So I was discussing this over in the Disciplinless Bleed Bounce thread,
but figured I'd move it over here, as that thread is getting unweildy.
Anyway, in reference to the idea of disciplinless bleed bounce, I
surmised that such a card wouldn't be such a good idea for various
reasons, and was advocating for different kinds of bleed defense for
non bounce enabled clans/decks. Which got me thinking about the
underutilized bleed reduction idea. Basically, the paradigm of the game
has always been that Auspex gets "good" bleed reduction (assuming for
the discussion that Telepathic Counter is good bleed reduction), and so
non Auspex bleed reduction cards tend to be conditional and mostly low
yeild.
As noted by many previously, Auspex having bleed reduction is, for the
most part, redundant, as if you can use superior Telepathic Counter,
you can also play Telepathic Misdirection, and as bleed bounce is *so*
much better than bleed reduction, Telepathic Counter (and as such,
bleed reduction as a general defense) mostly gets left by the wayside.
Yeah, I realize that occasionally there are situations where Telepathic
Counter is going to make more sense for a deck than Telepathic
Misdirection, but 90% of the time, the deck is just going to use
Telepathic Misdirection instead.
This being the case, why not simply accept that bleed reduction in
Auspex was a bad idea in the first place, and open up bleed reduction
to other disciplines that really could use the help, in terms of bleed
defense? If we simply did away with the idea that Auspex has the choke
hold on good bleed reduction and went from there, a lot of useful cards
could be introduced into the environment and non bounce enabled
clans/decks could gain access to some reasonable reactive bleed defense
without introducing a disciplinless bleed bounce card as a magic
bullet.
There is nothing inherrently "Auspexy" about bleed reduction, such that
it *needs* to be an Auspex power (using Obfuscate to hide resources
your opponents are trying to sabotage; using Animalism to get a swarm
of bugs to foil that robbery against you; using celerity to cut off a
plot before it starts; whatever) and the introduction of other various
(conditional and low yeild) bleed reduction cards indicates that there
is really no need to keep bleed reduction in Auspex. Why not make good,
flexible, bleed reduction cards? Something like an Obfuscate
modifier/reaction card that is +1 stealth/reduce a bleed by 2 (keeping
in mind that this specific example might or might not actually be a
good idea, but the concept stands)? Or a fortitude combat/reaction card
that says prevent 1 damage/reduce a bleed by 2? Something like that,
where there is flexibility (so you don't have to jam your deck up with
possibly unseable bleed defense) and reasonable bleed defense.
The most recent bleed reduction cards (Terra Incognita, Ancestor's
Insight, Confusion of the Eye) have the flexibility part down and are
good cards (Ancestor's Insight is good to the point that I have a
pretty solid deck in current operation that has 18 of them. Yet still
also has a few Telepathich Misdirections...), but still are conditional
and low yeild (i.e. they only ever reduce a bleed by 1, which isn't
really enough to act as solid bleed defense.
This might be a horrible idea. But maybe not. And maybe the key is to
do away with the idea that only Auspex gets good bleed reduction.
-Peter
[ quoted text not captured ]
I too have often thought that banning deflection (or bleed bounce in
general) would be an elegant solution. Unfortunately, bazooka
super-stealth bleed becomes really strong if you ban deflection. I
think you might make dominate even stronger if you would ban deflection
as funny as that sounds.
I agree with Peter that Auspex's access to bounce makes bleed reduction
sketchy at best. I do like the new(er) bleed reduction cards that have
other effects.
A bleed reduction card that was usable by a tapped vampire would be
really cool. Maybe something along the lines of ...
Take one for the team
1 blood
Playable by a tapped vampire
[some discipline at inferior] reduce a bleed by 1.
[same discipline at superior] reduce a bleed by 2.
All other fun conditions could be added to change it up, like only
usable by a vampire with capacity above X, only usable once per action,
etc.
LSJ and White Wolf are free to use any or all of my above ideas in card
creation. I retain no rights to these idea.
Later,
~Rehlow
pd...@lightlink.com wrote:
> but 90% of the time, the deck is just going to use
> Telepathic Misdirection instead.
this must be the stupidest thing i have read on this newsgroup so far.
dome wrote:
> this must be the stupidest thing i have read on this newsgroup so far.
Please. Defend this statement. Indicate how Telepathic Counter is more
often than not simply going to be left in a box when building a
coherent bleed defense. Really. Go one and do so.
I realize that, yeah, once and a while, you'll have a deck where you
regularly have multiple untapped minions with AUS, don't want to spend
the blood, and where a good handfull of Telepathic Counters is going to
be a good plan. But most of the time, if you can use Telepathic Counter
effectively (i.e. you have AUS, as inferior Telepathic Counter is
really not that handy, in terms of deck space use), you are simply
better off just using Telepathic Misdirection. 'Cause bouncing the
bleed to your prey is vastly more effective, even at 1 blood, than
reducing a bleed by 2.
I mean, like, you are perfectly welcome to think that is the stupidest
thing you have ever read on this newsgroup, but unless you bother to
back up your statement with support and evidence, you look, shall we
say, foolish.
-Peter
pd...@lightlink.com wrote:
> The most recent bleed reduction cards (Terra Incognita, Ancestor's
> Insight, Confusion of the Eye) have the flexibility part down and are
Don't forget Friend of Mine and Aversion. And that Obeah
card...uh...Peacemaker. Well, also Glare of Lies, but it requires AUS
& OBE. Covincraft.
Aversion is super good in draft. Well, assuming you have some
intercept and some !Salubri.
> This might be a horrible idea. But maybe not. And maybe the key is to
> do away with the idea that only Auspex gets good bleed reduction.
It seems like the design team has been moving that way...I like it.
I think what previous bleed reduction cards had been missing (Ecstasy,
Banner of Neutrality) had been missing is that they only reduce a bleed
by 1. That's not really all that helpful in the long run. Seems like
most everything after Final Nights that has had bleed reduction has had
some other sideline. Well, except Folderol, but it gets a pass since
it's totally useful to save your friends.
That is all.
Xian
mummy wrote:
> Durp durp! I eat paint! And taunt sharks! And catch javelins! And
> combo Coma with Tortured Confessions! Durp!
i didn't quite get that one.
Xian wrote:
> It seems like the design team has been moving that way...I like it.
It has, indicating that they even think it is a good idea (getting more
bleed reduction in play). But I think they have been a bit too stingy
with it--too careful to not introduce a bleed reduction card that makes
Telepathic Counter become wallpapered, as the paradigm always has been
that Auspex gets the good bleed reduction. I think they should just
accept that that is a bad idea (the auspex = good bleed reduction) and
get some solid, non Auspex bleed reduction out there (i.e. not highly
conditional, that reduces a bleed by 2 with a superior discipline, that
has flexibility so it isn't too narrow to actually include in a deck).
Like, Terra Incognita is good as it is flexible (reduce a bleed by 1 or
cancel a bounce at you). Friend of Mine is theoretically good, but as
it is an anarch card and costs a blood, it isn't really that good.
Confusion of the Eye is good, but as the bleed reduction is conditional
and only for 1, it mostly functions as a way to justify putting
Confusion of the Eye in a deck in a general sense for the superior
version, but gives you the ability to cycle and use it if you don' t
need the strong effect of the card--which is good in terms of design,
but not so good in terms of actual bleed defense. Anscestor's Insight
is fantastic (in a narrow group of decks--i.e. Laibon decks with
reliable AUS) due to the flexibility, but then, it is also already in
Auspex. These recent cards are all a good start, but they all (ignoring
Ancestor's Insight) are likely held back by "auspex = good bleed
reduction".
-Peter
dome wrote:
> i didn't quite get that one.
See, what Mummy wrote was easily stupider than what I wrote. Thus, he
provided you with something stupider to read on the newsgroup. It was
gold comedy material. But then Jon is good for that. And isn't he also
in England right now?
-Peter
mummy wrote:
> He is! And he has free unlimited internet in his room! Which is
> great, cuz his ATM card doesn't work!
Sweet! Just be happy that keyboards in England aren't like the ones in
France. 'Cause then you end up typing like a brain damaged 4 year old
if you aren't used to them.
Now, back to the regularly scheduled discussion...
-Peter
Rehlow wrote:
> I too have often thought that banning deflection (or bleed bounce in
> general) would be an elegant solution. Unfortunately, bazooka
> super-stealth bleed becomes really strong if you ban deflection. I
> think you might make dominate even stronger if you would ban deflection
> as funny as that sounds.
So imagine banning deflection AND doing that AI tweak I was talking
about, where AI's fly out about like DI's do now. Only it wouldn't
have the super-obnoxious feel of DI because there's only one thing that
opens you up to it, and you have to choose to go over the top. Or, you
know, Revelate it. If Malk94 starts playing 6 or 8 Revelations as a
result, that's probably "good enough" dilution on its own.
> I agree with Peter that Auspex's access to bounce makes bleed reduction
> sketchy at best. I do like the new(er) bleed reduction cards that have
> other effects.
I don't. They are too weak. Chopping a bleed down by one says "I can
dump this out of my hand when I want." What it doesn't say is "I
live!"
I think Peter is right about on target with the power level. +1
stealth/reduce by 2, or prevent 1/reduce by 2. Those would be
*playable*. They would be *hot* cards. I mean, remember, we're
measuring these cards against *Deflection*. Are we trying to fiddle
with its place in the food chain or fill a blank spot on a sheet? The
answer matters.
<pd...@lightlink.com> wrote in message
news:1153167080....@m73g2000cwd.googlegroups.com...
> As noted by many previously, Auspex having bleed reduction is, for the
> most part, redundant, as if you can use superior Telepathic Counter,
> you can also play Telepathic Misdirection, and as bleed bounce is *so*
> much better than bleed reduction, Telepathic Counter (and as such,
> bleed reduction as a general defense) mostly gets left by the wayside.
It's not so much that Telepathic Counter is redundant to Telepathic
Misdirection. It's just that it's not good enough. Make it a reduction
of 2 at inferior and 3 at superior, and there would be a good division
of decks between bleed bounce and bleed reduction.
But since more ways of constucting defense this game does NOT need,
I'm just as happy not to create more. I'd much prefer that another
means of ousting your prey were added to the game.
Fred
>
> After reading Peter's thought-provoking essay, let me be the first to
> say:
>
> BAN DEFLECTION! ;)
>
> Jeff
Some members of our playgroup was discussing Deflection, and bleed
bounces in general, a week ago and came up with the idea that the
Auspecs bounces are OK, My Enemy's Enemy is probably the most balanced
because you potentially make an enemy at the table that you wouldn't
usually have.
However on the topic of Deflection/Redirection/Telepathic Misdirection
we came up with the idea of instead of bouncing the full bleed you
bounce the bleed -2 but never less than 1.
Our reasoning for this is that you've sent your minion out to undermine
a specific Methuselah's power/influence you get there and everything is
set for a great attack (eg bleed for 5) however when you get there
there is another minion waiting to dominate your mind/saw you coming
and convince you that this is not a good target or it's not the right
place. So yourr minion moves to the new place they've been directed.
However the plan was set up specifically attack the 1st Methuselah's
assets therefore when your minion gets to their new target the attack
isn't as effective. This could equate to a bleed reduciton of 2 but the
attack is always successful to a degree so the bleed cannot be reduced
to less than 1 through bounces. This way bounce does not take over the
game like it currently does.
Fred Scott wrote:
> It's not so much that Telepathic Counter is redundant to Telepathic
> Misdirection. It's just that it's not good enough. Make it a reduction
> of 2 at inferior and 3 at superior, and there would be a good division
> of decks between bleed bounce and bleed reduction.
I don't know that even going to 2/3 would make the strategy useful. If
someone's bleeding me for 3+, I'm much more likely to want to bleed my
prey with it than reduce it by 3.
If, however, TC at superior AUS were something like "Reduce a bleed by
2 and the acting minion does not untap as normal during its next untap
phase." That's a card I would play with.
oct
[ quoted text not captured ]
Hahaha...
Trolling is good fun.
Trolling makes you friends.
Trolling creates for you very powerful allies in your pursuits in life.
Trolling wins you women, men, and even transvestites, all day, every
day.
Trolling makes you smell better, thinner, and makes your attributes
bigger.
Trolling stops premature, postmature, and just plain mature balding.
But it doesn't make you any less of an ass.
best -
chris
> I don't know that even going to 2/3 would make the strategy useful. If
> someone's bleeding me for 3+, I'm much more likely to want to bleed my
> prey with it than reduce it by 3.
And it's been mentioned in other ways and other places, but the real issue
with bounce is that it's the most efficient offense in the game. Just
saying.
Ankur
"OctavianCMB" <octav...@gmail.com> wrote in message
news:1153178259.8...@p79g2000cwp.googlegroups.com...
> Fred Scott wrote:
>>> It's not so much that Telepathic Counter is redundant to Telepathic
>> Misdirection. It's just that it's not good enough. Make it a reduction
>> of 2 at inferior and 3 at superior, and there would be a good division
>> of decks between bleed bounce and bleed reduction.>
> I don't know that even going to 2/3 would make the strategy useful. If
> someone's bleeding me for 3+, I'm much more likely to want to bleed my
> prey with it than reduce it by 3.
You've been trapped into making a comparison by taking into consideration
only some situations, not all of them. Telepathic Counter has one major
advantage over Telepathic Misdirection: it doesn't tap the defender.
This makes it more efficient at defending against more smaller bleeders.
The problem with current TC is, you can't depend on more smaller bleeders.
Sometimes you get one or two mondo bleeders, and then TM is better, all
things considered - including your point about giving your prey a bleed
to occupy his resources. If you up TC to 2/3 however, it covers more
situations better and that should rebalance the choice between the two
more in its favor. Never mind that it's still quite possible to point
at situations where you'd rather be holding a Misdirection than a Counter.
If there weren't situations like that, I'd have obsolesced Telepathic
Misdirection with my hypothesized change. Quite obviously, I wasn't
trying to do that as I made the above point.
> If, however, TC at superior AUS were something like "Reduce a bleed by
> 2 and the acting minion does not untap as normal during its next untap
> phase." That's a card I would play with.
Perhaps. I don't know how far you'd have to go improving Telepathic
Counter to make the two cards seem equally strong, which is a pretty
subject assessment anyway. As I said in my previous post, adding more
strength to the defenders' options doesn't strike me as something that
would make the game better at all. So ultimately, I wouldn't care to make
either adjustment.
Fred
Xian wrote:
>
> I think what previous bleed reduction cards had been missing (Ecstasy,
> Banner of Neutrality) had been missing is that they only reduce a bleed
> by 1.
Played by themselves they only reduce a bleed by one true but if you
play both thats a reduction of possibly 2 and they can be played by the
same minion. Not saying its superior to TC just that it does work.
Besides, is bleed reduction really a waste? If your getting bled for 5
it may seem that way but anything that keeps my pool IN my pool is a
good thing to my mind.
pd...@lightlink.com wrote:
> I mean, like, you are perfectly welcome to think that is the stupidest
> thing you have ever read on this newsgroup, but unless you bother to
> back up your statement with support and evidence, you look, shall we
> say, foolish.
Well, let's see. Telepathic Counter does not tap you. It's free. This
especially shows for a better card when you're tapped, and have to spend
2 blood to force/misdirect. And then your predator gets a spying
mission. That's what obf bleeders do, you know. If they have the
slightest idea of what they're doing. A good player is going to go to
provoking bleeds to tap you and then go do important actions when you're
tapped. Telepathic counter takes care of that. And please, do try
misdirecting a setite's bleed. And let him get the edge anyway. I mean,
there are millions of situations where it's just more sane to reduce the
bleed than it is to misdirect it. Every auspex deck I have had, has 6
TC's in it. Because, it is the best bleed defense card there is. And, I
didn't even start to talk about what happens if your prey has some bleed
bounce available. But hey, if you say that telepathic counter is stupid,
then it must be so.
[ quoted text not captured ]
IMHO, the real problems of bleed-reduction cards are:
1). You have to leave a vampire untapped (or spend a Wake) to play
them.
2). They become "dead cards" when nobody bleeds you.
