
>which is sad.
Could you clarify what you mean by broken here? Broken is usually taken
to mean something game-breaking - Return to Innocence, old Thoughts
Betrayed, and so on.
- Radically overpowered? Not really. It's only one blood a turn.
- Causes you to have to play it or play against it? Well, you certainly
can play it a lot, but you don't have to - many, many decks in the
TWDA without it. You don't have to thwart it, although you can try to
if you want to. It may also be worth noting that weenie Auspex (and
wall decks generally) are often popular, causing some issues.
- Undermines the predator-prey dynamic? No.
- Wildly inappropriate for the game (like Madness or old Monocle)?
Doesn't seem to be.
It is:
- Better than various other cards of the same type, but that can just
indicate that those cards are bad. (e.g. Lost in Crowds is good, and
Stealth Ritus is fairly poor - but that doesn't mean Lost in Crowds is
broken)
- Easy to include in many decks - but so's Blood Doll, The Barrens,
Dreams of the Sphinx, and plenty of other useful cards.
Neither of these means a card is broken - they can just indicate a good
card. If you've printed some bad cards for a particular mechanic, at
some point you just have to cut your losses and run. You can make some
cards better by printing more support around them - this Anarch card
isn't good enough to make it worth playing in isolation, but with some
more Anarch support in this set, it's a possible include - but some
mechanics just don't have that possibility.
The bottom line is that if Perfectionist had never been printed, various
of the archetypes still wouldn't see use outside of draft, hugely corner
case decks, or fun challenges. Master cards are a precious resource,
and there are a huge number of good cards competing for space in any
given deck, and several of the archetypes just don't cut the mustard,
regardless of Perfectionist.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In article <gbnnut$400$1...@online.de>, xcver <xc...@xcver.com> wrote:
> I personally think TV would've been still ok without the press aspect or
> with just +1 dmg. Still putting it way above lucky blow imo.
Using Lucky Blow as a measuring stick for *anything* is dubious theory,
as Lucky Blow is awful.
[ quoted text not captured ]
In article
<727fe7d0-b60f-4e91...@x41g2000hsb.googlegroups.com>,
as...@hotmail.com wrote:
> Why not compare Perfectionist with the archetypes that does the same
> thing, only worse? Like Capitalist or Guru or Loner etc., instead of
> one that does something completely different? Creep Show is decent.
I'm comparing Perfectionist to other Archetypes. 'Cause you can only use
1 Archetype at the time. So the cost of using any Archetype is that you
can't then use another Archetype. So you need to pick the Archetype you
are going to include in your deck and go with it. The vast majority of
the time? Perfectionist makes the cut well before any of the others.
> Monster is good. Perfectionist is broken, and I think anyone could see
> that just by looking at the card. Except the White Wolf design team,
> which is sad.
On the grounds of what is Perfectionist "Broken"? It is a Master card
that gives you 1 blood a turn. Maybe. Compare to:
-Hunting Ground: Cost 2 pool (-). Always works (+). Can go on any
vampire (+). Unique (-)
-Rack: Can be stolen (-). Gives you 2 blood (+). Always works (+).
Unique (-).
-Houngan: Costs 1 pool (-). Unique (-). Only on Samedi (-). Always works
(+). Can give you 2 blood if you really want (+). Can be stolen
(unlikely).
-Palatial Estate: Costs 2 blood (-). Unique (-). Always works (+). Not
master card (+).
Seems that Perfectionist is totally in line with all of these. It is non
unique (+) and free (+). But doesn't always work (-). Strong, sure.
Broken? Not by any definition I can imagine.
> It愀 the same thing here. Target Vitals is unbelievably strong> (compare to discipline-cards like Carrion Crows and Undead Strenght
> for example).
Ok. Carrion Crows always works (+). Isn't strike damage (+). Lasts all
combat (+). Isn't prevented by 1 point of damage resistance (+). Or
dodge (+). Target Vitals would *never* make the cut in a deck over a
Carrion Crows for my money. Undead Strength always works (+). Isn't
avoidable by 1 point of damage prevention or discarding 2 combat cards
(+). I'm hard pressed to see a situation where I'd use Target Vitals
over Undead Strength in a deck with moderately reliable POT. And have
trouble seeing it being worth using it in a deck with mostly pot (as I
probably wouldn't be using Undead Strength anyway).
Target Vitals is really good in decks that didn't have other good combat
options already. It isn't so much in decks that did.
> Target Head is ok, the other Target-cards are collecting
> dust in the bottom of my closet.
Sure. 'Cause they are limited focus and not great. That doesn't mean
that Target Vitals is broken.
> Anyone could see it just by looking
> at the card and comparing to other cards. Except White Wolf. But maybe
> LSJ thought that it was absolutely necessary for Smudge or Procurer to
> be able to strike for 3, who knows?
How is it bad that Smudge or Procurer can strike for 3? If their
opponent can't:
-Maneuver to long range
-Dodge
-S:CE
-Prevent 1 damage
-Discard 2 combat cards
Smudge and Procurer already *could* strike for 3 (heck, even 4! with a
bunch of cards) without much trouble (WWS+Lucky Blow+Pulled Fangs). More
reliably. And they weren't tearing up the pea patch.
> I扉e written about this a thousand times. "All possible issues"??! The> complicated new mechanic IS the issue, so why introduce it at all?
> Again, not much playtest is needed to realize this.
How is the complicated mechanic an issue? Other than a few unfortunate
cards and wording issues, the Imbued are fine. Certainly now that a
couple cards have been removed from the mix. Why introduce it at all? It
is interesting. A lot of people like the Imbued. I mean, yeah, kind of a
pain in the ass, in the "look at all the crap on the table" kind of way.
But hardly devastating the play environment now that Memories and
Explosion are gone.
[ quoted text not captured ]
In article
<4c3111ca-020b-43c8...@c65g2000hsa.googlegroups.com>,
Chris Berger <ark...@ugcs.caltech.edu> wrote:
> Occasionally. In general, my environment has been more hitback combat
> than avoidance lately. I have a couple of decks with Creep Show in
> them right now that I haven't gotten around to playing yet.
Interesting. Yeah, I see hit back (and by "hit back", I mean "I'm going
to grapple and kill you") far more often than Dodge. S:CE comes up
fairly often, but if I'm rushing them, I have anti-S:CE tech, and I
don't play (or see) that many wall decks. So Creep Show seems a
questionable inclusion most of the time.
> Curmudgeon, I use consistently, and it's consistently better than
> Perfectionist for the decks I use it in (pretty much anything that's
> primarily reactive and blocks more than it acts). Creep Show remains
> as one of the few archetypes than can give you more than 1 blood
> between untap phases, and of course the fact that it's a trifle makes
> it hard to call it wallpaper.
Sure, it *can* give you a lot of blood, in theory, but it can also give
you none at all. Ever. Even as a trifle, it strikes me as a questionable
inclusion in most decks. I'd sooner use Life in the City, really.
> Creep Show or Curmudgeon tend to make
> it into a few of my decks if only because I'm already too master-heavy
> to use Perfectionist.
Curmudgeon seems slightly less dubious than Creep Show for a super
block/wall deck, but still, incredibly easy for your prey to foil. Even
as a Trifle--if I were playing a super blocky deck that could get
mileage out of Curmudgeon, I'd just use The Rack instead in that spot.
Yeah, not a Trifle, but much, much better.
[ quoted text not captured ]
This is a funny subject to me in that neither of the two cards
presented as "overpowered"; are really ever played that much in my
group. I've seen Perfectionist played effectively a few times and have
yet to have seen TV do any damage, know I won't say they aren't
powerful, I just haven't seen anything to say that their broken. So I
have to agree with Mr. Bakija in that he has produced a stronger
argument and backed it up with some very specific examples. It seems
to me that any deck prepared for heavy hit back in any form can
nullify TV.
As for the under play testing of the game I don't know any specifics;
but the cards to me seem to have been getting better over all in the
past few sets without wallpapering the old cards (except some crappy
ones) which shows to me that the level of play testing is fine.
Peter D Bakija schrieb:
> In article <gbj240$gf5$1...@news01.versatel.de>,
> Johannes Walch <johanne...@vekn.de> wrote:
>>> The fact that for example some Potence cards are just worse and you
>> might consider playing TV in a deck with lots of inferior potence just
>> demonstrates that Potence is not a good discipline (Probably Peter will
>> disagree here), certainly so on inferior.>
> And here I am, disagreeing :-)
>
> Yeah, see, I'm not remotely convinced that Target Vitals is measurably
> better even than inferior Undead Strength, in a grand sense. Yes, if
> your opponent just stands there and takes it, the TV will do an extra
> damage, which is strong. But if your opponent doesn't just stand there,
> and they prevent 1 point of damage or discard 2 combat cards, the TV is
> useless, where the US is still doing an extra point of damage (requiring
> more prevention and can't be foiled by discarding cards that might have
> been clogging up your opponent's hand anyway).