Thus, there is no need for making TC stronger - we need a
*disciplineless* card that work for a tapped vampire and can provide
another benefit. Something like this:
Card Name: Elder's Knowledge
Card Type: Action Modifier/Reaction
[Action Modifier] Usable by a vampire if a younger vampire attempted to
block this action or played a reaction card during this action. Draw a
card, then discard a card.
[Reaction] Usable by a vampire (possibly tapped) when a younger vampire
bleeds you. Reduce the bleed by 1.
This card is playable, but not broken. It favors large vampires and
does nothing for weenies. It saves your pool or improves your hand, and
it doesn't require any Disciplines. What else one could expect from a
single card?
Best regards,
Ector
[ quoted text not captured ]
I can only second that.
To simplify it, TM is an anti-big bleed tech, TC is anti-weenie tech.
If you have 2 minions bleeding for 5 behind you, TM is great. So is TC,
if there is 5 minions bleeding for 2 each - and you dont have infinite
amount of blood and WWEF available.
I always included both in my decks, in a rough 50:50 ratio. If I look
into the TWDA (and make a statistical assumption of it :)), in one
third of the archive, there is 65 Telepathic Counters (then I got bored
and stopped to count), ranging from 2-16 pieces in each deck using it.
Not too bad for a "clearly inferior card", which needs to be fixed :)
again, usenet provides me with a big LOL.
pd...@lightlink.com wrote:
> I realize that, yeah, once and a while, you'll have a deck where you
> regularly have multiple untapped minions with AUS
Oh, and you don't have to have a deck with "regularly multiple untapped
minions" to properly use TC. You get a TC, leave a 5-cap with AUS
untapped. Or have a hand full of TC's, leave 2 minions untapped, and
watch the bleeder waste his actions. And you reshuffle your hand. And,
as far as bleeding for 3+ goes, it's irresponsible and risky, and no
good bleeder is ever going to go over 3, because of AI, deflections,
misdirections, and such. I really don't remember the last time I've seen
a good bleeder going over 3 in my surrounding. Those kind of bleeds end
up at seriously fuck up places around the table, or get the bleeding
minion burned. Or generate so much hate from usually
no-bleed-defense-combat's that they're happy to go cross table torn
signpost-grapple-blur-agg burn them. Holding 6 TC's in your deck is the
best thing you can do with an auspex deck, because TC is NEVER, and i
mean NEVER a dead card. Presuming you can play, though, and I can
understand that can be tough. It saves you exactly 2/5 of your 30 pool,
if used correctly. I consider that to be quite much, don't know about you.
-----BEGIN PGP SIGNED MESSAGE-----
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[ quoted text not captured ]
Yes. Bleed reduction of less than 2 is garbage.
Telepathic Counter sees play ONLY for its superior.
Folderol sees play because:
- -- You can leave Bartholomew untapped and play TC + Folderol to reduce
by 3, while also gaining a pool at the start of your turn
- -- You can jerk your prey up short on any bleed for 1.
- -- You can draw table hate by randomly neutralizing bleeds.
Note that Folderol doesn't see play as bleed defense in and of itself;
only when coupled with TC or when intended to be used as an aggressive
means of forcing your prey to show his bleed mods or bleed for 0.
- --
Derek
insert clever quotation here
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Fred Scott wrote:
> Sometimes you get one or two mondo bleeders, and then TM is better, all
> things considered - including your point about giving your prey a bleed
> to occupy his resources.
Well, let's look at the two scenarios presented. Assume that I can't
beat whatever stealth I'm bled with, and that I will be bled by either
two Vampires for 5, or 5 Vampires for 2. I have 2 cards which are
either Telepathic Counter or Telepathic Misdirection, an untapped
Vampires with AUS and a Wake in hand.
With two TCs, I take 6 pool either way, at the cost of zero blood.
With one TC and one TM, I take 3 pool in the first scenario, and 6 in
the second. This costs me one blood and I still have my Wake. In the
first scenario, my prey is bled for 5, and in the second, he is bled
for 2.
With two TMs, then in the first scenario, I get bled for nothing, and
my prey is bled for 10. In the second, I get bled for 6, and my prey
for 4. This costs me 2 blood and my Wake.
Now clearly, in the first scenario, investing entirely in TMs is the
way to go. In the second scenario, two TCs isn't the way to go, and
arguments can be made on both sides of the question as to whether to go
with two TMs, or one TC and one TM. So TM is looking better, right?
Well, how about scenario 3? I will be bled by 4 guys for 1, who will
not be bleeding with stealth, but will tear my head off if I block. If
I bounce them to my prey, he can block with no negative consequences.
At worst, they will strike for hands, and it's quite possible they'll
do some Maneuver/Dodge deal, or my prey will block and untap with
Majesty. In this situation, reducing the first two bleeds and taking
the next 2 on the chin seems like the best option to me. Using TMs
costs me blood, which I will need on my Vampires in order to prevent
them from going into torpor or for pulling them out of torpor if this
is some kind of Disarm deck. And unless my prey is really on the ropes,
spending 1 blood to do 1 pool damage is not likely to be a great
investment, since my own offence probably has greater returns. Also, if
I'm on the ropes, and Tension isn't in play, then with two TCs I can
reduce two bleeds, and block the other two.
Kevin Walsh
Kevin Walsh wrote:
> Fred Scott wrote:
> > Sometimes you get one or two mondo bleeders, and then TM is better, all
> > things considered - including your point about giving your prey a bleed
> > to occupy his resources.
>
> Well, let's look at the two scenarios presented. Assume that I can't
> beat whatever stealth I'm bled with, and that I will be bled by either
> two Vampires for 5, or 5 Vampires for 2. I have 2 cards which are
> either Telepathic Counter or Telepathic Misdirection, an untapped
> Vampires with AUS and a Wake in hand.
well, this reasoning, while interesting, is obviously biased in favor
of TM. Why dont you assume that the bleeds are without any stealth,
and/or or your prey can easily deal with them while spending minimum of
resources, with blocking/earth meld, reducing the bleed, predator
playing spying mission, change of target? Than the whole part about
"prey being bled for x" is highly questionable.
also, you automatically assume that you have a Wake in your hand, so
you arent actually comparing 2 TCs _vs_ 2 TMs, but 2 TCs _vs_ 2 TMs AND
a Wake. Without that Wake, you can still use both TCs (and maybe draw
into a third), but only one TM..
[ quoted text not captured ]
dome wrote:
> Well, let's see. Telepathic Counter does not tap you. It's free. This
> especially shows for a better card when you're tapped, and have to spend
> 2 blood to force/misdirect.
See, that is a much better response. Yeah, it does not tap you and it
is free. Those are both good. But it only reduces a bleed by 2 (we are
assuming AUS here), so most of the times that you use it, you are going
to end up losing pool anyway. And Telepathic Misdirection not only
saves you from an entire bleed (so you lose no pool), but it
potentially makes your prey lose the pool instead. Which is
rediculously efficient. Even costing a blood and tapping your guy. And
if you are using Telepathic Misdirection as bleed defense, why would
you be using Forced to play it while tapped? That is why Wake is still
useful.
> And then your predator gets a spying
> mission. That's what obf bleeders do, you know.
Sometimes, sure. Yet still, you are taking no pool loss from the bleed,
as opposed to X-2. Unless you are suggesting that you have multiple
minions available to Telepathic Counter, which is even more
inefficient. And even then, it isn't like Spying Mission tech has made
people not use bleed bounce.
> Telepathic counter takes care of that. And please, do try
> misdirecting a setite's bleed. And let him get the edge anyway. I mean,
> there are millions of situations where it's just more sane to reduce the
> bleed than it is to misdirect it.
You are going to build a whole deck defense around not wanting the
Settites to get the Edge? That seems like sketchy deck design to me.
There are certainly decks that sometimes want to use Telepathic Counter
instead of Telepathic Misdirection, sure. But not many. I'm sure if you
went to the TWDA and searched to see how many decks contained
Telepathic Misdirection compared to how many decks contained Telepathic
Counter, you would be (apparently) surprised.
> Every auspex deck I have had, has 6
> TC's in it. Because, it is the best bleed defense card there is.
Umm, ok.
> And, I
> didn't even start to talk about what happens if your prey has some bleed
> bounce available. But hey, if you say that telepathic counter is stupid,
> then it must be so.
I'm not quite sure what your native language is, but I'm unsure what
words I wrote that you read as "Telepathic Counter is stupid", 'cause I
didn't write any. Telepathic Counter is wildly less effective than
Telepathic Misdirection in the vast majority of the situations one
would use them, yes. Stupid? No. You were the one who introduced the
word "stupid" to the discussion.
-Peter
Alias wrote:
> Not too bad for a "clearly inferior card", which needs to be fixed :)
>
> again, usenet provides me with a big LOL.
And usenet provides me with a big laugh at how quickly discussions
become misconstrued. Where in this discussion is anyone claiming that
Telepathic Counter needs to be fixed?
Telepathic Counter is clearly inferior to Telepathic Misdirection, in
terms of efficient bleed defense. It is fine, in and of itself, but
because AUS allows you to use Telepathic Misdirection instead of
Telepathic Counter, Telepathic Counter gets the short shrift. Which is
why I am suggesting that non Auspex disciplines should have access to
bleed reduction of a similar power level of Telepathic Counter.
This does not equate "Telepathic Counter needs to be fixed". I'm not
quite sure where you got that from.
-Peter
dome wrote:
> Oh, and you don't have to have a deck with "regularly multiple untapped
> minions" to properly use TC. You get a TC, leave a 5-cap with AUS
> untapped. Or have a hand full of TC's, leave 2 minions untapped, and
> watch the bleeder waste his actions.
Or, you could do the same thing, watch the bleeder waste his actions,
and make your prey lose 6-10 pool at the same time. I dunno about you,
but the second seems like a much better deal to me.
> And you reshuffle your hand. And,
> as far as bleeding for 3+ goes, it's irresponsible and risky, and no
> good bleeder is ever going to go over 3, because of AI, deflections,
> misdirections, and such.
And yet, people still do it all the time. And win by doing so all the
time. 'Cause the gain that you get by bleeding for 5+ is so huge
compared to the risk of getting occasionally AIed and Deflected when
you can't Spying Mission makes it worth doing. Bleeding for more than 3
in a Supersar deck is a bad idea, as if your single important vampire
gets AIed, that is usually the end of the game. But bleeding for 4+
with mid sized, generic minions (Malkavians, Lasombra, Kisayid, anyone
with Presence, anyone with Dominate) has a vastly inappropriate gain vs
risk ratio.
> I really don't remember the last time I've seen
> a good bleeder going over 3 in my surrounding.
You live in a special and wonderful place, apparently. Where no one
ever bleeds for more than 3 and Telepathic Counter is the best bleed
defense in the world. If only we all lived there.
-Peter
Fred Scott wrote:
> But since more ways of constucting defense this game does NOT need,
> I'm just as happy not to create more. I'd much prefer that another
> means of ousting your prey were added to the game.
See, I don't know that this is true. Yeah, it is easy to defend one's
self, as long as you are playing Dominate or Auspex. If you aren't
playing one of those disciplines, and you sit down stream from a heavy
bleed deck, you are likely just dead regardless of what your deck does.
I think adding more viable (i.e. flexible) bleed defense to non
Dominate/Auspex disciplines would not make the game harder to play. It
would just make Dominate/Auspex less of a necessity. Instead of seeing
50% of the decks in the game having some amount of Dominate in them
(simply because Deflection is so good), you'd have the same number of
decks with bleed defense, but fewer of them would involve Dominate,
say.
-Peter
dome <le...@email.htnet.hr> wrote in news:e9iee2$g66$1...@ss408.t-com.hr:
> pd...@lightlink.com wrote:
>>> I realize that, yeah, once and a while, you'll have a deck where you
>> regularly have multiple untapped minions with AUS>
>
>
> Oh, and you don't have to have a deck with "regularly multiple
> untapped minions" to properly use TC. You get a TC, leave a 5-cap with
> AUS untapped. Or have a hand full of TC's, leave 2 minions untapped,
> and watch the bleeder waste his actions. And you reshuffle your hand.
> And, as far as bleeding for 3+ goes, it's irresponsible and risky, and
> no good bleeder is ever going to go over 3, because of AI,
> deflections, misdirections, and such.
Yeah, that turns out to be simply Not Accurate. It turns out, AI is
typically a very acceptable risk vs. the return you get in bleed offense,
given the low per-minion investment made by the bleeder, and big bleeders
now pack tech so as to deal with bleeds going astray (cf. Short Leash
Bleed, Responsible Bleed).
> I really don't remember the last
> time I've seen a good bleeder going over 3 in my surrounding. Those
> kind of bleeds end up at seriously fuck up places around the table, or
> get the bleeding minion burned. Or generate so much hate from usually
> no-bleed-defense-combat's that they're happy to go cross table torn
> signpost-grapple-blur-agg burn them.
Cool! Now all you have to do, is realize how your local meta-game is
affecting your assessment of TC vs. TM, and you'll be set!
DZ
AW
atomweaver wrote:
> Cool! Now all you have to do, is realize how your local meta-game is
> affecting your assessment of TC vs. TM, and you'll be set!
Dave, will you marry me?
-Peter
Derek Ray wrote:
> sutekh_23 wrote:
> > Xian wrote:
> > > [ stuff about Ecstasy, Banner of Neutrality]> >
> > Played by themselves they only reduce a bleed by one true but if you
> > play both thats a reduction of possibly 2 and they can be played by the
> > same minion. Not saying its superior to TC just that it does work.
So you're going to use 2 cards to reduce a bleed by 2? How many slots
are you devoting to this tactic? I've *seen* this done, I just think
it's...wasteful.
> > Besides, is bleed reduction really a waste? If your getting bled for 5
Ineffective bleed reduction is a waste. Reducing a bleed of 5 by 1
just delays the inevitable.
Alternatively, consider that reducing a Govern the Unaligned bleed (3)
by 1 reduces it to a bleed of 2, still worth the acting vampire paying
1 blood. Reducing the GtU by 2 turns it into a normal bleed of 1 (that
costs 1)...to me, that 2 reduction is kind of a watershed point.
> > it may seem that way but anything that keeps my pool IN my pool is a
> > good thing to my mind.
>
> Yes. Bleed reduction of less than 2 is garbage.
> Telepathic Counter sees play ONLY for its superior.
Yup. Well, people play it at inferior if forced to by a bad crypt draw
or something, but I don't think I've ever seen anyone put TC in a deck
that only had aus.
> Folderol sees play because:> - -- You can draw table hate by randomly neutralizing bleeds.
I prefer to think of it as "gaining table love".
> Note that Folderol doesn't see play as bleed defense in and of itself;
> only when coupled with TC or when intended to be used as an aggressive
> means of forcing your prey to show his bleed mods or bleed for 0.
Also true.
Xian
mostly just plays bleed redirection anyway
<pd...@lightlink.com> wrote in message
news:1153229165.4...@b28g2000cwb.googlegroups.com...
> Alias wrote:>> Not too bad for a "clearly inferior card", which needs to be fixed :)
>>
>> again, usenet provides me with a big LOL.>
> And usenet provides me with a big laugh at how quickly discussions
> become misconstrued. Where in this discussion is anyone claiming that
> Telepathic Counter needs to be fixed?
...er, ahem...too much hubris, Peter. I may have said something that
sounded an awful lot like (but wasn't exactly) that.
Fred
pd...@lightlink.com wrote:
> Alias wrote:
> > Not too bad for a "clearly inferior card", which needs to be fixed :)
> >
> > again, usenet provides me with a big LOL.
>
> And usenet provides me with a big laugh at how quickly discussions
> become misconstrued. Where in this discussion is anyone claiming that
> Telepathic Counter needs to be fixed?
come and see, and I saw:
"If, however, TC at superior AUS were something like "Reduce a bleed by
2 and the acting minion does not untap as normal during its next untap
phase." That's a card I would play with."
"It's not so much that Telepathic Counter is redundant to Telepathic
Misdirection. It's just that it's not good enough. Make it a
reduction
of 2 at inferior and 3 at superior, and there would be a good division
of decks between bleed bounce and bleed reduction."
>> Telepathic Counter is clearly inferior to Telepathic Misdirection, in
> terms of efficient bleed defense.
it is not, but you can try to repeat this more times, maybe the reality
will change for you :)) there were arguments said, you didnt reply to
them yet - so lets discuss :)
> because AUS allows you to use Telepathic Misdirection instead of
> Telepathic Counter, Telepathic Counter gets the short shrift. Which is
> why I am suggesting that non Auspex disciplines should have access to
> bleed reduction of a similar power level of Telepathic Counter.
In the first place, I agree with Fred Scott, that this game doesnt
really need more defensive options for *any* clan.
The games are already too slow and boring sometimes.
If you feel that clans without AUS or DOM are so handicapped, give them
more *offensive* power, to compensate for their lesser durability.
>
> This does not equate "Telepathic Counter needs to be fixed". I'm not
> quite sure where you got that from.
btw, please, dont always stick to one sentence from my post, try to
reply to the obvious main issue, which is:
To simplify it, TM is an anti-big bleed tech, TC is anti-weenie tech.
If you have 2 minions bleeding for 5 behind you, TM is great. So is TC,
if there is 5 minions bleeding for 2 each - and you dont have infinite
amount of blood and WWEF available.
>
> -Peter
I wrote:
> I'm sure if you
> went to the TWDA and searched to see how many decks contained
> Telepathic Misdirection compared to how many decks contained Telepathic
> Counter, you would be (apparently) surprised.
So feeling full of beans, I did just this. I checked the decks in the
TWDA from today back till Origins, 2004 (Which was last weekend of
June, as two full years of tournament winning decks seemed like a
reasonable sample, but I'm sure we could go back further and the same
thing would hold), and here is what I found:
-Telepathic Misdirections shows up in 72 (seventy two) of the decks in
the sample.
-Telepathic Counter shows up in 17 (seventeen) of the decks in the
sample. In the vast majority of those 17 occurances of Telepathic
Counter, the deck also has Telepathic Misdirection, and more of them as
well. There were a couple decks that had Telepathic Counter and no
Telepathic Misdirection. And a couple decks that had a lot of
Telepathic Counter and a few Telepathic Misdirection. But mostly, there
was a bunch of Telepathic Misidrection and a few Telepathic Counters
thrown in.
Please carry on with the discussion.
-Peter
Fred Scott wrote:
> ...er, ahem...too much hubris, Peter.
Which inevitably gets me struck down. Damn those gods.
> I may have said something that
> sounded an awful lot like (but wasn't exactly) that.
Sure, but in the context of "how do you make Telepathic Counter as good
as Telepathic Misdirection", not in the conext of "Telepathic Counter
is bad in and of itself."
I think if bleed bounce didn't exist? Telepathic Counter would probably
be everyone's favorite card. As a lot of other people pointed out
elsewhere, Telepathic Counter doesn't necessarily need upgrading,
bounce probably needs downgrading.
-Peter
pd...@lightlink.com wrote:
> So feeling full of beans, I did just this. I checked the decks in the
> TWDA from today back till Origins, 2004 (Which was last weekend of
> June, as two full years of tournament winning decks seemed like a
> reasonable sample, but I'm sure we could go back further and the same
> thing would hold), and here is what I found:
See, this is why I need to get back on my project of charting all the
TWDA decks.
Dang. Gotta get on that. Soon...ish.
Xian
lazy
Alias wrote:
> "If, however, TC at superior AUS were something like "Reduce a bleed by
> 2 and the acting minion does not untap as normal during its next untap
> phase." That's a card I would play with."
>
> "It's not so much that Telepathic Counter is redundant to Telepathic
> Misdirection. It's just that it's not good enough. Make it a
> reduction of 2 at inferior and 3 at superior, and there would be a good division
> of decks between bleed bounce and bleed reduction."
Which is an argument to make Telepathic Counter as good as Telepathic
Misdirection, which is a different argument than simply "Telepathic
Counter needs an upgrade". 'Cause bleed bounce is arguably already too
good, and asking to upgrade Telepathic Counter to the level of
Telepathic Misdirection is asking, essentially, to upgrade everything
in the game to the most powerful measuring stick. Like, yeah, a few
people mentioned making Telepathic Counter better, but I don't think
anyone actually cares if this happens or not.
> it is not, but you can try to repeat this more times, maybe the reality
> will change for you :)) there were arguments said, you didnt reply to
> them yet - so lets discuss :)
Please go look at my numbers from the TWDA. I suspect that a 72 to 17
disparity of Telepathic Misdirection to Telepathic Counter certainly
supports the idea that Telepathic Misdirection is far more efficient.
-Peter
"Kevin Walsh" <hja...@redbrick.dcu.ie> wrote in message
news:1153226039.7...@b28g2000cwb.googlegroups.com...
> Now clearly, in the first scenario, investing entirely in TMs is the
> way to go. In the second scenario, two TCs isn't the way to go, and
> arguments can be made on both sides of the question as to whether to go
> with two TMs, or one TC and one TM. So TM is looking better, right?
>
> Well, how about scenario 3? I will be bled by 4 guys for 1, who will
> not be bleeding with stealth, but will tear my head off if I block.
(yadda, yadda)
Same as the last guy: cook up specific scenarios and present them as if
they accurately demonstrate the relative value of the two cards when they
don't. For one thing, I don't think you're paying as much attention to
Telepathic Counter not tapping the defender as you should. For
instance, I didn't see you give any mouth time to the point that
playing two Telepathic Misdirections in the same turn requires that you
leave two vampires untapped or have a Wake as well. Or that reducing
the bleed leaves you untapped to simply block another guy eventually.
In my experience, it's much more common to be bled by four guys for one
at no stealth who will NOT tear your head off if you block than the way
you proposed it. If my predator has four vampire who can tear my
vampires' heads off if they block, then fuck it. I'll let 'em have the
extra bleed for one. They deserve it.
Fred
<pd...@lightlink.com> wrote in message
news:1153229781.8...@m73g2000cwd.googlegroups.com...
> Fred Scott wrote:>> But since more ways of constucting defense this game does NOT need,
>> I'm just as happy not to create more. I'd much prefer that another
>> means of ousting your prey were added to the game.>
> See, I don't know that this is true. Yeah, it is easy to defend one's
> self, as long as you are playing Dominate or Auspex. If you aren't
> playing one of those disciplines, and you sit down stream from a heavy
> bleed deck, you are likely just dead regardless of what your deck does.
Good. There SHOULD be such disciplines. Because, frankly, I don't
actually see "heavy bleed decks" winning that much and I haven't for a
long time. Especially in the finals, where I see far too many timeouts
with no one winning or people having to negotiate in order to put any
pressure on their prey without the whole table ganging up on them.
I don't think the ACTUAL CONCEPT that heavy bleed decks can once in
while get an oust without the whole table's permission is necessarily a
bad thing.
> I think adding more viable (i.e. flexible) bleed defense to non
> Dominate/Auspex disciplines would not make the game harder to play.
I would make it yet harder for people to get ousts. More bleed defense
is not what the game needs. Those "non Dominate/Auspex" disciplines
need better ways to get faster ousts.
Fred
<pd...@lightlink.com> wrote in message
news:1153235052.5...@35g2000cwc.googlegroups.com...
> I think if bleed bounce didn't exist? Telepathic Counter would probably
> be everyone's favorite card.
Hmmm. I'm not sure about that. But I suppose it would see more use.
> As a lot of other people pointed out
> elsewhere, Telepathic Counter doesn't necessarily need upgrading,
> bounce probably needs downgrading.
I think I'd go with that. I'd also want Deflection downgraded,
while you're at it.
Fred
Fred Scott wrote:
> Good. There SHOULD be such disciplines. Because, frankly, I don't
> actually see "heavy bleed decks" winning that much and I haven't for a
> long time.
See, I don't actually think this is true. Heavy bleed (i.e. Malk94,
weenie dominate, weenie presence, whatever) *still* is the most
effective method to actually win a game. And they still win games all
the time.
> Especially in the finals, where I see far too many timeouts
> with no one winning or people having to negotiate in order to put any
> pressure on their prey without the whole table ganging up on them.
> I don't think the ACTUAL CONCEPT that heavy bleed decks can once in
> while get an oust without the whole table's permission is necessarily a
> bad thing.
I think this is an impression 'caused by personalities rather than
rules. The best players tend to not play much heavy bleed, as they tend
to like experimenting with other stuff. So the best players still get
in the finals, and aren't playing heavy bleed decks for reasons other
than "cause they aren't good at winning". Heavy bleed decks still oust
and win games with regularity.
> I would make it yet harder for people to get ousts. More bleed defense
> is not what the game needs. Those "non Dominate/Auspex" disciplines
> need better ways to get faster ousts.
It isn't hard to get ousts now. I played in a total of 6 tournaments at
Origins, playing 14 games. Of those games, 1 timed out. That is
including the draft games. I'm simply not seeing the same environment
that you are. Yeah, sometimes games time out. Especially final games
with lots of very heady/scheemy/talky players. But not as much as you
seem to think. And heavy bleed decks still oust reliably and win.
-Peter
pd...@lightlink.com wrote in news:1153233348.592317.108100
@h48g2000cwc.googlegroups.com:
[ quoted text not captured ]
Sorry, dude. It's not that you aren't _dead_ sexy, but I'm pretty well
taken (Amy and I passed 13 years, as of April).
DaveZ
Atom Weaver
Xian wrote:
> Derek Ray wrote:
> > sutekh_23 wrote:
> > > Xian wrote:
> > > > [ stuff about Ecstasy, Banner of Neutrality]
> > >
> > > Played by themselves they only reduce a bleed by one true but if you
> > > play both thats a reduction of possibly 2 and they can be played by the
> > > same minion. Not saying its superior to TC just that it does work.
>
> So you're going to use 2 cards to reduce a bleed by 2? How many slots
> are you devoting to this tactic? I've *seen* this done, I just think
> it's...wasteful.
>
Yeah, it is wasteful on its own(using both cards), but as others have
pointed out this, like every other subject discussed on this forum, is
local metagame dependant. if my predator is constantly only bleeding
for 1 or 2 then bleed reduction is fine (however it is done) If I'm
constantly being bled for 3+ then, not so good and bounce or AI becomes
a more attractive option. By the way, I personaly don't use this tactic
nor do I think its a good one, i'm just trying to keep my comments
within the realms of the stated topic i.e: Auspexless bleed reduction.
> > > Besides, is bleed reduction really a waste? If your getting bled for 5
>
> Ineffective bleed reduction is a waste. Reducing a bleed of 5 by 1
> just delays the inevitable.
>
How many games have you seen someone claw their way back into the game
after having been reduced to ONE measly pool? If there is one thing
i've learnt whilst playing V:tes its not to pack up your cards until
that pool is beyond a shadow of a doubt, gone. Anything that helps me
survive can also help me to win.
[ quoted text not captured ]
....make them cost a pool like they were originally printed in Jyhad
Comments Welcome.
Norman S. Brown, Jr
XZealot
Archon of the Swamp
<pd...@lightlink.com> wrote in message
news:1153236463.0...@m73g2000cwd.googlegroups.com...
> Fred Scott wrote:>> Good. There SHOULD be such disciplines. Because, frankly, I don't
>> actually see "heavy bleed decks" winning that much and I haven't for a
>> long time.>
> See, I don't actually think this is true. Heavy bleed (i.e. Malk94,
> weenie dominate, weenie presence, whatever) *still* is the most
> effective method to actually win a game. And they still win games all
> the time.
I'm not sure what "Malk94" is. But I agree, weeny bleeds of the various
sorts is still a pretty sensitive area. But where the level of
tournament competence is fairly high, it's usually not so much a matter
of winning games as it is throwing table balance way off. It's hard to
stop them from getting their first oust and when they are prevented, the
"victim" almost always winds up in pretty bad shape anyway. But I
usually see such decks getting more table hate than they can stand to
have any chance of getting a table win.
But what of it? Tupdog decks and original tech Imbued decks are worse
in this respect. All of these decks need fixing (and disciplineless
bounce or a better Telepathic Counter is not going to do it).
>> Especially in the finals, where I see far too many timeouts
>> with no one winning or people having to negotiate in order to put any
>> pressure on their prey without the whole table ganging up on them.
>> I don't think the ACTUAL CONCEPT that heavy bleed decks can once in
>> while get an oust without the whole table's permission is necessarily a
>> bad thing.>
> I think this is an impression 'caused by personalities rather than
> rules. The best players tend to not play much heavy bleed, as they tend
> to like experimenting with other stuff.
It's not "experiementing with other stuff". The players at the finals
tables represent the best players in the tournament - and their decks
are defensive. Why? Because it WORKS, that's why. Simple Darwinism
tells you what you need to know about what's wrong with this game.
Defensive play works. So you often get five defensive players in the
finals and get ready for a snorefest.
We don't need more imaginative means of constructing defensive decks.
We need enough different routes to go offensively that it's a lot
harder to rely on your defense.
>> I would make it yet harder for people to get ousts. More bleed defense
>> is not what the game needs. Those "non Dominate/Auspex" disciplines
>> need better ways to get faster ousts.>
> It isn't hard to get ousts now. I played in a total of 6 tournaments at
> Origins, playing 14 games. Of those games, 1 timed out.
I don't worry about the preliminary games so much. I don't see an
alarming number of timeouts in the preliminary games, either. It's
the finals that concern me. Because the people who get to the finals
did so because their style of play works. And the fact that their
style is much more often a defensive style than the population at
large says a lot.
Fred
sutekh_23 wrote:
> Xian wrote:
> >
> > So you're going to use 2 cards to reduce a bleed by 2? How many slots
> > are you devoting to this tactic? I've *seen* this done, I just think
> > it's...wasteful.
> >
> Yeah, it is wasteful on its own(using both cards), but as others have
> pointed out this, like every other subject discussed on this forum, is
> local metagame dependant. if my predator is constantly only bleeding
Okay, true.
> for 1 or 2 then bleed reduction is fine (however it is done) If I'm
> constantly being bled for 3+ then, not so good and bounce or AI becomes
> a more attractive option. By the way, I personaly don't use this tactic
I guess I just have trouble imagining a metagame where (for an extended
period) there:
a) is no one bleeding for more than 1 or 2 ever
b) no one playing bounce
c) people willing to devote something on the order of 20 card slots to
bleed reduction
> nor do I think its a good one, i'm just trying to keep my comments
> within the realms of the stated topic i.e: Auspexless bleed reduction.
Understood.
> > Ineffective bleed reduction is a waste. Reducing a bleed of 5 by 1
> > just delays the inevitable.
> >
> How many games have you seen someone claw their way back into the game
> after having been reduced to ONE measly pool? If there is one thing
Claw their way back and actually win? Not many. Mostly just Jay
Kristoff.
> i've learnt whilst playing V:tes its not to pack up your cards until
> that pool is beyond a shadow of a doubt, gone. Anything that helps me
> survive can also help me to win.
Nor am I suggesting that you should quit before you're really and truly
done.
It's just that bleed reduction for 1 is generally vastly inefficient
compared to every other method of dealing with bleeds. You just spent
1/90th of your deck (or 1/45th if you used a Wake) on reducing the
innate, cardless bleed that any vampire can take. Generally, I can't
afford to do stuff like that for the savings of 1 pool. I'd rather
spend that card slot on gaining pool or better defense or something.
Xian
a friend in need is a friend indeed, and a friend with bleed is better?
pd...@lightlink.com napsal:
[ quoted text not captured ]
You are right. TM is used more often that TC. And what does it prove?
See, I was also really bored today, so I made the total count of TCs in
the TWDA and it is something around 260.
260 copies of a "clearly inferior card"? what motivation those
tournament winners had to play, in your opinion, clearly suboptimal
decks? simple masochism, desire for a challenge, they didnt have enough
TMs in their box? I dont think so. if a card is clearly inferior,it
tends to appear in the winning decks not-at-all, except, maybe, for the
reasons mentioned above.
Fred Scott wrote:
> In my experience, it's much more common to be bled by four guys for one
> at no stealth who will NOT tear your head off if you block than the way
> you proposed it. If my predator has four vampire who can tear my
> vampires' heads off if they block, then fuck it. I'll let 'em have the
> extra bleed for one. They deserve it.
IME if they can only bleed for one, they can probably knock your block
off. Generally.