I still think Undead Strength inferior is worse than Targets Vitals
(also in response to LSJ/XZealot). Of course when you only use TV as a
combat card and your opponent can prevent one (which happens all that
often from my experience, most preventers can prevent everything anyway)
Undead Strength does an additional damage. But in the majority of
situations TV will do more damage, esp. when combined with Torn Signpost
where preventing one will not help your opponent at all.
On 28 Sep., 16:03, Peter D Bakija <p...@lightlink.com> wrote:
> In article <gbnnut$40...@online.de>, xcver <xc...@xcver.com> wrote:
> > I personally think TV would've been still ok without the press aspect or
> > with just +1 dmg. Still putting it way above lucky blow imo.
>
> Using Lucky Blow as a measuring stick for *anything* is dubious theory,
> as Lucky Blow is awful.
>
> Peter D Bakija> p...@lightlink.comhttp://www.lightlink.com/pdb6/vtes.html>
> "It's too bad she won't live! But then again, who does?"
> -Gaff
It's not dubious at all. A comparison between disciplinless cards that
enhance the damage of a strike. Ofc we also can take Shoulder Drop
into the equation. I for myself would not consider taking undead
strength into a deck nowadays since I rather will take TV.
On 28 Sep., 16:21, Peter D Bakija <p...@lightlink.com> wrote:
> > It´s the same thing here. Target Vitals is unbelievably strong> > (compare to discipline-cards like Carrion Crows and Undead Strenght
> > for example).
>
> Ok. Carrion Crows always works (+). Isn't strike damage (+). Lasts all
> combat (+). Isn't prevented by 1 point of damage resistance (+). Or
> dodge (+). Target Vitals would *never* make the cut in a deck over a
> Carrion Crows for my money. Undead Strength always works (+). Isn't
> avoidable by 1 point of damage prevention or discarding 2 combat cards
> (+). I'm hard pressed to see a situation where I'd use Target Vitals
> over Undead Strength in a deck with moderately reliable POT. And have
> trouble seeing it being worth using it in a deck with mostly pot (as I
> probably wouldn't be using Undead Strength anyway).
>
TV works on all strikes(+) Cancels press (+)...About the Discarding
two to cancel it; odds are one of the discarded cards could've been
used to save from the TV as well (dodge, prevent, S:CE etc).
Furthermore TV has a positive strategic standpoint, because you will
come on with a standard h1 strike an opponent may be inclined to save
his dodge or S:CE for a worse strike after which you can play the TV
whereas undead strength gives away all the information at once. I for
myself wouldn't use US over TV. But with the introduction of Slam US
is nearly obsolete imho
> Smudge and Procurer already *could* strike for 3 (heck, even 4! with a
> bunch of cards) without much trouble (WWS+Lucky Blow+Pulled Fangs). More
> reliably. And they weren't tearing up the pea patch.
>
well comparing one card with a combination of 2 is no good.
Hey....thrown gate is bad because Fake out + Thrown Sewer Lid
rules...mhhh
> > I´ve written about this a thousand times. "All possible issues"??! The> > complicated new mechanic IS the issue, so why introduce it at all?
> > Again, not much playtest is needed to realize this.
>
> How is the complicated mechanic an issue? Other than a few unfortunate
> cards and wording issues, the Imbued are fine. Certainly now that a
> couple cards have been removed from the mix. Why introduce it at all? It
> is interesting. A lot of people like the Imbued. I mean, yeah, kind of a
> pain in the ass, in the "look at all the crap on the table" kind of way.
> But hardly devastating the play environment now that Memories and
> Explosion are gone.
>
> Peter D Bakija> p...@lightlink.comhttp://www.lightlink.com/pdb6/vtes.html
I dunno about lots of people liking the imbued. My estimation would be
that more players hate them....some playgroups even ban them or
dislike them to such an extent that effectively no one will play them.
On 28 Sep., 16:21, Peter D Bakija <p...@lightlink.com> wrote:
> In article> <727fe7d0-b60f-4e91-ac54-409ebc635...@x41g2000hsb.googlegroups.com>,>
> I'm comparing Perfectionist to other Archetypes. 'Cause you can only use
> 1 Archetype at the time. So the cost of using any Archetype is that you
> can't then use another Archetype. So you need to pick the Archetype you
> are going to include in your deck and go with it. The vast majority of
> the time? Perfectionist makes the cut well before any of the others.
>
Oh and I think that Perfectionist is just fine.
Johannes Walch wrote:
> I still think Undead Strength inferior is worse than Targets Vitals
> (also in response to LSJ/XZealot).
But it's not "just worse".
Undead Strength inf won't let the opponent cycle combat cards to reduce the
damae to 1. It won't be completely prevented by a Flak Jacket or Glancing Blow.
[ quoted text not captured ]
Flak Jacket and Glancing Blow aren't exactly running rampant in the
games I play if they are seen at all. most vamps who can prevent it,
could also prevent the complete undead strength strike (with cycling
one card). Also without IG anyone who could discard 2 cards to cancel
TV probably could've "cancel" the undead strength somehow (dodge, S:CE
etc.)
On Sep 29, 4:59 am, xcver <bernd.schw...@firstdata.de> wrote:
> Furthermore TV has a positive strategic standpoint, because you will
> come on with a standard h1 strike an opponent may be inclined to save
> his dodge or S:CE for a worse strike after which you can play the TV
> whereas undead strength gives away all the information at once.
You have to play TV when choosing your strike, thus giving away the
same amount of information at the same time.
-witness1
On Sep 29, 4:59 am, xcver <bernd.schw...@firstdata.de> wrote:
> TV works on all strikes(+) Cancels press (+)...About the Discarding
> two to cancel it; odds are one of the discarded cards could've been
> used to save from the TV as well (dodge, prevent, S:CE etc).
Sure. But it still has yet another out (discarding two combat cards)
that other cards don't have. It is a strong card. It is hardly
overpowered. And still, I'd never use a TV instead of a Carrion Crows
in an ANI rich deck.
> Furthermore TV has a positive strategic standpoint, because you will
> come on with a standard h1 strike an opponent may be inclined to save
> his dodge or S:CE for a worse strike after which you can play the TV
You play Target Vitals when declaring the strike. You don't get to
hide till they determine theirs.
> well comparing one card with a combination of 2 is no good.
> Hey....thrown gate is bad because Fake out + Thrown Sewer Lid
> rules...mhhh
The point is that the capability was already there. And heck, even
just a WWS is doing more damage in the long run as a single card than
TV. And you can't cancel WWS with a point of damage prevention.
-Peter
On Sep 29, 4:29 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> I still think Undead Strength inferior is worse than Targets Vitals
> (also in response to LSJ/XZealot).
If you are playing all pot, don't play Undead Strength. But even then,
+1 damage for certain is no worse than +2 damage that is conditional.
Certainly not worse enough to justify calling it strictly inferior.
-Peter
Peter D Bakija schrieb:
[ quoted text not captured ]
Even if you consider them to have an equal effect (+1 vs. +2
conditional) one requires an inferior discpline while the other doesn´t.
So US seems inferior to me.
[ quoted text not captured ]
Well, perhaps I am entangled in the slightly different meanings of
english words and cannot express my thoughts very well sometimes.
What I meant to say is:
If I have a deck that uses a lot of pot, I would put TV instead of US.
Johannes Walch wrote:
> What I meant to say is:
> If I have a deck that uses a lot of pot, I would put TV instead of US.
OK. That may work better in some environments, sure.
On Sep 29, 9:19 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> Even if you consider them to have an equal effect (+1 vs. +2
> conditional) one requires an inferior discpline while the other doesn´t.
> So US seems inferior to me.
Undead Strength is kind of a basic measuring stick for cards. It
requires a discipline. It does +1 or +2 damage at various levels. It
does not cost blood. It is a nice, solid, reasonable card.
Target Vitals, when compared to Undead Strength does not require a
discipline (which is a plus, but if you are playing a potence based
combat deck, mostly irrelevant). Does +2 damage instead of +1 (POT
Undead Strength strikes me as strictly superior to TV), but the damage
is conditional--it doesn't happen a lot of the time. Which strikes me
as a wash. The press prevention is a minior bonus, but not huge one
way or the other.
If you are building an all pot based combat deck, I could see an
argument for using Target Vitals instead of Undead Strength. But if
you are building an all pot based combat deck, there are probably lots
of other options too, most of which will take the place of Target
Vitals anyway, as if you are building an all pot based combat deck,
you probably weren't going to be using Undead Strength, either (the
viable pot based combat decks I have seen generally revolve around
fortitude prevent/Disarm, Torn Signpost/CEL Blur, or CEL ranged Sewer
Lids. None of which tend to use Undead Strength anyway). It is
possible that one could argue that the existence of TV makes a pure
weenie pot/IG/TS/TV deck pretty good. But not significantly better
than pure weenie pot/IG/TS/PtL or even pure weenie pot/IG/TS/US, due
to the conditionality of Target Vitals.