Xian wrote:
> sutekh_23 wrote:
> > Xian wrote:
> > >
> > > So you're going to use 2 cards to reduce a bleed by 2? How many slots
> > > are you devoting to this tactic? I've *seen* this done, I just think
> > > it's...wasteful.
> > >
> > Yeah, it is wasteful on its own(using both cards), but as others have
> > pointed out this, like every other subject discussed on this forum, is
> > local metagame dependant. if my predator is constantly only bleeding
>
> Okay, true.
>
> > for 1 or 2 then bleed reduction is fine (however it is done) If I'm
> > constantly being bled for 3+ then, not so good and bounce or AI becomes
> > a more attractive option. By the way, I personaly don't use this tactic
>
> I guess I just have trouble imagining a metagame where (for an extended
> period) there:
>
> a) is no one bleeding for more than 1 or 2 ever
> b) no one playing bounce
> c) people willing to devote something on the order of 20 card slots to
> bleed reduction
>
No, don't get me wrong, being bled for 3+ happens often and bouncing is
a staple defence, as is AI. As to C, you might be suprised exactly how
much of a deck is dedicated to bounce. In addition in our local
metagame being the "bouncer" often draws the ire of the combat deck
that you just bounced too and in thier next turn you may find yourself
wishing for minionless bounce as all your vamps have developed sudden
cases of armlessness, headlessness, or are smoking piles of ash on the
floor. Simply reducing a bleed draws no table hate.
> > nor do I think its a good one, i'm just trying to keep my comments
> > within the realms of the stated topic i.e: Auspexless bleed reduction.
>
> Understood.
>
> > > Ineffective bleed reduction is a waste. Reducing a bleed of 5 by 1
> > > just delays the inevitable.
> > >
> > How many games have you seen someone claw their way back into the game
> > after having been reduced to ONE measly pool? If there is one thing
>
> Claw their way back and actually win? Not many. Mostly just Jay
> Kristoff.
>
Maybe not sweep a table, but get a VP, sure.
> > i've learnt whilst playing V:tes its not to pack up your cards until
> > that pool is beyond a shadow of a doubt, gone. Anything that helps me
> > survive can also help me to win.
>
> Nor am I suggesting that you should quit before you're really and truly
> done.
>
I never thought you would :)
Generally, I can't
> afford to do stuff like that for the savings of 1 pool. I'd rather
> spend that card slot on gaining pool or better defense or something.
>
See, I don't understand this comment Xian. You are willing to spend the
slot on gaining pool, but not saving that pool? Admittedly most single
cards wont just gain you just 1 pool, but can you see my point? You can
say it's inefficient use of resources, sure, thats fine, but if I'm not
playing Dominate or Auspex (which I rarely do), cards like dummy corp
and banner of neutrality gain some stature in my eyes.
>
> Xian
> a friend in need is a friend indeed, and a friend with bleed is better?
Sutekh_23
Doesn't like being "forced" to play disciplines
pd...@lightlink.com wrote:
>
> Telepathic Counter is clearly inferior to Telepathic Misdirection, in
> terms of efficient bleed defense.
>
I won't go as far as the other poster, since I respect you, Peter
(well, at least to some degree... =P ;) ), but I think this
statement is just plain false. First off, weenie bleed is, depending
on metagame, often more scary than bazooka bleed. TC is way better
against weenie bleed. In addition, bounce is most effective when you
attempt to block, because when they stealth past, you suddenly have a
stealth bleed against your opponent. (I'm not saying, it's only useful
when you attempt to block, but generally more so.) When you attempt to
block, you run the risk of a) cycling your opponent's hand, or b)
actually succeeding in your block, which if you have a bounce in your
hand, is often not what you really wanted. When you bounce without
blocking, most of the advantage of bounce over TC is lost, since your
prey just blocks. If he has plenty of untap, or the responsible
bleeder Changes Target, then he has lost little.
Telepathic Counter, on the other hand, denies your predator the ability
to cycle. Even in the case where you bounce without blocking, your
predator usually has the choice of stealthing past your prey (good for
you, but may also be good for him), or cycling combat cards. With TC,
you don't tap a vamp, you don't spend a blood, and you don't give him
the opportunity to cycle anything but bleed mods.
As such, TC over TM is a strongly meta-game dependent variable, as well
as being based on your deck having large vamps versus small vamps
(large vamps, IME, tend to prefer TM, small vamps prefer TC). And then
there's the small bonus that TC helps with withdrawing, if you end up
wanting/needing to do that.
Alias wrote:
> You are right. TM is used more often that TC. And what does it prove?
> See, I was also really bored today, so I made the total count of TCs in
> the TWDA and it is something around 260.
Did you count the number of copies of Telepathic Misdirection?
Xian
Fred Scott wrote:
> > See, I don't actually think this is true. Heavy bleed (i.e. Malk94,
> > weenie dominate, weenie presence, whatever) *still* is the most
> > effective method to actually win a game. And they still win games all
> > the time.
>
> I'm not sure what "Malk94" is.
Malk94 is I assume Malkavian Dom Obf Bleed, with entirely cards from
the Jyhad set. Gilbert Duane, Didi Meyers, Bonding, Threats,
Conditioning, Govern, etc etc.
best -
chris
>>> See, I don't actually think this is true. Heavy bleed (i.e. Malk94,
>>> weenie dominate, weenie presence, whatever) *still* is the most
>>> effective method to actually win a game. And they still win games all
>>> the time.>>
>> I'm not sure what "Malk94" is.
I believe this is a statement that exemplifies how Fred is "deliberately
obtuse". :)
Ankur
"bluedevil" <david.che...@gmail.com> wrote in message
news:1153239555.2...@m79g2000cwm.googlegroups.com...
[ quoted text not captured ]
Four different vampires? All combat monsters? No, not usually. Usually
that's where someone's trying to overwhelm you with harmless weenies.
And it usually says more about your inability to knock _their_ blocks
off then the other way 'round. Because if you're a real threat to torp
one of them (or more, if you have Wakes in your hand), three bleed isn't
enough payoff to allow that.
Fred
"Xian" <xi...@visi.com> wrote in message
news:1153241652.9...@h48g2000cwc.googlegroups.com...
[ quoted text not captured ]
I think his point was not about which is the better/more useful card
overall. His point was that if Telepathic Misdirection was perceived
as positively obsolescing Telepathic Counter, you wouldn't see any
copies of it in TWDA at all, or next to none. Why would a good,
tournament-winning player ever choose to use one? Wherever you
wanted one, just replace it with the just-as-common Telepathic
Misdirection.
So the point is that although overall TM may be the better card,
some decks and/or some metagame environments call for Telepathic
Counter instead.
Fred
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message
news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
[ quoted text not captured ]
'scuse me, sir. Can I ask someone for a fucking definition to a term they
used without PLEASE being accused of being "deliberately obtuse"? Is that
asking too much?
sheesh
Fred Scott wrote:
> "Xian" <xi...@visi.com> wrote in message
> news:1153241652.9...@h48g2000cwc.googlegroups.com...
> > Alias wrote:
> >> You are right. TM is used more often that TC. And what does it prove?
> >> See, I was also really bored today, so I made the total count of TCs in
> >> the TWDA and it is something around 260.
> >
> > Did you count the number of copies of Telepathic Misdirection?
>
> I think his point was not about which is the better/more useful card
> overall. His point was that if Telepathic Misdirection was perceived
> as positively obsolescing Telepathic Counter, you wouldn't see any
> copies of it in TWDA at all, or next to none. Why would a good,
> tournament-winning player ever choose to use one? Wherever you
> wanted one, just replace it with the just-as-common Telepathic
> Misdirection.
Ah, I understood it as an attempt to confuse the issue, by avoiding
Peter's point, and coming up with an unrelated number without providing
the corresponding number for the other card he was talking about.
Xian
> > pd...@lightlink.com wrote:
> > > but 90% of the time, the deck is just going to use
> > > Telepathic Misdirection instead.
> >
> > this must be the stupidest thing i have read on this newsgroup so far.
>
> Durp durp! I eat paint! And taunt sharks! And catch javelins! And
> combo Coma with Tortured Confessions! Durp!
This MUST be the stupidest thing I read on this newsgroup that I didn't
write myself.
And one of the funniest too. But then I do love Monty Python...
--
Orpheus
Nearly made it to LSJ's Killfile !!
>> I believe this is a statement that exemplifies how Fred is
>> "deliberately obtuse". :)>
> 'scuse me, sir. Can I ask someone for a fucking definition to a term
> they used without PLEASE being accused of being "deliberately obtuse"?
> Is that asking too much?
Not usually, no. I find it ridiculously hard to believe that a long-time
player such as yourself is unaware of what the term "Malk94" is, coming
from a knowledgeable individual such as Peter. I'm not nearly as
long-standing a player as the two of you, and *I* know what it means.
I call shennanigans.
Ankur
"Fred Scott" <nos...@no.spam.dot.com> wrote in message
news:7WTug.2607$Mz3.796@fed1read07...
> <pd...@lightlink.com> wrote in message
> news:1153167080....@m73g2000cwd.googlegroups.com...>> As noted by many previously, Auspex having bleed reduction is, for the
>> most part, redundant, as if you can use superior Telepathic Counter,
>> you can also play Telepathic Misdirection, and as bleed bounce is *so*
>> much better than bleed reduction, Telepathic Counter (and as such,
>> bleed reduction as a general defense) mostly gets left by the wayside.>
> It's not so much that Telepathic Counter is redundant to Telepathic
> Misdirection. It's just that it's not good enough. Make it a reduction
> of 2 at inferior and 3 at superior, and there would be a good division
> of decks between bleed bounce and bleed reduction.
>> But since more ways of constucting defense this game does NOT need,
> I'm just as happy not to create more. I'd much prefer that another
> means of ousting your prey were added to the game.
I would very much prefer that another means of ousting your prey is *not*
added to the game. That is, if you mean "another means besides reducing
their pool to 0". If you just mean "another means of reducing your prey's
pool to 0", I would be totally fine with that. I just don't want to see
anything else like Brinksmanship. I think effects like that totally destroy
the inherent balance and beauty of VTES.
I would say you make a good point about defense currently appearing to be
stronger, relative to offense, than is ideal for the VTES environment, since
offense beating defense is what makes games come to an end at a decent pace.
No argument there. I'm just picky about some of the core elements of VTES.
:-)
Josh
snobby connoisseur of ousting mechanisms
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
>>> I believe this is a statement that exemplifies how Fred is "deliberately obtuse". :)>>
>> 'scuse me, sir. Can I ask someone for a fucking definition to a term they used without PLEASE being accused of being
>> "deliberately obtuse"? Is that asking too much?>
> Not usually, no. I find it ridiculously hard to believe that a long-time player such as yourself is unaware of what the term
> "Malk94" is, coming from a knowledgeable individual such as Peter.
I don't know why you think that when the term is hardly very popular.
A google search of this newsgroup turns up all of *five* hits -
including this thread. The earliest usage was January 5th of this
year. So what has being a "long-time" player have to do with anything?
And, while the name is clearly suggestive of some sort of retro Malk
deck popular 10 years ago, obviously I can't know if there's supposed to
be some special feature to the deck implied in the name unless I
actually ask, can I?
Frankly, I think you're kind of fixated on "deliberately obtuse" thing
because I have no problem questioning orthodox thinking about strategy
in this newsgroup. If someone questions your beloved doctrines and
tenets in public, it's comforting to accuse them of being deliberately
obtuse. But not very accurate.
Fred
Alias wrote:
> You are right. TM is used more often that TC. And what does it prove?
That Telepathic Misdirection is considered more useful than Telepathic
Counter. Which has been my point all along.
> See, I was also really bored today, so I made the total count of TCs in
> the TWDA and it is something around 260.
As an aside, 260, as a point of data, illustrates nothing at all. We
don't know how many decks those are in (10? 50? 100? 300?), or how many
Telepathic Misdirections are in decks as a comparison. Maybe I'll make
that point of data into something useful.
> 260 copies of a "clearly inferior card"? what motivation those
> tournament winners had to play, in your opinion, clearly suboptimal
> decks?
I'm not quite sure why you are taking my statement that Telepathic
Misdirection is just better than Telepathic Counter as such an afront.
I think it is quite obvious that Telepathic Misdirection is just
better. I mean, yeah, once and a while, a deck might want to use
Telepathic Counter in preference (Heck, I have such a deck--it uses 12
Telepathic Counters and zero Telepathic Misdirections. But it is a
fringe deck. And not very good.) And once and a while, you might want
to include some Telepathic Counters *with* your Telepathic
Misidrections. But trying to claim that Telepathic Counter is as good
as, or better than, Telepathic Misdirection strikes me as folly.
-Peter
Fred Scott wrote:
> So the point is that although overall TM may be the better card,
> some decks and/or some metagame environments call for Telepathic
> Counter instead.
I've never claimed otherwise. I'm pretty certain that in my initial
post in this thread, I said something along the lines of "Once and a
while, you'll have a deck where Telepathic Counter is preferable to
Telepathic Misdirection, but most of the time, not so much."
Which is pretty much what I am seeing in the TWDA. And what I have seen
in play.
-Peter
Chris Berger wrote:
> I won't go as far as the other poster, since I respect you, Peter
> (well, at least to some degree... =P ;) ), but I think this
> statement is just plain false.
See, but I'm unconvinced that it is. Weenie bleed generally still
bleeds for more than 2 per action and the Telepathic Misdirection is
still sending the bleed to your prey. In a small number of situations,
TC is going to be preferable. But not many. To the point that if you
are walking into a blind environment (like, say, a tournament), most
people in most cases are going to choose Telepathic Misdirection over
the Counter.
-Peter
"Joshua Duffin" <joshduff...@SPAM.gmail.com> wrote in
message news:4i4shdF...@individual.net...
> "Fred Scott" <nos...@no.spam.dot.com> wrote in message
> news:7WTug.2607$Mz3.796@fed1read07...>> But since more ways of constucting defense this game does NOT need,
>> I'm just as happy not to create more. I'd much prefer that another
>> means of ousting your prey were added to the game.>
> I would very much prefer that another means of ousting your prey is *not*
> added to the game. That is, if you mean "another means besides reducing
> their pool to 0". If you just mean "another means of reducing your prey's
> pool to 0", I would be totally fine with that. I just don't want to see
> anything else like Brinksmanship. I think effects like that totally destroy
> the inherent balance and beauty of VTES.
>
> I would say you make a good point about defense currently appearing to be
> stronger, relative to offense, than is ideal for the VTES environment, since
> offense beating defense is what makes games come to an end at a decent pace.
> No argument there. I'm just picky about some of the core elements of VTES.
> :-)
I'm not sure I'm as afraid of such things as you are, though I'd have to
agree that I don't think the decking/Brinkmanship route to ousting
players has really contributed anything positive to the game. And I would
also agree that a totally new ousting mechanism having nothing to do with
reducing a prey's pool to zero is a pretty radical thing to consider and
has some distinct problems that I think would need to be addressed. All
in all, such animals are probably difficult to do well and should only be
undertaken with a lot of care, testing, and paranoid checking and
rechecking.
Anyway, I wasn't necessarily suggesting such a thing. The "another means
of reducing their pool to 0" is helpful, too. One thing that I'd like to
see are more ways of getting around intercept as a means of pushing actions
through. I see too many viable deck archetypes that place such a heavy
reliance on intercept that it can be difficult to effect ANY kind of offense
against them. That shouldn't be. There should be some real risk to the
all-intercept-defense-very-limited-offense path to victory besides just
that the table might time out and leave you with only half a victory
point.
Fred
Fred Scott wrote:
> "Ankur Gupta"> > Not usually, no. I find it ridiculously hard to believe that a long-time player
> > such as yourself is unaware of what the term
> > "Malk94" is, coming from a knowledgeable individual such as Peter.
>
> I don't know why you think that when the term is hardly very popular.
> A google search of this newsgroup turns up all of *five* hits -
> including this thread. The earliest usage was January 5th of this
> year. So what has being a "long-time" player have to do with anything?
I got 40 hits going back to 2003, searching on: "Malk94" | "Malk 94" |
"Malk 1994" | "Malk '94". Which is, admittedly different from just
searching for "Malk94", but I've certainly seen the terminology before,
and only recently have I seen it abbreviated without the space.
Xian
Fred Scott wrote:
> I'm not sure what "Malk94" is.