So claiming that Target Vitals is strictly superior to Undead Strength
is kind of missing context completely.
-Peter
On Sep 29, 8:12 am, xcver <bernd.schw...@firstdata.de> wrote:
> Flak Jacket and Glancing Blow aren't exactly running rampant in the> games I play if they are seen at all...
Which doesn't mean that such is true elsewhere.
Unless you have a complete knowledge of every metagame in the world,
which you obviously don't, it's just not possible to argue that Vitals
is categorically better than Undead Strength in every situation.
John Eno
On Sep 29, 4:45 am, xcver <bernd.schw...@firstdata.de> wrote:
> It's not dubious at all. A comparison between disciplinless cards that
> enhance the damage of a strike.
Yes. But Lucky Blow is a bad card. It isn't worth comparing anything
to it as it is below the power curve. Bad. Not good. So not worth
looking at as a comparison.
> Ofc we also can take Shoulder Drop into the equation.
Shoulder Drop is, more or less, just better than Lucky Blow. 'Cause
Lucky Blow isn't a good card.
> I for myself would not consider taking undead
> strength into a deck nowadays since I rather will take TV.
If you have reliable POT, Undead Strength is better. If you do not
have reliable POT, lots of other strategies are better to follow than
just replacing Undead Strength with Target Vitals, and Target Vitals
isn't going to likely mix in all that well.
-Peter
[ quoted text not captured ]
as well as you can't argue the other-way around (i.e. US being better
than TV).
But anyhows one of the great strengths of TV is imo that it can be
played on all damaging strikes (notably: long range strikes and
Catatonic Fear)
On Sep 29, 10:42 am, xcver <bernd.schw...@firstdata.de> wrote:
> But anyhows one of the great strengths of TV is imo that it can be
> played on all damaging strikes (notably: long range strikes and
> Catatonic Fear)
Sure. But that doesn't make it just better than Undead Strength. That
makes it just different than Undead Strength. Yes--Catatonic Fear+TV
is brutal. But then, as combat is ending, your opponent is far more
likely to have the combat cards to discard ("Oh, you S:CE? I guess
I'll discard this Taste and this Blur to foil the Target Vitals
then...")
No one is saying that Target Vitals isn't a good card. It is strong.
But less so, I suspect, than a lot of people envision it to be.
Especially in combat heavy play environments (where it is likely that
you'll run into regular damage prevention and other combat decks).
-Peter
On Sep 29, 3:57 pm, Peter D Bakija <p...@lightlink.com> wrote:
> And still, I'd never use a TV instead of a Carrion Crows
> in an ANI rich deck.
Not instead no. But in addition to, sure -- since (and this is the
root of the problem) TV can enchance almost any strike. Oh, and it
also kills presses.
Carrion Crows + Aid From Bats + Target Vitals is a killer combat
package, as an example, and all it needs is ANI.
I (still) consider TV to be overpowered, and a bad card since it more
or less wallpapers lots of other disciplineless cards, and even many
discipline cards. In all too many cases, just chucking in tons of TV
is a lot more effective combatwise than actually using combat
disciplines.
Sure, it fails against Flak Jacket or Nephandus. So what? Lots of
things fail vs Nephandus, and as for Flak Jackets... well, when was
the last time you saw those used? *In theory* it might have looked
like a balanced card on the design team "drawing table". Practice has
shown that the disadvantages of the card are totally overshadowed by
the huge benefits (+2 without disciplines to almost any strike, and
kills opponent presses).
Meh.
//Petri
On Sep 29, 10:42 am, xcver <bernd.schw...@firstdata.de> wrote:
> as well as you can't argue the other-way around (i.e. US being better
> than TV).
Which is why no one has done so.
John Eno
[ quoted text not captured ]
losing these cards for another opportunity where they might be
needed.
The general argument is that one can "cycle" cards to cancel TV.
Combat light decks usually have not 2 in hand or will find a better
use than to cancel a TV (unless it's critical). Combat heavy decks
most often rely on a certain combo of cards in hand to pull of the
combat, so discarding two is not always something they want to do
either because they have to discard something they need or they redraw
into some form of hand jam which they hadn't before.
It's not a measly cycling of cards. More often it hurts imo.
And i really like Tv for Renegade and Ossian :)
On Sep 29, 10:51 am, Peter D Bakija <p...@lightlink.com> wrote:
> Yes--Catatonic Fear+TV
> is brutal.
Having played a bunch of decks that used that combo, I have to
disagree somewhat. It's really in the same boat as other uses of
Target Vitals (including a combo-less use of just the card itself): it
only performs well when your opponent wasn't really doing anything to
you anyway.
Fear+Vitals is pretty good against decks that don't have combat, and
is especially funny in that it is S:CE that beats opposing S:CE, but
all of the Big Three combat strategies (guns, Grapple/pummel, Bats/
Crows) beat it or ignore it, so it's not particularly great as a
proactive combat strategy. It's also cute that it theoretically beats
damage prevention, but as you point out above, in practice that just
leads to people discarding their prevention cards to cancel Vitals,
and unmodified Catatonic Fear isn't likely to put a hurting on anyone.
A special note should be made here, though, that the Fear+Vitals combo
is especially effective when used against Josh Feuerstein, who finds
it really annoying. Hi Josh!
John Eno
xcver wrote:
> losing these cards for another opportunity where they might be
> needed.
>> It's not a measly cycling of cards. More often it hurts imo.
Of course, cycling the cards is optional. And having the option is better than
not having the option.
On Sep 29, 10:31 am, Petri Wessman <or...@orava.org> wrote:
(about Target: Vitals)
>
> Sure, it fails against Flak Jacket or Nephandus. So what? Lots of
> things fail vs Nephandus, and as for Flak Jackets... well, when was
> the last time you saw those used?
>
Umm... how about all the time? Maybe Target:Vitals is so good in your
metagame because the cards that totally hose it are never used? Maybe
if you're having so much trouble with it, you should use some of those
cards?
Now, I'll agree that T:V is generally better than Undead Strength. It
doesn't wallpaper US, because it's not universally better in every
situation, but in general, I think they're at least comparable, which
is bad because T:V is disciplineless. But Undead Strength is no
longer the class of potence. It's not nearly the best thing that
Potence can do. Potence is a good combat discipline because it has
Torn Signpost, Preternatural Strength, Slam, Earthshock, and
especially Immortal Grapple and Disarm. Plus some of the other
situationally useful stuff like Stunt Cycles and Lids. T:V is not
better than those cards. Some of them it really doesn't compare
against because it does totally different things. But regardless,
even if disciplineless combat has T:V which may be better than Undead
Strength and Mighty Grapple, it's not like Potence can't compete,
because those cards aren't what makes Potence go. And Disarm and IG
are REALLY GOOD.
T:V is strong. Maybe too strong for an uncommon - would be nice if we
could actually get enough in quantities to be able to use it. But I
find it really hard to believe that it breaks the game in any
meaningful way. I've seen it pop up in a lot of decks, and I suspect
that John Flournoy has been trying to break it. It's good, but it's
just not broken. And the beauty of the card is that the more combat
you see in your metagame, the weaker it suddenly becomes. At some
point, it's just a hand-cycler for your opponent. Put it this way, if
you're prepared for combat at all, you're prepared for T:V.
On 29 syys, 18:31, Petri Wessman <or...@orava.org> wrote:
> I (still) consider TV to be overpowered, and a bad card since it more
> or less wallpapers lots of other disciplineless cards, and even many
> discipline cards.
I have to disagree with you there. WWS is still good, Zip Gun is even
better than before, and damaging disciplineless strikes are as useless
as they were the day they were printed. You can't turn wallpaper into
wallpaper.
>In all too many cases, just chucking in tons of TV
> is a lot more effective combatwise than actually using combat
> disciplines.
Maybe if you only have inferior Potence and can't Throw Gates with
Increased Strength but outside of that I can't think of any examples
where that would be true.
> On Sep 29, 3:57 pm, Peter D Bakija <p...@lightlink.com> wrote:
>
> > And still, I'd never use a TV instead of a Carrion Crows
> > in an ANI rich deck.
>
> Not instead no. But in addition to, sure -- since (and this is the
> root of the problem) TV can enchance almost any strike. Oh, and it
> also kills presses.
>
> Carrion Crows + Aid From Bats + Target Vitals is a killer combat
> package, as an example, and all it needs is ANI.
IMHO Carrion Crows+Aid From Bats+Aid From Bats is even better ;)
Preventing the opponent's presses is theoretically nice but it's
pretty rare for a deck to be able to press out but not be able to
cancel TV.
On Sep 29, 11:31 am, Petri Wessman <or...@orava.org> wrote:
> Carrion Crows + Aid From Bats + Target Vitals is a killer combat
> package, as an example, and all it needs is ANI.
Just Bats and Crows was totally sufficient for killing minions long
before Vitals was ever printed. I'm not sure why you'd bother putting
Vitals into such a combat package, since it doesn't actually address
that package's weaknesses (S:CE and long-ranged hitback).
> In all too many cases, just chucking in tons of TV
> is a lot more effective combatwise than actually using combat
> disciplines.
Can you give some examples of what you think are those combat packages
which are so much worse than a pile of Vitals?
> Practice has
> shown that the disadvantages of the card are totally overshadowed by> the huge benefits...
...in your playgroup. In mine, and in Peter's, and probably in other
combat-heavy playgroups, that's just not true.
John Eno
[ quoted text not captured ]
Target Vitals is a so so card, useful in specific decks, but dies to
any decent form of combat. If you have For/Flak Jacket/Guardian Angel/
Sideslip it withers. If you have a meta that has no combat, yeah I can
see TV being a problem for you. But if there is even a slight amount
of combat/ anti-combat, it is really no big deal.
On Sep 29, 7:54 am, Pullen <mattp3...@yahoo.com> wrote:
>
> As for the under play testing of the game I don't know any specifics;
> but the cards to me seem to have been getting better over all in the
> past few sets without wallpapering the old cards (except some crappy
> ones) which shows to me that the level of play testing is fine.
The problem I see with Target: Vitals and Perfectionist would be that
they more or less wallpaper a few cards in the same set, since they're
a bit stronger/easier to use than the other aims and archetypes. And
this could, in some way, be traced back to play testing I guess.
I wouldn't say that it's a huge problem though, but Target: Vitals is
probably a bit too strong (the same way Freak Drive and Govern the
Unaligned is, which is part of why I love the game).
In message <gbqm3q$mi8$1...@news01.versatel.de>, Johannes Walch
<johanne...@vekn.de> writes:
>LSJ schrieb:>> Right. But it's not "just worse".>
>Well, perhaps I am entangled in the slightly different meanings of
>english words and cannot express my thoughts very well sometimes.
What LSJ is trying to suggest, I think, is that while you may or may not
prefer a given card for the most part, it's not strictly worse than the
other card. That is, there are situations where you might favour one
over the other.
If it was "just worse", there'd be no situations in which Undead
Strength was better - or possibly they'd be so ridiculously unlikely as
to be not worth considering. ("Well, if you bring out Arika, and I have
a Werewolf Pack, and then someone else plays...")
The canonical example here is usually a Better Kine Resources Contested,
which gives you 5 points to split instead of 4, or a Worse one that only
gave you 3.
Obviously, there are obvious situations in which TV is going to be
better than US, when both are possible choices. Me, I'd possibly favour
a mix of the two anyway, so you can stack both if you want.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
On Sep 29, 11:31 am, Petri Wessman <or...@orava.org> wrote:
> Not instead no. But in addition to, sure -- since (and this is the
> root of the problem) TV can enchance almost any strike. Oh, and it
> also kills presses.
I gotta say--I was playing Target Vitals in an ANI combat deck. With
tons of Bats and tons of Carion Crows. Figuring exactly the same thing
you were--it stacks, it'll always be good. But in practice, it rarely
paid off, and I usually just wished it was another Carrion Crows. And
so eventually, I swapped them out for Carrion Crows. And was in no way
disapointed.
-Peter
On Sep 29, 11:39 am, xcver <bernd.schw...@firstdata.de> wrote:
> losing these cards for another opportunity where they might be
> needed.
They are cards you would have played if combat didn't end. But combat
did end. So you get to both cycle some combat cards and prevent 2
damage. A reasonable trade off.
-Peter
Johannes Walch wrote:
>
> Right. But it requires pot. TV requires nothing.
This sentence taken out of context, or put in a different context, takes
on a completely new meaning...
For instance if the sentence prior to this one was:
"Getting high is better than Television!"
best -
chris
--
Super Fun Cards
www.superfuncards.com *NEW Website!*
auct...@superfuncards.com
Peter D Bakija wrote:
> In article
> <d9215444-ac93-467b...@34g2000hsh.googlegroups.com>,
> as...@hotmail.com wrote:
>>> The existence of Target Vitals (compared to the other Target-cards)
>> and the existence of Perfectionist (compared to the other archetype-
>> cards) and the existence of Imbued (compared to any other VtES-cards)
>> hints that White Wolf don´t do enough playtesting.>
> Yeah, I don't know that that is remotely true.
>
> Perfectionist indicates that they realized that the rest of the
> Archetypes were too weak. So made Perfectionist (and Monster) which is
> actually a good card. Do you really think that, say, Creep Show is a
> good card, and that it was *bad* that it was effectively wallpapered by
> Perfectionist?
>
Do you mean Capitalist here? I mean seriously, Perfectionist is "just
better" than Capitalist.
[ quoted text not captured ]
In article <P3aEk.830$Dk4...@nwrddc02.gnilink.net>,
librarian <auct...@superfuncards.com> wrote:
> Do you mean Capitalist here? I mean seriously, Perfectionist is "just
> better" than Capitalist.
In a general sense, sure, but Capitalist really isn't that bad--it gives
you a blood for what you were doing anyway; if you are, like, a !Malk
S+B deck? Capitalist is arguably the way to go; you get the blood for
successfully bleeding (which was your plan anyway) and you don't get
foiled by a reaction card. With Perfectionist, if your prey plays some
intercept or bounce (which is likely if you are an S+B deck), the
Perfectionist doesn't pay off. With Capitalist, you are getting the
blood regardless.
I mean, still, Perfectionist is probably more effective in a grand sense
(as it helps when you hunt or whatever too), but I have certainly built
decks that used a bunch of Capitalist in them.
Peter D Bakija
pd...@lightlink.com
http://www.lightlink.com/pdb6/vtes.html
"It's too bad she won't live! But then again, who does?"
-Gaff
In article
<957eb5da-6453-484c...@m36g2000hse.googlegroups.com>,
sg3kmb6...@gmail.com wrote:
> The problem I see with Target: Vitals and Perfectionist would be that
> they more or less wallpaper a few cards in the same set, since they're
> a bit stronger/easier to use than the other aims and archetypes.
To go back to that point, Perfectionist more or less wallpapers other
Archetypes from a previous set (as apparently, they were determined to
be lame); Target Vitals is mostly better than Head (although I can see
how Head got designed the way it did vs Vitals), much better than Hand
(unless you really want to destroy weapons), and Leg is just awful. But
that is ok; we can live with 1 or 2 bad cards out of a set of 4 using a
new mechanic.
> And
> this could, in some way, be traced back to play testing I guess.
Not necessarily--Lords of Night has a lot of new cards. It seems likely
that playtesters focused on the ones that were obviously too strong, or
potentially too strong; cards that look weak might end up getting the
short straw in playtesting.
> I wouldn't say that it's a huge problem though, but Target: Vitals is
> probably a bit too strong (the same way Freak Drive and Govern the
> Unaligned is, which is part of why I love the game).
I think Vitals is clearly a strong, effective card. That doesn't mean it
is too good.
[ quoted text not captured ]
On Sep 29, 10:27 pm, Peter D Bakija <p...@lightlink.com> wrote:
>
> To go back to that point, Perfectionist more or less wallpapers other
> Archetypes from a previous set (as apparently, they were determined to
> be lame); Target Vitals is mostly better than Head (although I can see
> how Head got designed the way it did vs Vitals), much better than Hand
> (unless you really want to destroy weapons), and Leg is just awful. But
> that is ok; we can live with 1 or 2 bad cards out of a set of 4 using a
> new mechanic.
Bravo and Loner are from the same set as Perfectionist though, and are
kinda crap when compared (the other ones from the set is harder to
compare since the work in some different ways).
Target Legs would've been decent if it had done maybe 1 extra damage
and didn't have the restriction on what maneuvers it disabled and I
can certaintly see Target Hand being useful in some decks and
metagames.
And the only thing that's better with Target Head is that it's cheaper
imo. If I was afraid of additional strikes I still think Vitals would
be more useful since it's harder to cancel via discarding.
Also, from my experience, 2 combat cards is quite a lot even for a
dedicated combat deck.
> > And this could, in some way, be traced back to play testing I guess.
>
> Not necessarily--Lords of Night has a lot of new cards. It seems likely
> that playtesters focused on the ones that were obviously too strong, or
> potentially too strong; cards that look weak might end up getting the
> short straw in playtesting.
Yeah, I'm sure they do. And I'm thankful for that, since I'd rather
have a set with 10 crap cards than a set with 10 broken cards :p
That doesn't really change the fact that the "problem" with aim cards
can be traced to playtesting. The cards that gets the short straw
might have been looked at more if more time had been given, or
something like that. Then again, I don't know how much time is given
or what the playtesters are told to do...