Heh. I'm not getting involved in the other part of this particular
aspect of this discussion, but as pointed out "Malk94" or some other
such version of that phrase ("Malk'94", "Malkavian'94" or whatever) has
been floating around here for a while to stand for "Hey! Look at this
deck I have that I put together in 1994! It has Malkavians with
Dominate and Obfuscate!". Which still works. I think I was using the
term "Malk '94" up until recently, when someone else shortened it to
Malk94, which I thought was funny, so I adopted it.
-Peter
>> Not usually, no. I find it ridiculously hard to believe that a
>> long-time player such as yourself is unaware of what the term "Malk94"
>> is, coming from a knowledgeable individual such as Peter.>
> I don't know why you think that when the term is hardly very popular. A
> google search of this newsgroup turns up all of *five* hits - including
> this thread. The earliest usage was January 5th of this year. So what
> has being a "long-time" player have to do with anything? And, while the
> name is clearly suggestive of some sort of retro Malk deck popular 10
> years ago, obviously I can't know if there's supposed to be some special
> feature to the deck implied in the name unless I actually ask, can I?
I think it's quite clear from context what was being discussed. Your quest
for over-precision is precisely what is considered "deliberately obtuse".
A long-standing player would know (within a few card slots) the popular
retro Malk deck from 10 or so years ago. A long-standing player would
consider the fact that such a deck is an ousting cannon (as was abundantly
clear from context). A long-standing player would know that Malkavians
from 1994 had two disciplines that created an obvious and popular
strategy: s&b. There is no archetype that is more vivid for old players
than s&b. Old-school s&b, malk bleed, 94 in the house, whatever. It's not
unknown.
No special feature was required according to context. Simply put: you're
reaching. You're being. . . say it with me, now. . . deliberately obtuse.
> Frankly, I think you're kind of fixated on "deliberately obtuse" thing
> because I have no problem questioning orthodox thinking about strategy
> in this newsgroup. If someone questions your beloved doctrines and
> tenets in public, it's comforting to accuse them of being deliberately
> obtuse. But not very accurate.
I think you're barking up the wrong tree as far as "questioning orthodox
thinking" is concerned. I'm more than willing to concede to correctly-made
points and interesting new angles on issues that I haven't considered. You
can find a wealth of such posts by me to that effect. A large majority of
my posts deal with non-standard responses to things. Post threads that
have been with you include "the benefits of going to torpor when
recruiting cry wolf", "the strength of ani/ser combat", and "the viability
of ousting with brinksmanship". I am sure there are others. In none of
these cases can you *possibly* paint a picture that I'm not questioning
orthodox strategy.
Besides, the above example of you being deliberately obtuse had absolutely
nothing at all to do with a discussion of orthodox. It requires you to
simply *know* what is orthodox.
Ankur
Xian wrote:
> I got 40 hits going back to 2003, searching on: "Malk94" | "Malk 94" |
> "Malk 1994" | "Malk '94". Which is, admittedly different from just
> searching for "Malk94", but I've certainly seen the terminology before,
> and only recently have I seen it abbreviated without the space.
This post, for example:
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/1feed8b9b5914a7c
Xian
> I wrote:
> > I'm sure if you
> > went to the TWDA and searched to see how many decks contained
> > Telepathic Misdirection compared to how many decks contained Telepathic
> > Counter, you would be (apparently) surprised.
>
> So feeling full of beans, I did just this. I checked the decks in the
> TWDA from today back till Origins, 2004 (Which was last weekend of
> June, as two full years of tournament winning decks seemed like a
> reasonable sample, but I'm sure we could go back further and the same
> thing would hold), and here is what I found:
>
> -Telepathic Misdirections shows up in 72 (seventy two) of the decks in
> the sample.
>
> -Telepathic Counter shows up in 17 (seventeen) of the decks in the
> sample. In the vast majority of those 17 occurances of Telepathic
> Counter, the deck also has Telepathic Misdirection, and more of them as
> well. There were a couple decks that had Telepathic Counter and no
> Telepathic Misdirection. And a couple decks that had a lot of
> Telepathic Counter and a few Telepathic Misdirection. But mostly, there
> was a bunch of Telepathic Misidrection and a few Telepathic Counters
> thrown in.
And of course we're just talking Auspex here. If we compare the number of
decks using bleed reducers (including Folderol, and I wouldn't quite include
Confusion of the Eye because the bleed reducer is more a cycling effect than
the reason why I would include it in decks) against the number of decks
using bleed bounce (adding Redirection and Deflection to TM) the numbers
will talk for themselves !!
As a matter of facts, if we looked at the Winning Decks including Bleed
Bounce as opposed to those chosing other solutions (Second Trad, Intercept
without bounce, pool strategies...) we still will have an overwhelming
number of decks chosing to deflect rather than reduce / block.
There must be a reason for that.
--
Orpheus
-------------------------
"You'll regret being so damn abusive when the electric UFO gods transphase
in from dimension ten to appoint me manager of the universe".
The Drummer, in Planetary.
<pd...@lightlink.com> wrote in message
news:1153253918.1...@p79g2000cwp.googlegroups.com...
[ quoted text not captured ]
On further point of technicality (or possible differences of definition), to
my mind, Malk '94 does not imply that all the cards in the deck must have
existed in the 1994 printing of Jyhad. The term "Malk '94" just means we're
talking about group 1/2 Malkavian stealthy bleed decks, which normally will
include a bunch of cards printed later than 1994 (Dreams of the Sphinx,
Direct Intervention, Elder Impersonation, for example). But probably not so
many printed since 1996, I admit. :-)
Josh
maybe erciyes fragments, jake washington, perfectionist, gambit accepted...
"Ankur Gupta" <agu...@cs.duke.edu> wrote in
messagenews:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
>>> Not usually, no. I find it ridiculously hard to believe that a
>>> long-time player such as yourself is unaware of what the term "Malk94"
>>> is, coming from a knowledgeable individual such as Peter.>>
>> I don't know why you think that when the term is hardly very popular. A
>> google search of this newsgroup turns up all of *five* hits - including
>> this thread. The earliest usage was January 5th of this year. So what
>> has being a "long-time" player have to do with anything? And, while the
>> name is clearly suggestive of some sort of retro Malk deck popular 10
>> years ago, obviously I can't know if there's supposed to be some special
>> feature to the deck implied in the name unless I actually ask, can I?>
> I think it's quite clear from context what was being discussed.
It absolutely is not.
> Your quest
> for over-precision is precisely what is considered "deliberately obtuse".
> A long-standing player would know (within a few card slots) the popular
> retro Malk deck from 10 or so years ago.
Sorry, but it is NOT over-precision to assume there might be a special
feature implied by a name like Malk94. To me, I guess that point
seems pretty obvious and I consider your attitude about terminology to be
rather bizarre. A person doesn't know what a name might imply unless he
actually asks - even if it may not have anything to do with the issue at
hand. How hard is that to understand?
> A long-standing player would
> consider the fact that such a deck is an ousting cannon (as was abundantly
> clear from context).
Sure. But who said I didn't understand that? All *I* said was, "I'm not
sure what Malk94 is." Which was true.
> No special feature was required according to context.
No special feature was required. But that doesn't mean no special feature
was present. There's a difference.
> Simply put: you're
> reaching. You're being. . . say it with me, now. . . deliberately obtuse.
Say it with me now...BULLLLLLLLLLSHIT!!! What an arrogant, idiot stance:
"If someone encounters a new term that's suggestive of its meaning, he's
being deliberately obtuse to request clarification about it." I take it
the saying that, "there are no dumb questions", doesn't much rate with
Ankur.
Bah, I'll leave the accusations of ulterior motives since there's no
place productive to go with them. But it's pretty clear to me that
the whole "deliberately obtuse" thing is pretty much just a backhanded
way of belittling someone without actually having to put up some real
argument and discussion about something.
Fred
> One thing that I'd like to
> see are more ways of getting around intercept as a means of pushing actions
> through. I see too many viable deck archetypes that place such a heavy
> reliance on intercept that it can be difficult to effect ANY kind of offense
> against them.
Doesn't that already exist in the form of block fails, better combat,
or a lot of stealth? If you have a problem with intercept walls, play
a deck that takes only 0 stealth actions and they'll jam on intercept.
Nonetheless, I agree with you that timeouts are no fun, and playing
against decks that are intentionally designed without much forward
pressure isn't fun, either. I don't see that as much a flaw in card
design, but the deck building choices of some people.
Ira
> One thing that I'd like to
> see are more ways of getting around intercept as a means of pushing actions
> through. I see too many viable deck archetypes that place such a heavy
> reliance on intercept that it can be difficult to effect ANY kind of offense
> against them.
Doesn't that already exist in the form of block fails, better combat,
[ quoted text not captured ]
"Xian" <xi...@visi.com> wrote in message
news:1153254304....@m73g2000cwd.googlegroups.com...
[ quoted text not captured ]
Heh! That's not a question of obtuseness. That's just my really bad case of CRS
showing. (Especially about things that come up in a long verbose argument.) And
nearly three whole years ago! I'm not sure I even remember what my name was
three years ago.
Fred
(CRS = "Can't Remember, er, Stuff")
Fred Scott wrote:
> Four different vampires? All combat monsters? No, not usually. Usually
> that's where someone's trying to overwhelm you with harmless weenies.
> And it usually says more about your inability to knock _their_ blocks
> off then the other way 'round. Because if you're a real threat to torp
> one of them (or more, if you have Wakes in your hand), three bleed isn't
> enough payoff to allow that.
There's not much point in engaging in dueling "IME's", which is where
this is rapidly heading. But for the sake of clarity, I was thinking
mainly of weenie potence, weenie fortitude (dammit I shouldn't say
this, but..... still the most underrated monster weenie deck out there.
Thank god most people can't resist screwing them up with Force of
Wills), weenie guns, and midcap crypts based around Assamites, Gangrel,
and Nos. The list could go on, but IME what I described as common is
common.
[ quoted text not captured ]
Heh. I wasn't going to mention it, but I *think* I might have been the
one to coin the term. Or maybe not.... it's a pretty natural nickname
to come up with.
<ira...@gmail.com> wrote in message
news:1153255956....@m79g2000cwm.googlegroups.com...
>> One thing that I'd like to
>> see are more ways of getting around intercept as a means of pushing actions
>> through. I see too many viable deck archetypes that place such a heavy
>> reliance on intercept that it can be difficult to effect ANY kind of offense
>> against them.>
> Doesn't that already exist in the form of block fails, better combat,
> or a lot of stealth?
Some ways exist, sure. I'd like more. The more ways there are, the
harder it is to cover all of them, which is my point.
> If you have a problem with intercept walls, play
> a deck that takes only 0 stealth actions and they'll jam on intercept.
Agreed - and then do something else: overwhelm them with numbers or with
better combat or things like Red Herring. But intercept wall decks can
cover a certain amount of them so it's not like these are ultimately
real solutions to the overall problem. The overall problem is that in
the real metagame, you don't encounter intercept walls enough to justify
gearing a whole deck around beating them. For that matter, the problem
isn't exactly total intercept walls as much as it is just the overall
emphasis placed on defense in the better decks; the decks of players
making the final. I'd like to see the overall balance of the game
shifted a bit more towards offense, which I think would be more possible
if there was more variety in the number of offensive stragegies decks
could employ.
> Nonetheless, I agree with you that timeouts are no fun, and playing
> against decks that are intentionally designed without much forward
> pressure isn't fun, either. I don't see that as much a flaw in card
> design, but the deck building choices of some people.
If it were only an occasional problem, I'd agree with you. But I
see these timeouts if finals so often that I have to conclude it isn't
personalities and specific deck building choices that just happened
to turn up by chance in one particular final. It's got to be
because these are good deckbuilding choices that tend to get one
to the final more often.
Fred
"bluedevil" <david.che...@gmail.com> wrote in message
news:1153258370.4...@s13g2000cwa.googlegroups.com...
[ quoted text not captured ]
All right, fair enough. The only one of these I've encountered lately
to speak of are the weeny guns. And you're the only one in the newsgroup
I ever see arguing for efficiency in combat modules (i.e. your advocacy
of "short chain combat") - a stance that seems to dovetail nicely with the
notion of combat weenies of various forms. So I'd nibble it around the
edges: bleeds by four them are somewhat unusual until they've got their
defense straightened away. And saying they can "knock your blocks off"
seems an exaggeration with a lot of these - I was thinking more in terms
of Enkidu or Fatima whose combats frequently end with their victim getting
burned by some means or another. So forgive me if I see more harmless
weenies doing the BleedBleedBleedBleed thing ("let me know if you want
to block any of these and I'll stop", he says, hand rapidly tapping four
minions) than by minions with real combat abilities.
(Not saying such decks aren't a good idea, mind you.)
Fred
Xian napsal:
[ quoted text not captured ]
well, I was naive, and hoped, that a sentence "You are right. TM is
used more often that TC." will clarify that - sorry, next time I will
use capslock for those **** with selective blindness as their defence
in discussions :)
Anyway, this thread is already hopelessly lost, I unfortunately cannot
anyhow enrich a discusion about "issue Malk94", so goodbye guys :)
>
>
> Xian
Fred Scott wrote:
> I'd like to see the overall balance of the game
> shifted a bit more towards offense, which I think would be more possible
> if there was more variety in the number of offensive stragegies decks
> could employ.
Doesn't this just shift the game towards "whoever can oust fastest
wins," with little thought given to defense, though? 'Cause that's the
path of who-has-the-biggest-stealth-bleed/who-has-the-most-weenies, and
those aren't particularly fun. Particularly if everyone at the table is
playing them.
John Eno
<invisibl...@gmail.com> wrote in message
news:1153266146.0...@h48g2000cwc.googlegroups.com...
[ quoted text not captured ]
Not at all. Is any particular archetype really dominant right now?
You're reading too much or the wrong things into what I said. My
point is just that lots of defense is too rewarding, based on the
types of decks that tend to make it to the finals. It's not that
no offense-oriented decks make it to the finals. As was forcefully
pointed out to me last month, apparently weenie Ravnos and !Toredor
decks make it to the finals and win too much in some peoples'
estimation.
Likewise, adding some new elements to the game to outmaneuver
the various defensive modes that are popular (overly popular for
purposes of fun in the game, IME) now is hardly tantamount to
shifting it totally over to heavy stealth bleed and weeny bleed.
At least, not if done correctly. It would just mean that clever
offensively oriented decks would be rewarded more and clever
defensively oriented decks would be rewarded less. And thus we
could expect more finals to actually FINISH, allowing them to be
decided more by metagame choices and good card play and less by
negotiations - which tend to go on endlessly and often uselessly
in the finals.
Fred
In message <1153240883.3...@35g2000cwc.googlegroups.com>, Chris
Berger <ark...@ugcs.caltech.edu> writes:
>Telepathic Counter, on the other hand, denies your predator the ability
>to cycle. Even in the case where you bounce without blocking, your
>predator usually has the choice of stealthing past your prey (good for
>you, but may also be good for him), or cycling combat cards. With TC,
>you don't tap a vamp, you don't spend a blood, and you don't give him
>the opportunity to cycle anything but bleed mods.
But, at the same time, while your predator cycles against your prey,
you've got your prey having to work out how he can afford to take the
bleed, or block it - forcing him to "waste" an untapped minion, or a
wake, or whatever.
This isn't insignificant, because it can disrupt the plans of your prey,
without him having a chance to untap and regroup before you get your
turn to come in and bleed him, or do whatever it is that he might have
been blocking before. So it defends you AND can cause him problems.
In the general case, this is much better for you because it's defence
and helps your offence.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
In message <1153234518.1...@s13g2000cwa.googlegroups.com>,
Alias <ransom...@seznam.cz> writes:
>The games are already too slow and boring sometimes.
>If you feel that clans without AUS or DOM are so handicapped, give them
>more *offensive* power, to compensate for their lesser durability.
That move the game away from a bunch of players interacting with
interestingly crafted offence and defence, towards a bunch of players
just seeing who can get their particularly strong offensive combo off
first.
Without usable, useful defence, it's just a bunch of people playing solo
games that happen to occur one on the same table, and the first one to
assemble their kit wins.