> I think Vitals is clearly a strong, effective card. That doesn't mean it
> is too good.
I'm not sure what I think of it yet. Instinct tells me it's a bit too
strong, but I haven't really played or seen it played enough to give
any real statement.
I doubt it'll be PtO-strong or something like that, but that doesn't
mean it's a well balanced card either.
[ quoted text not captured ]
personally, i think carrion crows is a bit overpowered, myself, but
that's a whole new thread.... :)
--
salem
(replace 'hotmail' with 'gmail' to email)
[ quoted text not captured ]
imo US got obsolete for potence decks with slam. The added maneuver is
just too good to pass upon. Since the emergence of Slam and TV I
haven't seen US in any deck since a long time
[ quoted text not captured ]> aucti...@superfuncards.com
But TV requires a TV and antenna and cables and electricity. pot just
requires pot and some way of burning it.....
;)
On Sep 29, 6:21 pm, sg3kmb613sdf...@gmail.com wrote:
> That doesn't really change the fact that the "problem" with aim cards
> can be traced to playtesting. The cards that gets the short straw
> might have been looked at more if more time had been given, or
> something like that. Then again, I don't know how much time is given
> or what the playtesters are told to do...
Given the last statement, I don't see how you can make the first
statement with a straight face.
- D.J.
On Sep 30, 6:03 am, xcver <bernd.schw...@firstdata.de> wrote:
> imo US got obsolete for potence decks with slam. The added maneuver is
> just too good to pass upon. Since the emergence of Slam and TV I
> haven't seen US in any deck since a long time
I dunno, Undead Strength is still good in POT/ani decks that use
Drawing out the Beast. And POT/cel (where the cel is mostly for Flash
providing manuvers and presses, rather than additional strikes most of
the time). Slam is really good in mono POT decks, but the blood cost
isn't a non issue. Although long before Slam came out, I was kind of
fond of Torn Signpost/IG/Mighty Grapple for a punch for 4 and a press.
-Peter
[ quoted text not captured ]
Agreed, way above the powercurve, 2 ranged environmental damage per
round at superior is incredibly powerful. I doubt anyone would have
raised any objections if it has been costed at 1 blood when it was
first introduced.
[ quoted text not captured ]
How do you mean?
Assuming that playtesting takes place I think that badly designed
cards can be traced back to that process, or did I say something else?
On 28 Sep, 16:21, Peter D Bakija <p...@lightlink.com> wrote:
> In article
> <727fe7d0-b60f-4e91-ac54-409ebc635...@x41g2000hsb.googlegroups.com>,
>
> as...@hotmail.com wrote:
> > Why not compare Perfectionist with the archetypes that does the same
> > thing, only worse? Like Capitalist or Guru or Loner etc., instead of
> > one that does something completely different? Creep Show is decent.
>
> I'm comparing Perfectionist to other Archetypes. 'Cause you can only use
> 1 Archetype at the time. So the cost of using any Archetype is that you
> can't then use another Archetype. So you need to pick the Archetype you
> are going to include in your deck and go with it. The vast majority of
> the time? Perfectionist makes the cut well before any of the others.> > Monster is good. Perfectionist is broken, and I think anyone could see
> > that just by looking at the card. Except the White Wolf design team,
> > which is sad.
>
> On the grounds of what is Perfectionist "Broken"? It is a Master card
> that gives you 1 blood a turn. Maybe. Compare to:
>
> -Hunting Ground: Cost 2 pool (-). Always works (+). Can go on any
> vampire (+). Unique (-)
>
> -Rack: Can be stolen (-). Gives you 2 blood (+). Always works (+).
> Unique (-).
>
> -Houngan: Costs 1 pool (-). Unique (-). Only on Samedi (-). Always works
> (+). Can give you 2 blood if you really want (+). Can be stolen
> (unlikely).
>
> -Palatial Estate: Costs 2 blood (-). Unique (-). Always works (+). Not
> master card (+).
>
> Seems that Perfectionist is totally in line with all of these. It is non
> unique (+) and free (+). But doesn't always work (-). Strong, sure.
> Broken? Not by any definition I can imagine.
This +/- -thing is really funny. Who are you to decide which factors
should be included in the above? Why stick a + to the Palatial Estate
but not a - to it, because it takes an action to put in play?
> > It´s the same thing here. Target Vitals is unbelievably strong
> > (compare to discipline-cards like Carrion Crows and Undead Strenght
> > for example).
>
> Ok. Carrion Crows always works (+). Isn't strike damage (+). Lasts all
> combat (+). Isn't prevented by 1 point of damage resistance (+). Or
> dodge (+). Target Vitals would *never* make the cut in a deck over a
> Carrion Crows for my money. Undead Strength always works (+). Isn't
> avoidable by 1 point of damage prevention or discarding 2 combat cards
> (+). I'm hard pressed to see a situation where I'd use Target Vitals
> over Undead Strength in a deck with moderately reliable POT. And have
> trouble seeing it being worth using it in a deck with mostly pot (as I
> probably wouldn't be using Undead Strength anyway).
>
> Target Vitals is really good in decks that didn't have other good combat
> options already. It isn't so much in decks that did.
>
> > Target Head is ok, the other Target-cards are collecting
> > dust in the bottom of my closet.
>
> Sure. 'Cause they are limited focus and not great. That doesn't mean
> that Target Vitals is broken.
>
> > Anyone could see it just by looking
> > at the card and comparing to other cards. Except White Wolf. But maybe
> > LSJ thought that it was absolutely necessary for Smudge or Procurer to
> > be able to strike for 3, who knows?
>
> How is it bad that Smudge or Procurer can strike for 3? If their
> opponent can't:
>
> -Maneuver to long range
> -Dodge
> -S:CE
> -Prevent 1 damage
> -Discard 2 combat cards
>
> Smudge and Procurer already *could* strike for 3 (heck, even 4! with a
> bunch of cards) without much trouble (WWS+Lucky Blow+Pulled Fangs). More
> reliably. And they weren't tearing up the pea patch.
Are you serious? TW = 1 card, Lucky Blow+Pulled Fangs = 2 cards. I don
´t see any point with a discipline-less combat card that does +2
damage. If you don´t understand this, I´m sorry.
> > I´ve written about this a thousand times. "All possible issues"??! The
> > complicated new mechanic IS the issue, so why introduce it at all?
> > Again, not much playtest is needed to realize this.
>
> How is the complicated mechanic an issue? Other than a few unfortunate
> cards and wording issues, the Imbued are fine. Certainly now that a
> couple cards have been removed from the mix. Why introduce it at all? It
> is interesting. A lot of people like the Imbued. I mean, yeah, kind of a
> pain in the ass, in the "look at all the crap on the table" kind of way.
> But hardly devastating the play environment now that Memories and
> Explosion are gone.
A lot of people fuckin HATE the imbued. NoR could have been
interesting, if it was more like VtES instead of it own little stupid
game, scaring off newbies, making games take a hundred years to play
etc etc. It has been written tons of threads about this - try google
it if you still don´t get it.
On 28 Sep, 13:53, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <727fe7d0-b60f-4e91-ac54-409ebc635...@x41g2000hsb.googlegroup>
> s.com>, as...@hotmail.com writes:
> >Perfectionist is broken, and I think anyone could see
> >that just by looking at the card. Except the White Wolf design team,
> >which is sad.
>> Could you clarify what you mean by broken here? Broken is usually taken
> to mean something game-breaking - Return to Innocence, old Thoughts
> Betrayed, and so on.
>
> - Radically overpowered? Not really. It's only one blood a turn.
>
> - Causes you to have to play it or play against it? Well, you certainly
> can play it a lot, but you don't have to - many, many decks in the
> TWDA without it. You don't have to thwart it, although you can try to
> if you want to. It may also be worth noting that weenie Auspex (and
> wall decks generally) are often popular, causing some issues.
>
> - Undermines the predator-prey dynamic? No.
>
> - Wildly inappropriate for the game (like Madness or old Monocle)?
> Doesn't seem to be.
>
> It is:
>
> - Better than various other cards of the same type, but that can just
> indicate that those cards are bad. (e.g. Lost in Crowds is good, and
> Stealth Ritus is fairly poor - but that doesn't mean Lost in Crowds is
> broken)
>
> - Easy to include in many decks - but so's Blood Doll, The Barrens,
> Dreams of the Sphinx, and plenty of other useful cards.
>
> Neither of these means a card is broken - they can just indicate a good
> card. If you've printed some bad cards for a particular mechanic, at
> some point you just have to cut your losses and run. You can make some
> cards better by printing more support around them - this Anarch card
> isn't good enough to make it worth playing in isolation, but with some
> more Anarch support in this set, it's a possible include - but some
> mechanics just don't have that possibility.
>
> The bottom line is that if Perfectionist had never been printed, various
> of the archetypes still wouldn't see use outside of draft, hugely corner
> case decks, or fun challenges. Master cards are a precious resource,
> and there are a huge number of good cards competing for space in any
> given deck, and several of the archetypes just don't cut the mustard,
> regardless of Perfectionist.
Sorry, not 'broken' then, I mean´t 'strongly overpowered'. Happy now?
Do you understand me?
I think Perfectionist should have been a bit less strong, the
unplayable archetypes should have been a bit stronger, and the same
for TV and the bad aimcards.
On 1 Okt., 09:08, as...@hotmail.com wrote:
>
> A lot of people fuckin HATE the imbued. NoR could have been
> interesting, if it was more like VtES instead of it own little stupid
> game, scaring off newbies, making games take a hundred years to play
> etc etc. It has been written tons of threads about this - try google> it if you still don´t get it.- Zitierten Text ausblenden -
I second that
In message <2a5dc0a4-9222-4954...@t54g2000hsg.googlegroup
s.com>, as...@hotmail.com writes:
>Sorry, not 'broken' then, I mean´t 'strongly overpowered'. Happy now?
>Do you understand me?
What's "strongly overpowered" about it? It doesn't seem strongly
overpowering.
It is better than various of the other archetypes. Remove the other
archetypes from the game. Assume they'd never been printed. Is the
card itself "strongly overpowered"? It's one blood a turn, if you act,
and if no-one thwarts it (either intentionally or incidentally).
What's "strongly overpowered" about one blood a turn?
>I think Perfectionist should have been a bit less strong,
If it's "strongly overpowered", making it only "a bit less strong" seems
insufficient.
Is your issue that:
- the card is better than (most) other Archetypes
or
- the card is too good for the game?
If the former, that doesn't matter. Many of the other archetypes are
trash. That Perfectionist is good doesn't mean they're not trash. If
Perfectionist were removed, they'd still be trash.
If the latter - as indicated by "strongly overpowered" and the former
claim of "broken" - it certainly doesn't seem to be wrecking games. It
doesn't force people to play it - some do, some don't, there are many
decks with and without. It provides a potentially good source of blood,
but it's hard to believe that that's overpowered in itself - there are
plenty of other ways of gaining blood reliably. I'm just not seeing the
too good to exist factor.
[ quoted text not captured ]
On Oct 1, 3:08 am, as...@hotmail.com wrote:
> This +/- -thing is really funny. Who are you to decide which factors
> should be included in the above?
The guy writing the list. Who am I not to decide?
> Why stick a + to the Palatial Estate
> but not a - to it, because it takes an action to put in play?
'Cause compared to a master card, equipping is generally easier, as
you only get 1 MPA a turn. For my money, when comparing things that do
similar things (i.e. Palatial Estate vs a master card that gives you 1
blood a turn), that it is an equip action is an advantage. You might
disagree. Go nuts.
> Are you serious? TW = 1 card, Lucky Blow+Pulled Fangs = 2 cards. I don
> ´t see any point with a discipline-less combat card that does +2
> damage. If you don´t understand this, I´m sorry.
What I don't understand is your sentence. What does "I don't see any
point with a discipline-less combat card that does +2 damage." mean?
If you mean that you can't see why a disciplineless combat card should
do +2 damage, well, I don't know what to tell you. It is a good card.
But hardly a no brainer, and doesn't work as often as it does.
> A lot of people fuckin HATE the imbued.
Great. And a lot of people don't. A lot of people hate rush combat. A
lot of people hate being killed in 5 minutes by S+B. A lot of people
hate having their minions stolen by Setites. So what?
-Peter
On Oct 1, 3:43 am, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <2a5dc0a4-9222-4954-875e-dcab0a4ea...@t54g2000hsg.googlegroup
> s.com>, as...@hotmail.com writes:
(re: Perfectionist)
> >Sorry, not 'broken' then, I mean´t 'strongly overpowered'. Happy now?
> >Do you understand me?
>
> What's "strongly overpowered" about it? It doesn't seem strongly
> overpowering.
>
> It is better than various of the other archetypes. Remove the other
> archetypes from the game. Assume they'd never been printed. Is the
> card itself "strongly overpowered"? It's one blood a turn, if you act,
> and if no-one thwarts it (either intentionally or incidentally).
>
> What's "strongly overpowered" about one blood a turn?
>
I think this is one of those cases where I want to argue both sides.
One blood a turn is pretty damned strong - I wouldn't just write it
off like that. Perfectionist doesn't guarantee a blood a turn, and
again, it depends on your metagame. But let's assume for sake of
argument that it's 1 blood per turn. Someone mentioned Palatial
Estate already, 2 blood in order to get a blood per turn. Aaron's
Feeding Razor, 1 pool in order to get a blood per turn only when you
hunt. Inbase Discotek and Hunting Grounds - 2 pool in order to gain 1
blood per turn. In some way, Perfectionist is better than all those
cards. It seems like with the archetype cards, they were trying to
put some restrictions on the use of the cards such that you had to be
doing something in tune with the "personality" or your deck in order
to gain a blood. Gurus vote, Capitalists bleed, Curmudgeons block,
Bravos fight, Conniver - well... should've been a trifle... Are these
cards good in and of themselves? You know, I think they were good
enough (most of them). You still see Guru and Capitalist in decks,
but even though they are cornercase better than Perfectionist in the
right situations, in general I think they would be better off swapped
with Perfectionists, even in decks that do those things. If there
were no Perfectionist, I'm confident that those two, at least, would
see much more play. I don't know why they had to be Sabbat-only -
that's certainly annoying. I suppose there are no capitalists in the
Camarilla?
It's not game-breaking. I'm not going to cry in my Cheerios because
Perfectionist is too good. It's obviously better than most of the
other archetypes, and I think that the other archetypes were more in
line with both the power-curve of previous cards and with what I
thought was the intent and flavor of this class of cards, but it
certainly doesn't ruin V:TES. I think at the very least that
Target:Vitals should not have prevented presses (very minor nerf to a
still-strong card), and Perfectionist probably shouldn't have been
printed at all. Perfectionist is a cop-out archetype in the role-
playing game, too. It's like when you go to a job interview and they
ask you what your biggest flaw is - "oh, I'm too much of a
perfectionist. I need to do everything right. oh, and a workaholic
too - I just have to work, work, work, all the time!" Player says,
"my character is a Perfectionist. He doesn't like to fail at
anything." GM says, "I don't think so... your character's new Nature
is Pederast. Care to choose a Demeanor?" I'd have preferred if
they'd chosen a different archetype instead for V:TES. Even Pederast
woulda been better... ;)
In message <07bab9cb-125d-4193...@h60g2000hsg.googlegroup
s.com>, Chris Berger <ark...@ugcs.caltech.edu> writes:
>I think this is one of those cases where I want to argue both sides.
>One blood a turn is pretty damned strong - I wouldn't just write it
>off like that.
I'm not writing it off. It's a good effect, for sure. But "strongly
overpowering"? I don't see it.
>Aaron's
>Feeding Razor, 1 pool in order to get a blood per turn only when you
>hunt. Inbase Discotek and Hunting Grounds - 2 pool in order to gain 1
>blood per turn.
Inbase Discotek is generally a poor comparison, much better to think of
the Hungry Coyote. (This is in as much as IDF doesn't see much play,
whereas Hungry Coyote does - compare the relative frequencies of them in
the TWDA, and the age of the appearances, and I think HC is showing
itself to be comfortably ahead.) Yes, the Coyote only affects the
Sabbat - but it affects all of yours, no tapping.
There's not much point comparing cards with cards that just don't see
play if, as I suspect, the reason they don't see play is that they're
not all that good. We could create a dozen cards that weren't as good
as Coyote, and were on a par with cards that don't see much play. But
what's the point of creating cards in that way? The new cards are
unlikely to see much player either.
Note also that there's plenty of good blood gain in other strategies
(requiring either a discipline or a title or whatever else), and there's
Giant's Blood too. Is Perfectionist better than Giant's Blood? I can
see arguments for either or both. But what about compared to Voter
Captivation? VC seems to blow Perfectionist away to me. Concert Tour
or Renewed Vigor both seem stronger. Combat decks have the potentially
very good Taste of Vitae, and Thaumaturgy has Theft of Vitae, which is
still potentially great. (Yeah, simple aggro-poke lucks out a bit here,
but that's no so unusual - it lucks out in a lot of places.)
Much like Taste of Vitae is blood gain for doing what you're already
wanting to do, Perfectionist is a bit like that for the rest of us - do
your thing, get some blood. Of course, the mechanics are radically
different (permanent master, slower, etc. vs potentially large slurp of
a combat card), but it helps the rest of us - in a way that Inbase
Discotek, Frankfurt, godluvvit, doesn't do in quite the same way.