That's very, very, very counter to the design that Garfield set up,
where he wants to balance too much free interaction with too little
sterile non-interaction, whilst giving players different motives and
incentives to guide their interactions into conflicts.
[ quoted text not captured ]
In message <U3bvg.2638$Mz3.788@fed1read07>, Fred Scott
<nos...@no.spam.dot.com> writes:
>Frankly, I think you're kind of fixated on "deliberately obtuse" thing
>because I have no problem questioning orthodox thinking about strategy
>in this newsgroup. If someone questions your beloved doctrines and
>tenets in public, it's comforting to accuse them of being deliberately
>obtuse. But not very accurate.
No, see, you think you're Galileo claiming that the Earth revolves
around the Sun, in blatant disregard of accepted norms.
Unfortunately, you're actually one of his helpers, wondering what people
mean by the word "telescope".
[ quoted text not captured ]
Fred Scott wrote:
> Not at all. Is any particular archetype really dominant right now?
> You're reading too much or the wrong things into what I said. My
> point is just that lots of defense is too rewarding, based on the
> types of decks that tend to make it to the finals.
I think you are right about this. That being said, I don't think giving
non Ausepx disciplines access to viable bleed reduction (i.e. a cards
that let non Auspex disciplines reduce bleeds by 2 at superior, that
are low opportunity cost and flexible) would actually increase the
amount of defense in play.
Currently, every deck built has to answer the question "How is this
deck going to deal with a significant bleed predator". Always. Or it
isn't a viable deck. Which means that all decks are built with some
sort of bleed defense. Which might be bounce (and really, more often
than not, it is). Or might be intercept. Or might be bloat. Or might be
outrace. Decks that can't do *one* of these things are, from the
inception, inviable. And a great deal of the time, the answer is "I use
bounce, either 'cause I have AUS, or I have dom, or 'cause I bolt one
of those things on to my deck". I can't think of how many decks I have
built that look like "5 of an important Superstar and then 7 dom
weenies" or "5 of an important Superstar, and then 7 AUS weenies".
Really, it is a lot.
Introducing reasonable bleed reduction to non Auspex disciplines
(again, my best yet possibly flawed example is an Obfuscate
mod/reaction card that says +1 stealth/reduce a bleed by 2) would not,
for my money, make the game any more defensive that it currently is. It
would just mean that all those decks that have fringe dominate just for
the 8 deflections, or all those decks that are built to include AUS,
just for the Telepathic Misdirections, would get to avoid that kind of
kludgey (but incredibly common) magic defense option.
-Peter
"James Coupe" <ja...@zephyr.org.uk> wrote in message
news:PYI8sakV...@gratiano.zephyr.org.uk...
> In message <U3bvg.2638$Mz3.788@fed1read07>, Fred Scott
> <nos...@no.spam.dot.com> writes:>>Frankly, I think you're kind of fixated on "deliberately obtuse" thing
>>because I have no problem questioning orthodox thinking about strategy
>>in this newsgroup. If someone questions your beloved doctrines and
>>tenets in public, it's comforting to accuse them of being deliberately
>>obtuse. But not very accurate.>
> No, see, you think you're Galileo claiming that the Earth revolves
> around the Sun, in blatant disregard of accepted norms.
>
> Unfortunately, you're actually one of his helpers, wondering what people
> mean by the word "telescope".
Guess our descendents will know in 400 years.
In any event, neither visionaries nor the stupid are being deliberately
obtuse. So fuck it.
Fred
<pd...@lightlink.com> wrote in message
news:1153267943.4...@i3g2000cwc.googlegroups.com...
> Fred Scott wrote:>> Not at all. Is any particular archetype really dominant right now?
>> You're reading too much or the wrong things into what I said. My
>> point is just that lots of defense is too rewarding, based on the
>> types of decks that tend to make it to the finals.>
> I think you are right about this. That being said, I don't think giving
> non Ausepx disciplines access to viable bleed reduction (i.e. a cards
> that let non Auspex disciplines reduce bleeds by 2 at superior, that
> are low opportunity cost and flexible) would actually increase the
> amount of defense in play.
It might - depending on the actual card and discipline. If it allows
some type of deck that covers a lot of defensive considerations but
needs a good answer to weeny bleeds the ability to reduce the bleeds
and stay untapped, you might create another good defensive archetype
in the process where only a kind of spotty, unreliable deck existed
before.
> Currently, every deck built has to answer the question "How is this
> deck going to deal with a significant bleed predator". Always. Or it
> isn't a viable deck. Which means that all decks are built with some
> sort of bleed defense. Which might be bounce (and really, more often
> than not, it is). Or might be intercept. Or might be bloat. Or might be
> outrace. Decks that can't do *one* of these things are, from the
> inception, inviable. And a great deal of the time, the answer is "I use
> bounce, either 'cause I have AUS, or I have dom, or 'cause I bolt one
> of those things on to my deck". I can't think of how many decks I have
> built that look like "5 of an important Superstar and then 7 dom
> weenies" or "5 of an important Superstar, and then 7 AUS weenies".
> Really, it is a lot.
I don't know. Dueling "IMEs", like David Cherryholmes and I were having
earlier today about weeny bash decks being more common then harmless
weeny decks: although I do see lots of decks that have bounce, I don't
necessarily see a lot of decks that have a *lot* of bounce. I keep
seeing successful players using more intercept than bounce because if
they don't use intercept, too many other things go uncontested.
> Introducing reasonable bleed reduction to non Auspex disciplines
> (again, my best yet possibly flawed example is an Obfuscate
> mod/reaction card that says +1 stealth/reduce a bleed by 2) would not,
> for my money, make the game any more defensive that it currently is. It
> would just mean that all those decks that have fringe dominate just for
> the 8 deflections, or all those decks that are built to include AUS,
> just for the Telepathic Misdirections, would get to avoid that kind of
> kludgey (but incredibly common) magic defense option.
I think you're probably right about all the parts except where you say
it wouldn't make the game more defensive. It might not. But it seems
more likely to me that it probably would make it at least a little
more defensive.
Fred
>> I think it's quite clear from context what was being discussed.>
> It absolutely is not.
Then you have poor reading comprehension skills.
>> Your quest for over-precision is precisely what is considered
>> "deliberately obtuse". A long-standing player would know (within a few
>> card slots) the popular retro Malk deck from 10 or so years ago.>
> Sorry, but it is NOT over-precision to assume there might be a special
> feature implied by a name like Malk94. To me, I guess that point seems
> pretty obvious and I consider your attitude about terminology to be
> rather bizarre. A person doesn't know what a name might imply unless he
> actually asks - even if it may not have anything to do with the issue at
> hand. How hard is that to understand?
It's quite understandable. I quite agree with it in fact. I don't,
however, believe that you didn't know what the term meant.
>> A long-standing player would consider the fact that such a deck is an
>> ousting cannon (as was abundantly clear from context).>
> Sure. But who said I didn't understand that? All *I* said was, "I'm
> not sure what Malk94 is." Which was true.
If you understand that, then you understood the thrust of the point and
had no need to muddy the waters.
>> No special feature was required according to context.>
> No special feature was required. But that doesn't mean no special
> feature was present. There's a difference.
No special feature was relevant. You knew this (as you admitted in this
post).
>>> Simply put: you're reaching. You're being. . . say it with me, now. . .
>> deliberately obtuse.>
> Say it with me now...BULLLLLLLLLLSHIT!!! What an arrogant, idiot
> stance: "If someone encounters a new term that's suggestive of its
> meaning, he's being deliberately obtuse to request clarification about
> it." I take it the saying that, "there are no dumb questions", doesn't
> much rate with Ankur.
It's not a term that you find as new. There are several instances in which
you have specifically responded to a post with a nearly identical phrase,
with virtually 100% understanding of its meaning. You're calling
shennanigans.
Dumb questions are fine, Fred. I'm quite patient about them. But a person
such as yourself (who knows the term, in all honesty) shouldn't need to
ask about it. To do so is to act deliberately obtuse. I'm giving you the
credit to know what you're talking about (which you do).
> Bah, I'll leave the accusations of ulterior motives since there's no
> place productive to go with them. But it's pretty clear to me that the
> whole "deliberately obtuse" thing is pretty much just a backhanded way
> of belittling someone without actually having to put up some real
> argument and discussion about something.
I think I've been quite clear. And it's an insult only in the sense that
you could likely "cut to the chase" far more often with your discussions
if you would avoid revisiting things you already know. Far be it from me
to make a suggestion. If you note, my original post had a smiley face in
it.
Ankur
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
>>> I think it's quite clear from context what was being discussed.>>
>> It absolutely is not.>
> Then you have poor reading comprehension skills.
In the context given, the term could have meant an unlimited
number of things, blatant assertion to the contrary notwithstanding.
Certain things could be assumed, obviously. But that's a far cry
from knowing what the deck is, exactly. Hardly the stuff of
deliberate obtuseness just because I happen to mention that I
hadn't had the term defined for me up to that point.
>>> Your quest for over-precision is precisely what is considered
>>> "deliberately obtuse". A long-standing player would know (within a few
>>> card slots) the popular retro Malk deck from 10 or so years ago.>>
>> Sorry, but it is NOT over-precision to assume there might be a special
>> feature implied by a name like Malk94. To me, I guess that point seems
>> pretty obvious and I consider your attitude about terminology to be
>> rather bizarre. A person doesn't know what a name might imply unless he
>> actually asks - even if it may not have anything to do with the issue at
>> hand. How hard is that to understand?>
> It's quite understandable. I quite agree with it in fact. I don't,
> however, believe that you didn't know what the term meant.
Well, I didn't. Get used to the concept. I don't know what your problem
is with it.
>>> A long-standing player would consider the fact that such a deck is an
>>> ousting cannon (as was abundantly clear from context).>>
>> Sure. But who said I didn't understand that? All *I* said was, "I'm
>> not sure what Malk94 is." Which was true.>
> If you understand that, then you understood the thrust of the point and
> had no need to muddy the waters.
I *didn't* muddy the waters. Look at the damn exchange, for crying out
loud! It was just a throwaway comment: "Malk94? I don't know what that
is." - and on we go. I even agreed with the point Peter was making at
that moment, albeit being uncertain about what he meant by the Malk94
reference. Then you came in on the side with your accusation that is
a total non-sequitar right up to this very minute. I'm competely confused
why you did that or where you're going with this.
>>> No special feature was required according to context.>>
>> No special feature was required. But that doesn't mean no special
>> feature was present. There's a difference.>
> No special feature was relevant. You knew this (as you admitted in this
> post).
Nor this. I did not just admit I knew that. I admitted that no
special feature was required - to pretty much understand Peter's point,
which I did. Or close enough to respond to it.
>>> Simply put: you're reaching. You're being. . . say it with me, now. . .
>>> deliberately obtuse.>>
>> Say it with me now...BULLLLLLLLLLSHIT!!! What an arrogant, idiot
>> stance: "If someone encounters a new term that's suggestive of its
>> meaning, he's being deliberately obtuse to request clarification about
>> it." I take it the saying that, "there are no dumb questions", doesn't
>> much rate with Ankur.>
> It's not a term that you find as new. There are several instances in which
> you have specifically responded to a post with a nearly identical phrase,
> with virtually 100% understanding of its meaning.
Sorry, but I have not. Xian pointed at one post in which David peripherally
used the term "Malk 1994s". I let it pass at the time - probably not
understanding what he meant at that moment either, though I can't honestly
say I recall one way or the other - and responded directly to David's
point without worrying too much about it.
Searching the way Xian searched (I think), I found another instance where
John Flournoy used the term peripherally in an argument about Victor
Pelletier. Same thing - had no clue what John meant and it didn't matter
because it wasn't the least bit central to his point. So, again, I
just let it pass.
Where else? What is "several instances"?
> Dumb questions are fine, Fred. I'm quite patient about them. But a person such as yourself (who knows the term, in all honesty)> shouldn't need to ask about it. To do so is to act deliberately obtuse. I'm giving you the credit to know what you're talking
> about (which you do).
I don't understand what your issue is with this, but convince yourself:
I DID NOT KNOW exactly what a Malk94 deck was when Peter used the
term this morning - and what I did know about it was purely from
contextual assumptions, which were sketchy. Because I did not know,
an accusation of being deliberately obtuse is an error. AN ERROR, Ankur.
Do you know what that term means? Not to mention a huge, unnecessary,
stupid diversion to the rest of the newsgroup, especially considering
my mentioning that I didn't know didn't have any real importance in
the dialogue. Sheesh.
> I think I've been quite clear. And it's an insult only in the sense that you could likely "cut to the chase" far more often with
> your discussions if you would avoid revisiting things you already know.
Given that you don't seem very good at discerning deliberate obtuseness from
true ignorance, I'd guess you're seeing things my arguments that I didn't
put in them. It is true that I use deliberate obtuseness from time to time
in order to get people to back up and justify assumptions they accept as
gospel which I question. Sometimes that's actually the quickest way to
cut to the chase: make the person stop and justify his logic step by step
so I can point at exactly the step that's wrong and we can get down to
bickering about it. But I'm pretty sure it doesn't happen nearly as often
as you apparently think.
Fred
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Hash: SHA1
sutekh_23 wrote:
>>> No, don't get me wrong, being bled for 3+ happens often
we'll just remember this.
> In addition in our local
> metagame being the "bouncer" often draws the ire of the combat deck
> that you just bounced too and in thier next turn you may find yourself
> wishing for minionless bounce as all your vamps have developed sudden
> cases of armlessness, headlessness, or are smoking piles of ash on the
> floor.
You play with chimps. If you bounce to your prey and he Rushes you,
well, he was likely to Rush you anyway; no harm done. If your prey
overreacts by killing all your minions for a single bleed bounce, well,
it's his choice to lose the game, but it still is the play of a chimp.
If you bounce to your prey, who bounces to his prey, and HE rushes you,
that's _really_ the play of a chimp. Teach your playgroup to actually
try to win if you want to get rid of THAT problem; don't blame the cards.
> Maybe not sweep a table, but get a VP, sure.
Second place is the first loser. Try to win.
> See, I don't understand this comment Xian. You are willing to spend the
> slot on gaining pool, but not saving that pool? Admittedly most single
> cards wont just gain you just 1 pool,
Which is surely the point he was making.
> but can you see my point?
You mean the one that you just said wasn't really a point at all?
>You can say it's inefficient use of resources, sure, thats fine,
It is. Reducing bleeds by only 1 for a card slot is ineffective. Part
of this is because bleeding for 1 is ineffective as an ousting mechanism
(unless you have 12 minions, and there won't be enough reduce in your
deck to handle that after the first turn).
Since you can expect people to bleed for more than 1 routinely, why
would reducing it by only 1 ever even come close to making the cut in a
deck? Answer: it wouldn't, and that's why all these crap bleed
reduction cards don't see play.
(Worth noting: Greta reduces _without_ the card slot, and she sees a LOT
more play. It's a fine line with the resources, but sometimes you gotta
do what you gotta do.)
> playing Dominate or Auspex (which I rarely do), cards like dummy corp
Reduces a bleed by 2. See the theme?
> and banner of neutrality gain some stature in my eyes.
Yeah, let me know how well Ecstasy and Banner of Neutrality work to keep
the Setites from being powerbled out by Malk '94.
- --
Derek
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> Oh, and you don't have to have a deck with "regularly multiple untapped
> minions" to properly use TC. You get a TC, leave a 5-cap with AUS
> untapped.
And reduce a bleed by 2.
> Or have a hand full of TC's, leave 2 minions untapped, and
> watch the bleeder waste his actions. And you reshuffle your hand.
And reduce a few bleeds by 2.
As already said, it IS good. But not nearly as good as sending 1 or 2 bleeds
your prey's way, or wherever else you want to deal it ! Let's not forget
that redirecting can also be dealt, while reducing can only be dealt in the
case of the weak Folderol.
And I know this thread is about Auspex, but let's not forget that the
Ultimate Boucne Card, Deflection, doesn't even tap you at superior.
> And,
> as far as bleeding for 3+ goes, it's irresponsible and risky, and no
> good bleeder is ever going to go over 3, because of AI, deflections,
> misdirections, and such.