>If there
>were no Perfectionist, I'm confident that those two, at least, would
>see much more play.
Yet there are many decks that don't include Perfectionist either, but
aren't including Capitalist or Guru or whatever else. If these cards
would see play without Perfectionist, but people aren't even playing
Perfectionist in quite a few decks, it seems to be a problem.
> I don't know why they had to be Sabbat-only -
>that's certainly annoying. I suppose there are no capitalists in the
>Camarilla?
This - and the trifle point - I agree with. It's part of what makes
several of them quite weak - expensive, not contributing as much as they
could. With (for example) Hungry Coyote, the Sabbat restriction isn't
so bad because the power level is much higher, so people will build
around it. Much less incentive to do that with a poor card.
I don't disagree that Perfectionist is better than most other archetypes
(Monster is completely different, and there are a couple of situations
where a couple of the others are okay) - but I simply can't see people
stampeding to the other archetypes if Perfectionist vanished, when other
cards are so much better.
>I think at the very least that
>Target:Vitals should not have prevented presses (very minor nerf to a
>still-strong card), and Perfectionist probably shouldn't have been
>printed at all.
Target Vitals not preventing presses, I'm pretty much in line with. I
don't see it as necessary, really. (And change the aimed location, if
that was considered unrealistic - I don't care.)
But I'm really not convinced that Perfectionist is so good that it's
crowding out all these other archetypes which would just burst onto the
scene were it not for Perfectionist.
[ quoted text not captured ]
Chris Berger schrieb:
> Perfectionist doesn't guarantee a blood a turn, and
> again, it depends on your metagame. But let's assume for sake of
> argument that it's 1 blood per turn.
I found that to be not-so-true most of the time. From what I can see the
introduction of On The Qui Vive lead to more wake-type reactions in
perhaps any decktype. And since your Perfectionist is clearly visible
they will try to use the cards on those actions, even if they can´t
block. In reality Perfectionist has usually given me ~0,5 blood per turn.
> Someone mentioned Palatial
> Estate already, 2 blood in order to get a blood per turn. Aaron's
> Feeding Razor, 1 pool in order to get a blood per turn only when you
> hunt.
Can´t compare since they aren´t masters. You can get the Estate and then
Freak Drive for example, while Masters are usually limited to one per
turn. Also Estate is a blood for sure, even without acting, which is
just better.
> Inbase Discotek and Hunting Grounds - 2 pool in order to gain 1
> blood per turn. In some way, Perfectionist is better than all those
> cards.
Not so. ID is an under-par card, no need to compare. Hunting Ground
costs 2 pool but it allows you to choose the minion *and* it gives you
the blood when you need it, during the untap phase (to be taken off by
blood doll, preventing you from hunting ...).
I have tried Perfectionist in a lot of decks in it only seemed to be
worth including where you have lots of stealth and lots of actions (such
as weenie obf). Otherwise it is hardly worth the Master slot.
On 1 Okt, 10:43, James Coupe <ja...@zephyr.org.uk> wrote:
> In message <2a5dc0a4-9222-4954-875e-dcab0a4ea...@t54g2000hsg.googlegroup>
> s.com>, as...@hotmail.com writes:
> >Sorry, not 'broken' then, I mean´t 'strongly overpowered'. Happy now?
> >Do you understand me?
>
> What's "strongly overpowered" about it? It doesn't seem strongly
> overpowering.
>
> It is better than various of the other archetypes. Remove the other
> archetypes from the game. Assume they'd never been printed. Is the
> card itself "strongly overpowered"? It's one blood a turn, if you act,
> and if no-one thwarts it (either intentionally or incidentally).
>
> What's "strongly overpowered" about one blood a turn?
Everyone of your vamps can be Perfectionist. Compared to for example
Hunting grounds, it is very easy blood gain.
> >I think Perfectionist should have been a bit less strong,
>
> If it's "strongly overpowered", making it only "a bit less strong" seems
> insufficient.
>
> Is your issue that:
> - the card is better than (most) other Archetypes
> or
> - the card is too good for the game?
>
> If the former, that doesn't matter. Many of the other archetypes are
> trash. That Perfectionist is good doesn't mean they're not trash. If
> Perfectionist were removed, they'd still be trash.
Well, I have nevered argued for the card to be removed. I just think
that WW could bother to notice that some cards are too powerful and
some are too weak PRIOR to printing the set, not after. I sick of
buying boosters with wallpaper cards. But you seem to like it.
On 1 Okt, 14:53, Peter D Bakija <p...@lightlink.com> wrote:
> On Oct 1, 3:08 am, as...@hotmail.com wrote:
>
> > This +/- -thing is really funny. Who are you to decide which factors
> > should be included in the above?
>
> The guy writing the list. Who am I not to decide?
>
> > Why stick a + to the Palatial Estate
> > but not a - to it, because it takes an action to put in play?
>
> 'Cause compared to a master card, equipping is generally easier, as
> you only get 1 MPA a turn. For my money, when comparing things that do
> similar things (i.e. Palatial Estate vs a master card that gives you 1
> blood a turn), that it is an equip action is an advantage. You might
> disagree. Go nuts.
>
> > Are you serious? TW = 1 card, Lucky Blow+Pulled Fangs = 2 cards. I don
> > ´t see any point with a discipline-less combat card that does +2
> > damage. If you don´t understand this, I´m sorry.
>
> What I don't understand is your sentence. What does "I don't see any
> point with a discipline-less combat card that does +2 damage." mean?
I mean that the card it too damn strong. A card that do this should
require a discipline.
> If you mean that you can't see why a disciplineless combat card should
> do +2 damage, well, I don't know what to tell you. It is a good card.
> But hardly a no brainer, and doesn't work as often as it does.
>
> > A lot of people fuckin HATE the imbued.
>
> Great. And a lot of people don't. A lot of people hate rush combat. A
> lot of people hate being killed in 5 minutes by S+B. A lot of people
> hate having their minions stolen by Setites. So what?
It´s not that I (and many others) hate losing to the Imbued. We hate
playing against them, because of all the reasons stated in hundreds of
postings at this newsgroup.
On Oct 1, 5:51 pm, as...@hotmail.com wrote:
> > Great. And a lot of people don't. A lot of people hate rush combat. A
> > lot of people hate being killed in 5 minutes by S+B. A lot of people
> > hate having their minions stolen by Setites. So what?
>
> It´s not that I (and many others) hate losing to the Imbued. We hate
> playing against them, because of all the reasons stated in hundreds of
> postings at this newsgroup.
It's not that I hate losing to [x]. We hate playing against it,
because of all the reasons [x] annoys me personally.
Because [x] annoys me so much, I think I'll post on the newsgroup that
it's broken, badly designed, and a sign of poor playtesting.
-witness1
In article
<641702b6-b386-4a19...@j68g2000hsf.googlegroups.com>,
as...@hotmail.com wrote:
> I mean that the card it too damn strong. A card that do this should
> require a discipline.
Meh. I'm ok with it. I'm yet to see it be particularly effective. Yeah,
once and a while, it catches you by surprise and does some extra damage
(I got a Garou killed by an ally one time due to a TV that I didn't see
coming, yet now that I think about it, if I was paying attention, I
probably had 2 combat cards in my hand I should have discarded...). A
lot of the time, it doesn't do anything at all. It strikes me as a
perfectly reasonable design decision to make people worry about combat
more often now.
> It�s not that I (and many others) hate losing to the Imbued. We hate
> playing against them, because of all the reasons stated in hundreds of
> postings at this newsgroup.
And that's you. As noted, lots of people hate playing against Rush
combat ("I don't get to take actions! I don't want to be forced to use
combat defense!"). It isn't that they hate losing to Rush combat. It is
that they don't like playing against it because of all the reasons
stated in hundreds of postings on this newsgroup.
[ quoted text not captured ]
In message <f22167b5-6e88-47ba...@u28g2000hsc.googlegroup
s.com>, as...@hotmail.com writes:
>On 1 Okt, 10:43, James Coupe <ja...@zephyr.org.uk> wrote:>> It is better than various of the other archetypes. �Remove the other
>> archetypes from the game. �Assume they'd never been printed. �Is the
>> card itself "strongly overpowered"? �It's one blood a turn, if you act,
>> and if no-one thwarts it (either intentionally or incidentally).
>>
>> What's "strongly overpowered" about one blood a turn?>
>Everyone of your vamps can be Perfectionist. Compared to for example
>Hunting grounds, it is very easy blood gain.
At the cost of a master phase action for each, of course. So, say, 4
Master Phase Actions, 4 cards drawn (how many in your deck?), and 4
vamps. Okay, all kitted out.