THAT is the most false and irrelevant statement I ever read on this
newsgroup, no offense intended mate. Because :
1) there are ways to know if your prey plays AI or not (Monocle : "Do you
play AI in this deck ?" ; relevations sup etc)
2) A number of these tactics can also be used to bleed more "responsibly"
and take your Intercept, TC, TM, Deflections, whatever, from your hand, so
you know it's safe to bleed for a lot.
3) Most of the decks using Intercept or Bounce don't bother to also include
AI (they just don't have the space or use for it), so I'm more cautious
about not bleeding too strongly a deck without bleed defense (or, say, just
a bunch of 2nd Trads).
4) There are moments when you can be perfectly sure that your prey can't
play AI : when she already played an OOT Master ; and this happens quite
often, with Sudden and Direct and what-have-you (played Life Boon, uh ? Now
PAY !!).
5) Many players, including very good players, consider that being bounced
isn't that bad because it hurts their "next prey" or, at the very worst,
takes a player from the table (that may be a good reasoning or not depending
on the table, I'm just saying that it is widely spread) ; many players also
think that a BIG bleed is worth risking the AI. I wouldn't do it with a big
vamp (some do...) but Gloria Giovanni bleeding for 6 is definitely worth it.
Oh, and she can be Possessed back too, necromantics are marvelous ain't they
? ;-)
> I really don't remember the last time I've seen
> a good bleeder going over 3 in my surrounding. Those kind of bleeds end
> up at seriously fuck up places around the table, or get the bleeding
> minion burned.
Not in my competitive experience. I also recall the finals at Heidelberg
(not sure if it was the EC or the day before) where there was a "I bleed the
hell out of you with Inner Circles" deck. It made it to the finals, that
could mean something. It's not the only time this happens either.
> Or generate so much hate from usually
> no-bleed-defense-combat's that they're happy to go cross table torn
> signpost-grapple-blur-agg burn them.
Maybe in friendly games, or in light competitive environments. In
tournaments where every deck is dangerous, a totally irresponsible deck
might make unwanted enemies, but a good "big bleeds" deck will be just as
dangerous as another deck. Of course if it has no way of dealing and is too
offensive, good players will kill it with crosstable votes, but that isn't
just because he can bleed hard.
> Holding 6 TC's in your deck is the
> best thing you can do with an auspex deck, because TC is NEVER, and i
> mean NEVER a dead card.
Another false statement. It is never a dead card if your prey bleeds. If
it's a voter or a rusher your hand will jam. Whereas TM is seldom a dead
card, because you can try to intercept with it too so it can help against
Ventrue Old School, +1 stealth rushes on your Famed vamp, etc. And in the
endgame you'll always find a way to cycle it, if it's more important to you
than the blood cost.
Being able to really reduce everything that comes your way (or enough to be
comparable to a bounce) will require a LOT of TCs, that will totally jam
your hand if no bleeds come your way.
But I get your meaning that TC is never dead against bleeds. Sure. It still
makes it a poor choice most of the times compared to bounce cards, for
reasons already stated all over this thread by Peter, James et al.
> Presuming you can play, though, and I can
> understand that can be tough. It saves you exactly 2/5 of your 30 pool,
> if used correctly. I consider that to be quite much, don't know about you.
I often play with quite a few deflections. I can't count the number of times
when my pred killed my first prey for me. A bounce will save ALL your pool.
As James mentionned, even redirecting bleeds for 2 (let's say Palla or
Nightmare bleeds ?) has many uses. All this with just one card per bleed,
while even the single Govern the Unaligned will either require 2 TC from you
or bleed you for one anyway (and pleaaaaase don't tell me nobody plays
Govern or an equivalent in your playgroup !).
So, given all this, and more (I just won't repeat all the sensible arguments
already stated), I really don't see how TC can be considered half as good as
bounce _in most cases_ (I did try a few Bartholomew decks with bleed
reductions when he came out, it sure was fun but under-optimized lol).
--
Orpheus
-----------------------
I'm dead serious ! Well, mostly dead...
Fred Scott wrote:
> Same as the last guy: cook up specific scenarios and present them as if
> they accurately demonstrate the relative value of the two cards when they
> don't.
I was using the same scenarios previously presented, and adding a third
for the sake of balance. Because, in fact, I don't think TC is as bad
as Peter has been making it out to be, or Deflection/Misdirection as
good. Often, I find myself bouncing bleeds for 1 at 1 blood per pop
just to get the damn cards out of my hand. This depends on how combat
heavy the metagame is, of course. But even in a combat heavy metagame,
you do need to plan for the occasional big bleeder.
For one thing, I don't think you're paying as much attention to
> Telepathic Counter not tapping the defender as you should. For
> instance, I didn't see you give any mouth time to the point that
> playing two Telepathic Misdirections in the same turn requires that you
> leave two vampires untapped or have a Wake as well.
I'm pretty sure I pointed out in the case of each scenario whether the
Wake was used or not.
Or that reducing
> the bleed leaves you untapped to simply block another guy eventually.
> In my experience, it's much more common to be bled by four guys for one
> at no stealth who will NOT tear your head off if you block than the way
> you proposed it.
If I can block my predator easily without serious consequences, I
probably don't need reduction or bounce. 2-3 pool loss a turn is
annoying, and not a good thing by any means, but a competently built
deck should be able to deal with it. I'm not saying it doesn't happen
(I do it frequently myself when I get Master-jammed with a combat
deck), but if this was the only thing anyone had to fear, then bleed
defence beyond Wakes wouldn't be necessary.
Of course, in that situation, TC isn't the best passive defence.
Ecstasy is. And we all know that Ecstasy is pants, not least because
SER is so much more expensive than AUS.
Kevin Walsh
Kevin Walsh wrote:
> I was using the same scenarios previously presented, and adding a third
> for the sake of balance. Because, in fact, I don't think TC is as bad
> as Peter has been making it out to be, or Deflection/Misdirection as
> good.
To be fair here, I have never said that Telepathic Counter is that bad
(otherwise, why would I be advocating for other disciplines getting
similar cards--I think reducing a bleed for 2 at a superior discipline
for no blood and not tapping is a very reasonable defensive ability.
Just not for Auspex.). Just that *compared to Telepathic Misdirection*,
it generally isn't worth using. 'Cause I *do* think that
Deflection/Misdirection is that good.
>Often, I find myself bouncing bleeds for 1 at 1 blood per pop
> just to get the damn cards out of my hand.
Sure. Everyone does. Yet still, Deflection is likely one of the most
commonly included cards in the game. The effect is so strong that the
low opportunity cost is not even a factor to including it in your deck.
-Peter
>> It's not a term that you find as new. There are several instances in
>> which you have specifically responded to a post with a nearly identical
>> phrase, with virtually 100% understanding of its meaning.>
> Sorry, but I have not. Xian pointed at one post in which David
> peripherally used the term "Malk 1994s". I let it pass at the time -
> probably not understanding what he meant at that moment either, though I
> can't honestly say I recall one way or the other - and responded
> directly to David's point without worrying too much about it.
I find it incredible that you didn't know. Truly, truly incredible. The
reason for my vehemence on the issue is largely due to that. In terms of a
viable metaphor, it's like suddenly realizing that someone who has
finished a Calculus course doesn't know what the word "derivative" means.
> I don't understand what your issue is with this, but convince yourself:
> I DID NOT KNOW exactly what a Malk94 deck was when Peter used the term
> this morning - and what I did know about it was purely from contextual
> assumptions, which were sketchy. Because I did not know, an accusation
> of being deliberately obtuse is an error. AN ERROR, Ankur. Do you know
> what that term means? Not to mention a huge, unnecessary, stupid
> diversion to the rest of the newsgroup, especially considering my
> mentioning that I didn't know didn't have any real importance in the
> dialogue. Sheesh.
Don't patronize me with the meaning of "error". I admit it was an error if
you truly didn't know. It's truly incredible that you didn't. And, since
you do sometimes use the "play the fool" technique in order to get someone
to clarify their response, it's virtually undetectable which is which.
Assuming that you did know what Malk94 meant, your response was wildly
inappropriate. If you truly didn't know (which I still find incredible,
but ok, whatever), then I'm sorry.
> Given that you don't seem very good at discerning deliberate obtuseness
> from true ignorance, I'd guess you're seeing things my arguments that I
> didn't put in them. It is true that I use deliberate obtuseness from
> time to time in order to get people to back up and justify assumptions
> they accept as gospel which I question. Sometimes that's actually the
> quickest way to cut to the chase: make the person stop and justify his
> logic step by step so I can point at exactly the step that's wrong and
> we can get down to bickering about it. But I'm pretty sure it doesn't
> happen nearly as often as you apparently think.
It is certainly a valid tactic. I think that you do it rather routinely.
Perhaps I give you more credit for knowing your shit than I ought to.
Forgive me.
Deliberate obtuseness vs true ignorance is virtually impossible to
distinguish based on words alone (by the law of "duh"). You make such a
distinction based on what you think a person knows. You're a prolific,
long-standing poster in this newsgroup. It's insulting (to you) and a
waste of other similarly prolific writers' time to assume that you're
unaware of well-known theory and terminology about the game -- whether you
agree with it or not, whether you use it or not. Almost any person who
posts here would assume that you have this base of knowledge. For myself,
though I don't necessarily agree with the orthodox belief system, I
certainly do know it. It is *more than reasonable* to assume you do as
well.
So sue me for giving you more credit than you deserve. I hereby retract
all accusations of "deliberately obtuse". In future discussions with you,
I'll be sure to define terms like "wall", "law firm", and "arika vote",
just in case you happen to have avoided learning the meanings of those
terms in your rather long stay here.
Ankur
must be deliberately obtuse or something
pd...@lightlink.com wrote:
> This might be a horrible idea. But maybe not. And maybe the key is to
> do away with the idea that only Auspex gets good bleed reduction.
For the sake of illustrating this idea, here are some cards off the top
of my head that I think might be viable. Not necessarily the best of
ideas, but the kinda thing I'm talking about:
Shroud Resources
Obfuscate
Action Mod/Reaction
obf: +1 stealth
OBF: Reduce a bleed you are taking by 2.
Forced Defense
Fortitude
Combat/Reaction
for: Prevent 1 damage
FOR: Reduce a bleed you are taking by 2.
Cut Them Off At The Pass!
Celerity
Combat/Reaction
cel: Manuver or Press
CEL: Reduce a bleed you are taking by 2.
Insect Swarm
Animalism
Combat/Reaction
ani: Strike: 1R with optional manuver.
ANI: Reduce a bleed you are taking by 2.
And whatever. Not all disciplines would need this kind of card. Amd
these are all possibly stronger than they need to be (or maybe not).
The Obfuscate one, for instance, would probably be overpowered in S+B
decks (as it provides easily cycled stealth for when your prey declines
to try and block you), so that example is probably one that would need
to be something else. The combat/reaction examples are probably less
easily cycled, as you need to get into combat to use them for the
inferior version (i.e. you need to Rush someone, someone needs to block
you or you need to block someone, and if you can block them, you
probably don't need to reduce their bleeds anyway; this being said,
giving this sort of ability to combat decks means that they'll less
often be in a spot where they have to agressively back Rush, which
helps maintain table balance), but this is the kind of thing I am
proposing.
White Wolf, please feel free to take these ideas and run with them. I
claim no possession over them :-)
-Peter
ira...@gmail.com wrote:
> > One thing that I'd like to
> > see are more ways of getting around intercept as a means of pushing actions
> > through. I see too many viable deck archetypes that place such a heavy
> > reliance on intercept that it can be difficult to effect ANY kind of offense
> > against them.
>
> Doesn't that already exist in the form of block fails, better combat,
> or a lot of stealth? If you have a problem with intercept walls, play
> a deck that takes only 0 stealth actions and they'll jam on intercept.
>
> Nonetheless, I agree with you that timeouts are no fun, and playing
> against decks that are intentionally designed without much forward
> pressure isn't fun, either. I don't see that as much a flaw in card
> design, but the deck building choices of some people.
>
> Ira
I have to agree that there a ton of ways around intercept walls. Some
are much better than others. No Secrets has the potential to create
some seriously mean walls. The big trump to intercept heavy decks is
combat. I myself often play wallish decks at tournaments because of the
low frequency of combat. I think that combat (good combat) is often the
missing link in the balance equation because it is so rare at
tournaments. I don't have to sneak past a minion that I can
burn/torporize. Combat is not a very direct means of ousting, however,
and I'm sure why it is not seen more at big-time tournaments.
I find myself often frustrated with my own decks. Most of my defensive
decks really suffer from the time-out issue. At the same time, in the
last 18 months or so, I have been seated next to many aggressive
predators that would have quickly ousted a non-defensive deck. At the
same time, I don't enjoy playing sneak-bleed. I also have had some ugly
experiences with speedy decks, as I cripple and oust my first prey,
only to get a second prey I can't get through due to their build-up of
permanents that my first prey couldn't stop because of my pressure.
Perhaps I am just bringing the wrong deck for a given metagame, but no
matter how I jump, it always seems to serve another at my tables.
"Kevin Walsh" <hja...@redbrick.dcu.ie> wrote in message news:1153309037.8...@m73g2000cwd.googlegroups.com...
> Fred Scott wrote:>> Same as the last guy: cook up specific scenarios and present them as if
>> they accurately demonstrate the relative value of the two cards when they
>> don't.>
> I was using the same scenarios previously presented, and adding a third
> for the sake of balance.
Ah, you did say that. But I have no idea where you got them, nor does
it matter. They don't really reduce down to something that accurately
demonstrates relative value.
> Because, in fact, I don't think TC is as bad
> as Peter has been making it out to be, or Deflection/Misdirection as
> good. Often, I find myself bouncing bleeds for 1 at 1 blood per pop
> just to get the damn cards out of my hand. This depends on how combat
> heavy the metagame is, of course. But even in a combat heavy metagame,
> you do need to plan for the occasional big bleeder.
Sure. And thus, Telepathic Misdirection is more popular than the
existing version of Telepathic Counter.
> For one thing, I don't think you're paying as much attention to>> Telepathic Counter not tapping the defender as you should. For
>> instance, I didn't see you give any mouth time to the point that
>> playing two Telepathic Misdirections in the same turn requires that you
>> leave two vampires untapped or have a Wake as well.>
> I'm pretty sure I pointed out in the case of each scenario whether the
> Wake was used or not.
You didn't mention it in the 2nd and 3rd scenarios (I suppose it could be
easily assumed; I just hadn't noticed the Wake-in-hand part of your
description and use of it in the 1st scenario) and particular you
said nothing about being untapped to block a bleed in the last two
scenarios.
>> Or that reducing
>> the bleed leaves you untapped to simply block another guy eventually.
>> In my experience, it's much more common to be bled by four guys for one
>> at no stealth who will NOT tear your head off if you block than the way
>> you proposed it.>
> If I can block my predator easily without serious consequences, I
> probably don't need reduction or bounce. 2-3 pool loss a turn is
> annoying, and not a good thing by any means, but a competently built
> deck should be able to deal with it. I'm not saying it doesn't happen
> (I do it frequently myself when I get Master-jammed with a combat
> deck), but if this was the only thing anyone had to fear, then bleed
> defence beyond Wakes wouldn't be necessary.
Huh? I didn't say blocking had no consequences. It usually does. And
there's issues about stealth and intercept that may come up, like
perhaps you won't successfully block, but at least you'll scare the
stealth out of his hand. And you have the option if you have an untapped
minion. It also means you have the option to block against other things,
like a guy swooping in with a Sensory Deprivation or something you
really REALLY want block, never mind the combat issues.
You can't just reduce the situation down into two perfectly separate
buckets, can-block-and-its-OK and dont-want-to-block-or-I'll-be-sorry,
just to wave your hand over the value of untapped minion.
Fred
I wrote:
> As an aside, 260, as a point of data, illustrates nothing at all. We
> don't know how many decks those are in (10? 50? 100? 300?), or how many
> Telepathic Misdirections are in decks as a comparison. Maybe I'll make
> that point of data into something useful.
Clearly, I should be doing something useful with my time, but instead,
I'm doing this.