On the flip-side, my Hunting Ground is doing just fine when I decide not
to act for a turn. It's also portable - the blood can go on a vampire
of my choice. The specifics vary in a few cases (e.g. Gurchon Hall),
but generally so. My vampire gets dunked? Okay, Hunting Ground blood
goes to...
If you are looking to play 2, 3, 4... each one is, of course, cutting
into other master cards you could play. This may well be cutting into
you pool gain - Blood Doll, Vessel, Minion Tap etc. Or it could be
cutting into your discard/cycling tech - Dreams, Barrens. Or your
speed-up tech - Zillah's, Info Highway. Not the most fun in the world,
and an interesting decision. Certainly, it's not a no-brainer as to
what you cut, or how.
An interesting strategic choice? I'd say so. One with an obvious
answer? Possibly in a few decks - but generally? Don't see it.
>Well, I have nevered argued for the card to be removed. I just think
>that WW could bother to notice that some cards are too powerful and
>some are too weak PRIOR to printing the set, not after. I sick of
>buying boosters with wallpaper cards. But you seem to like it.
Not really. Who wants wallpaper? However:
- what *you* think of as wallpaper won't be true for everyone
- opinions will vary over whether an open playtest is the best way to
achieve this.
Other people have suggested a potential improvement (better cross-
fertilization between playtest groups) which seems to keep the benefits
of the current system, while potentially making it much better in a
hopefully manageable way. And given that tournament winning decks, as
other people have noted, have been constructed around some of the
"unplayable" cards you've listed, your opinions really are just that -
opinions.
Who's been arguing for wallpaper to be printed? No-one. Please, take
your straw-men away.
[ quoted text not captured ]
On 2 Okt, 22:22, James Coupe <ja...@zephyr.org.uk> wrote:
> And given that tournament winning decks, as
> other people have noted, have been constructed around some of the
> "unplayable" cards you've listed, your opinions really are just that -
> opinions.
What TWDs has been constructed AROUND cards I think suck? I haven´t
seen any, I think.
And I have never suggested that my opinions are anything else than
opinions.
> Who's been arguing for wallpaper to be printed? No-one. Please, take
> your straw-men away.
I´ll be thinking of you the next time I open a Poison the well of life-
booster.
On Oct 3, 4:00 am, as...@hotmail.com wrote:
> On 2 Okt, 22:22, James Coupe <ja...@zephyr.org.uk> wrote:
>
> > And given that tournament winning decks, as
> > other people have noted, have been constructed around some of the
> > "unplayable" cards you've listed, your opinions really are just that -
> > opinions.
>
> What TWDs has been constructed AROUND cards I think suck? I haven´t
> seen any, I think.http://www.thelasombra.com/decks/twd.htm#2k8darkcellars2 (And note
that the deckbuilder there says that they rock, and he needs more in
there.)
That's just the first one that comes to mind.
- D.J.
[ quoted text not captured ]
I'm not sure how necessary it is to poke holes in the "bleeding at +1
bleed and +1 stealth for 1 blood at an inferior discipline is not very
good" theory...
[ quoted text not captured ]
OK, I see, and the deck was built AROUND the card? But seriously, ok,
that card is ok. Absolutely playable, although not worth it if I would
build a stealth-bleed-setite-deck. But thats just me.
In message <6c2012d9-6be6-4061...@w32g2000hsf.googlegroup
s.com>, as...@hotmail.com writes:
>On 3 Okt, 17:21, Meej <dj...@comcast.net> wrote:>> http://www.thelasombra.com/decks/twd.htm#2k8darkcellars2 (And note
>> that the deckbuilder there says that they rock, and he needs more in
>> there.)
>>
>> That's just the first one that comes to mind.>
>OK, I see, and the deck was built AROUND the card?
Note that there are also six Messy Bedsheets, a card you also wrote off.
>But seriously, ok,
>that card is ok. Absolutely playable, although not worth it if I would
>build a stealth-bleed-setite-deck. But thats just me.
Lots of cards aren't necessary if you just build a stealth-bleed deck.
If that were the only yard-stick for a playable card, the game would
probably not extend into 3 figures of playable cards. Nice bits of
Obfuscate, a few bits of Obtenebration, Dominate, Presence,
Dementation... you don't need much else.
But a card like Eternal Mask can be good, even when there are other
options available to a given deck or clan.
- You may be able to take advantage of a better / different[0]
discipline spread. Example here, the Setites have ser available at 2
and 3 caps - they don't have obf/pre until you hit 4 and above.
- Having it on one discipline can make other tasks easier. For example,
breed-boon is a popular and potentially powerful mechanic[1], but you
want something to do with the weenies you breed. Waters of Duat lets
you bring out any one discipline card. You could decide to make that
one card Serpentis and play cards such as Temptation and Eternal Mask.
Do you have to? No, obviously not. But this is a potentially
powerful deck-type that doesn't just rely on stealth-bleed, but uses
it in tandem with another strategy.
- The interesting / weird / challenging superior allows you to take
advantage of odd situations, while having a perfectly playable
inferior level. This is a problem with various other cards with
mildly corner-case uses - if you don't have that situation turn up,
the card is dead. Cyclable, usable, playable inferiors, and the
Bloodlines fallback level, often facilitate interesting play.
- Spirit Marionette, to go off on a tangent temporarily from the above
point, is sometimes played with a horde of Dominate weenies. If the
stealing strategy doesn't work, you just turn into a bleed deck. If
the star vampire is pummelled, you turn into a bleed deck. Using the
weeniefication of Serpentis, you could try something similar here, if
you thought you had a good way to exploit the superior.
- Library efficiency. Some players are meticulous about cutting decks
down to 60 cards, others want to cram in 110 cards and are trying to
find room. In either case, a more efficient card might help them out.
Sure, they'll be different decks to yours, but there isn't only one
best deck for each clan.
- Use where stealth and bleed isn't possible. We've had all sorts of
disciplines splashed in semi-random ways before. Who's to say
Serpentis won't get splashed elsewhere later? Or you might be using
Setites without Obf or Pre, but want some bleed power too. Or LSJ
might design a whole clutch of Warrior Setites (POT/PRE/SER) in the
future, and looky here, a card that doesn't suck for them.
[0] Which is to say, it might not be a better crypt for any given
library, but you might well be able to make a competitive library that
goes about things in a different way.
[1] Obviously, different playgroups will find it different - but it's
hard to deny that good breed-boon can be effective, in the right hands.
[ quoted text not captured ]
On Oct 1, 8:50 am, Johannes Walch <johannes.wa...@vekn.de> wrote:
> I have tried Perfectionist in a lot of decks in it only seemed to be
> worth including where you have lots of stealth and lots of actions (such
> as weenie obf). Otherwise it is hardly worth the Master slot.
I'd go with decks that multiact as the best use of it. Even if you
lack stealth, a Majesty here, an innocuous first action there ...
On Sep 26, 1:21 pm, Blooded Sand <sandm...@gmail.com> wrote:
> On Sep 26, 7:05 pm, XZealot <xzea...@cox.net> wrote:
>
> > > The fact that for example some Potence cards are just worse and you
> > > might consider playing TV in a deck with lots of inferior potence just
> > > demonstrates that Potence is not a good discipline (Probably Peter will
> > > disagree here), certainly so on inferior.
>
> > Which Potence card is worse than Target Vitals?
>
> Twisting the knife. Hah. I win!
>
> This is mostly a joke.... Same as twisting the knife really....
But I can cancel a Target Vitals with two Twisting the Knife but you
can not cancel a a Twisting the Knife with two Target: Vitals. :P
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
> I still think Undead Strength inferior is worse than Targets Vitals
> (also in response to LSJ/XZealot).
You're nucking futs! (you are crazy)
Target Vitals gets shut down easily and cycles the opposing minions
hand.
Players don't realize the cards that you can burn to cancel Target:
Vitals. A few examples are
-Swallowed by the Night
-Steely Tenacity
-Walk of Flame
-Carrion Crows
-Immortal Grapple
-Pulled Fangs
-Trap
-and of course, Twisting the Knife
You don't have to be able to play the combat card or be able to play
it as a combat card to be able to use it to shut down Target: Vitals.
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On Sep 29, 7:12 am, xcver <bernd.schw...@firstdata.de> wrote:
> On 29 Sep., 12:24, LSJ <vtes...@white-wolf.com> wrote:>
> > Johannes Walch wrote:
> > > I still think Undead Strength inferior is worse than Targets Vitals
> > > (also in response to LSJ/XZealot).
>> > But it's not "just worse".
>
> > Undead Strength inf won't let the opponent cycle combat cards to reduce the
> > damae to 1. It won't be completely prevented by a Flak Jacket or Glancing Blow.
>
> Flak Jacket and Glancing Blow aren't exactly running rampant in the
> games I play if they are seen at all. most vamps who can prevent it,
> could also prevent the complete undead strength strike (with cycling
> one card).
Liar! I play with them all the time, and I play with you all the
time. :P
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