Going back to the TWDA, here is what I found, again. My sample is all
the TWDs in the archive back through Origins 2004, which is roughly 2
full years of tournament winning decks. Counting them, the sample size
is 223 decks (it might be a couple more or a couple less, as I counted
by eye rather than doing it with a computer, so we'll give it a margin
of error of +/-3 decks :-)
As noted before:
-Telepathic Misdirection is used in 72 of 223 decks (32%)
-Telepathic Counter is used in 17 of 223 decks (8%)
-There are 336 copies of Telepathic Misdirection in those 72 decks (4.7
per deck)
-There are 80 copies of Telepathic Counter in those 17 decks (4.8 per
deck)
So when folks use Telepathic Counter, they are using slightly more of
them per deck than Telepathic Misdirection ('cause they are less
efficient?). I found multiple decks that included 8-12 Telepathic
Misdirections. I found 1 deck that included 16 Telepathic Counters.
Looking for Deflection, I found:
-Deflection is used in 80 of 223 decks (36%)
I didn't count the individual number of Deflections. I also looked for
My Enemy's Enemy, which didn't show up much (once in 223 decks?), and
it is hard to find as people tend spell it differently, but the
occurance of Folderol is probably roughly equivelant to My Enemy's
Enemy, so we'll ignore those. Redirection also only shows up once or
twice in 223 decks, so we'll ignore that, too.
Realizing that some of the decks using Deflection are also using
Telepathic Misdirection, and that some of (well, most of, really--maybe
3 or 4 of the 17 decks using Telepathic Counter are not also using
Telepathic Misdirection) the decks using Telepathic Misdirection are
also using Telepathic Counter, so there is some level of error in the
following numbers (but probably not enough to really be significant):
68% of the decks in the sample use bleed bounce.
8% of the decks in the sample use bleed reduction.
I think that is reasonable evidence that people consider bleed bounce
to be significantly more useful than bleed reduction, given the choice.
-Peter
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message
news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
>>> It's not a term that you find as new. There are several instances in which you have specifically responded to a post with a
>>> nearly identical phrase, with virtually 100% understanding of its meaning.>>
>> Sorry, but I have not. Xian pointed at one post in which David peripherally used the term "Malk 1994s". I let it pass at the
>> time - probably not understanding what he meant at that moment either, though I can't honestly say I recall one way or the
>> other - and responded directly to David's point without worrying too much about it.>
> I find it incredible that you didn't know. Truly, truly incredible. The reason for my vehemence on the issue is largely due to
> that. In terms of a viable metaphor, it's like suddenly realizing that someone who has finished a Calculus course doesn't know
> what the word "derivative" means.
Why is that? Where do you come up with these attitudes? There's no
"Jyhad School" that I had to go to post here.
The term shows up in about, what, 40 or 50 posts amongst the THOUSANDS AND
THOUSANDS of posts that have turned up in this newsgroup since 2003 - and
apparently didn't even exist before that - and you think this is like a
person who finishes a Calculus class having to know what a derivative is?
I don't know what to say.
> Don't patronize me with the meaning of "error". I admit it was an error if you truly didn't know. It's truly incredible that you
> didn't.
No, it's not. Apparently you have some truly bizarre idea about people
needing to read every post in the newsgroup in order to pick up on all the
nuances of very esoteric terminology. I don't know how you got so far off
base with that idea that you're screaming "deliberate obtuseness" when
someone happens to let a couple years pass before he actually needs to
know what some sporadically used term means but it's something you need
to get more realistic about.
> If you truly didn't know (which I still find incredible, but ok, whatever), then I'm sorry.
All right, fine. But I have to say, I find it incredible that you find
it incredible. This shit happens all the time.
> Deliberate obtuseness vs true ignorance is virtually impossible to distinguish based on words alone (by the law of "duh"). You
> make such a distinction based on what you think a person knows. You're a prolific, long-standing poster in this newsgroup. It's
> insulting (to you) and a waste of other similarly prolific writers' time to assume that you're unaware of well-known theory and
> terminology about the game -- whether you agree with it or not, whether you use it or not.
Sure. But where you're off base here is the idea that "Malk94" and it's
variants are "well-known terminology". If you look at the number of hits
in the searches Xian and I did, they may look like a lot when aggragated.
But amongst the huge amount of overall traffic in the group, finding a
post using those terms is looking for a needle in a haystack. They really
aren't used very often at all. And the couple of times I've encountered
them in the past, I'm sure I frankly didn't care. In both cases, they
came up in long, verbose posts where I was talking too much and responding
to too many other issues to need to stop and ask the other guy what it
was when it didn't matter a rat's ass in those contexts.
I don't know why you think the term is so well-known. Maybe it gets
kicked all over the place in threads where you've posted and somehow
you've gotten the idea that everybody used it all the time. This is a
huge newsgroup with lots of threads and, frankly, I don't read the vast
majority of posts here. Or, at least, I don't read more than the first
couple of lines in a post that doesn't interest me.
> So sue me for giving you more credit than you deserve. I hereby retract all accusations of "deliberately obtuse". In future
> discussions with you, I'll be sure to define terms like "wall", "law firm", and "arika vote", just in case you happen to have
> avoided learning the meanings of those terms in your rather long stay here.
I don't think you need to do that unless someone specifically asks.
Just don't blame them for asking. Asking questions is a good thing.
Fred
> Fred Scott wrote:
> > I'm not sure what "Malk94" is.
>
> Heh. I'm not getting involved in the other part of this particular
> aspect of this discussion, but as pointed out "Malk94" or some other
> such version of that phrase ("Malk'94", "Malkavian'94" or whatever) has
> been floating around here for a while to stand for "Hey! Look at this
> deck I have that I put together in 1994! It has Malkavians with
> Dominate and Obfuscate!". Which still works. I think I was using the
> term "Malk '94" up until recently, when someone else shortened it to
> Malk94, which I thought was funny, so I adopted it.
Actually, it looks like a hunter's name, and as I didn't buy any NoR I
wondered for a while if they had dared name an Imbued by that name !! After
all, there's a Laibon called Camaria, so everything's possible...
But after a very quick reflection (of 3-4 days and nights non-stop) I
understood what the term was supposed to mean.
But is it really necessary to blame Fred if he didn't get it right away ?
And can we get back to the core discussion and avoid that type of *not
quite* flame wars ? This thread actually has interesting parts, and is quite
long and sometimes hard to follow without it...
Orpheus '99
Derek Ray wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
> Hash: SHA1
>
> sutekh_23 wrote:
> >>
> > No, don't get me wrong, being bled for 3+ happens often
>
> we'll just remember this.
>
> > In addition in our local
> > metagame being the "bouncer" often draws the ire of the combat deck
> > that you just bounced too and in thier next turn you may find yourself
> > wishing for minionless bounce as all your vamps have developed sudden
> > cases of armlessness, headlessness, or are smoking piles of ash on the
> > floor.
>
> You play with chimps. If you bounce to your prey and he Rushes you,
> well, he was likely to Rush you anyway; no harm done. If your prey
> overreacts by killing all your minions for a single bleed bounce, well,
> it's his choice to lose the game, but it still is the play of a chimp.
No, Its the reply of a deck that cannot bounce or reduce but can fight.
If your personal deck constucting skills are so atrophied that you need
dom or aus to survive or win a game, then thats your problem, let the
people who want to try something else try it. Play with chimps, Hell,
I'm replying to a monkey.
>
> If you bounce to your prey, who bounces to his prey, and HE rushes you,
> that's _really_ the play of a chimp. Teach your playgroup to actually
> try to win if you want to get rid of THAT problem; don't blame the cards.
>
No, thats the play of a deck that cannot deal with huge bleeds at
stealth. Remember, the idea is to maximise your VP's. If my deck
maximises Its VP's by back ousting everyone well then thats the way the
deck works. Just because you find it offensive, quite honestly don't
mean shit.
> > Maybe not sweep a table, but get a VP, sure.
>
> Second place is the first loser. Try to win.
Comes back to "winning" Yes I like to win but if all my deck does to
win is "I bleed you for lots which you can't stop", I find the deck
boring. Sorta like the boring shit that happens in magic that V:tes
tried to move away from, maybe you should be playing M:tg?
>> > See, I don't understand this comment Xian. You are willing to spend the> > slot on gaining pool, but not saving that pool? Admittedly most single
> > cards wont just gain you just 1 pool,
>
> Which is surely the point he was making.
>
Oh look, I admit someone else has a viable point of view, please
crucify me now because I am no longer the V:tes god you actually think
I am
> >You can say it's inefficient use of resources, sure, thats fine,
>
> It is. Reducing bleeds by only 1 for a card slot is ineffective. Part
> of this is because bleeding for 1 is ineffective as an ousting mechanism
> (unless you have 12 minions, and there won't be enough reduce in your
> deck to handle that after the first turn).
>
> Since you can expect people to bleed for more than 1 routinely, why
> would reducing it by only 1 ever even come close to making the cut in a
> deck? Answer: it wouldn't, and that's why all these crap bleed
> reduction cards don't see play.
Because the point of the discussion was auspexless bleed reduction. I'm
trying to work within the paramaters of the thread, something that you
seem unable to grasp. Start another thread about bounce or how I suck,
quite frankly at this stage I don't give a rats ass about what you say.
>
> (Worth noting: Greta reduces _without_ the card slot, and she sees a LOT
> more play. It's a fine line with the resources, but sometimes you gotta
> do what you gotta do.)
>
Oh, so reduction of a bleed of 5 is ok as long as it doesn't cost a
card place?, Get your head out of the "94" sand and realise what is
going on around you.
> > playing Dominate or Auspex (which I rarely do), cards like dummy corp
>
> Reduces a bleed by 2. See the theme?
>
Costs a master phase action as opposed to a non-tapping reaction,
surely a stickler for "effectivness" such as yourself would see it as
a waste as opposed to bounce
> > and banner of neutrality gain some stature in my eyes.
>
> Yeah, let me know how well Ecstasy and Banner of Neutrality work to keep
> the Setites from being powerbled out by Malk '94.>
Have I proven my point yet? The topic is "auspexless bleed reduction"
moron, not "how does deflection rate against telepatic misdirection" If
you somehow learnt to actually talk about the actual subject posted, I
might find the time to listen to your drivel.
Fred Scott wrote:
> Not at all. Is any particular archetype really dominant right now?
I can't get to the TWDA from work, where I am now. So I can't say for
sure. I do recall seeing a lot of weenie decks at Origins though (and
I'm lumping breed and ally decks into the "weenie" category here).
> You're reading too much or the wrong things into what I said. My
> point is just that lots of defense is too rewarding, based on the
> types of decks that tend to make it to the finals. It's not that
> no offense-oriented decks make it to the finals. As was forcefully
> pointed out to me last month, apparently weenie Ravnos and !Toredor
> decks make it to the finals and win too much in some peoples'
> estimation.
Is this just a metagame thing, though? I'm pretty sure I see aggressive
as much as defensive decks in most finals. And why is lots of defense
too rewarding? I see way more defensive decks that don't make it to the
finals of a tournament due to not being able to get enough VPs in the
first three rounds than I do decks that do get there. And the bigger
the tournament is, the more this is true.
> Likewise, adding some new elements to the game to outmaneuver
> the various defensive modes that are popular (overly popular for
> purposes of fun in the game, IME) now is hardly tantamount to
> shifting it totally over to heavy stealth bleed and weeny bleed.
> At least, not if done correctly.
See, there's the rub. What I worry about is that any kind of
outmaneuvering tech is going to be easily added to the stealth/bleed
and weenie/whatever decks that are currently the most aggressive decks
around.
I don't expect you to be a game designer and have the answers to this
issue, but I think it's going to be VERY tough to come up with new
offensive options that don't just bolster the hyperaggressive decks
even more. In theory, I agree with you that more offensive options
would be good (I always like more options, of whatever stripe). In
practice, I'm not sure that "more offensive options" won't just
translate directly to "better Arika decks," which the game really
doesn't need.
> It would just mean that clever
> offensively oriented decks would be rewarded more and clever
> defensively oriented decks would be rewarded less.
I'm not really sure why you think this is a good thing. Shouldn't two
decks of equal cleverness be rewarded equally, regardless of what they
do?
> And thus we
> could expect more finals to actually FINISH, allowing them to be
> decided more by metagame choices and good card play and less by
> negotiations - which tend to go on endlessly and often uselessly
> in the finals.
I'm all for finals finishing, but I have to say that all of the finals
I've ever seen time out didn't do so because of negotiation. That seems
to be something that comes up more with vote decks than wall decks, no?
Or is there some other definition of "defensive decks" that I'm
missing?
John Eno
Fred Scott wrote:
> "Ankur Gupta" <agu...@cs.duke.edu> wrote in message> Sure. But where you're off base here is the idea that "Malk94" and it's
> variants are "well-known terminology". If you look at the number of hits
> in the searches Xian and I did, they may look like a lot when aggragated.
I actually expected to find many more hits than I did. Perhaps my
google-fu is weak. Or it really hadn't been printed as much as I
thought it had.
> But amongst the huge amount of overall traffic in the group, finding a
> post using those terms is looking for a needle in a haystack. They really
> aren't used very often at all. And the couple of times I've encountered
I suspect that although they're not used often on the newsgroup (Malk
S&B probably being more common), they're *very* frequently used in
multiple playgroups across the country in face-to-face conversations.
Enough so that I heard the term in separate references to at least 5
(different) decks at Origins.
> I don't know why you think the term is so well-known. Maybe it gets
> kicked all over the place in threads where you've posted and somehow
> you've gotten the idea that everybody used it all the time. This is a
It seems likely that it is used in face-to-face conversations with
newsgroup frequenters at tournaments and conventions and such, possibly
allowing for some confusion about where the term has been used.
Xian
invisibl...@gmail.com wrote:
> I don't expect you to be a game designer and have the answers to this
> issue, but I think it's going to be VERY tough to come up with new
> offensive options that don't just bolster the hyperaggressive decks
> even more. In theory, I agree with you that more offensive options
> would be good (I always like more options, of whatever stripe). In
> practice, I'm not sure that "more offensive options" won't just
> translate directly to "better Arika decks," which the game really
> doesn't need.
You could print more cards like Fame and Dragonbound. The rest of the
combat-oriented pool-reducers are weak. I know there are some people
who are repulsed by the idea of further encouraging combat decks, but
things that encourage those decks to go forward really aren't the sorts
of things they should object to. In fact, it should make them hate
combat decks less. Properly printed, they might give incentive to play
something other than weenie guns/potence/fortitude/war ghouls for
competitive rush decks.
> I'm all for finals finishing, but I have to say that all of the finals
> I've ever seen time out didn't do so because of negotiation. That seems
> to be something that comes up more with vote decks than wall decks, no?
Either that or methodical players trying to figure out what to do with
minion action #427. So, weenie decks and vote decks are the real
problems. Oh wait, what are the current top dog archetypes!?
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sutekh_23 wrote:
> Derek Ray wrote:>> You play with chimps. If you bounce to your prey and he Rushes you,
>> well, he was likely to Rush you anyway; no harm done. If your prey
>> overreacts by killing all your minions for a single bleed bounce, well,
>> it's his choice to lose the game, but it still is the play of a chimp.>
> No, Its the reply of a deck that cannot bounce or reduce but can fight.
Such a deck should be able to survive by killing a single minion
(ideally, the minion who bounced the bleed), NOT by spazzing and
backousting.
At least, a competently built deck should. An incompetently built deck
might have no way of handling to bleeds other than "vaporize _all_ my
predator's vampires", in which case it's just going to help its prey (or
possibly grandpredator) win.
> If your personal deck constucting skills are so atrophied that you need
> dom or aus to survive or win a game, then thats your problem, let the
> people who want to try something else try it.
If your playgroup's inability to construct decent decks leads you to
believe that the only way for a combat deck to survive is to kill all
the minions of any deck that offends it (thus losing the game itself),
then that's your problem. Just don't sit around pretending that it's a
winning strategy.
>> If you bounce to your prey, who bounces to his prey, and HE rushes you,
>> that's _really_ the play of a chimp. Teach your playgroup to actually
>> try to win if you want to get rid of THAT problem; don't blame the cards.
>>> No, thats the play of a deck that cannot deal with huge bleeds at
> stealth.
Wait, let's think this through.
The object of the game is to oust your prey.
You oust your prey by reducing his pool to zero.
One effective way of doing this is huge bleeds at stealth.
One very common deck type is huge bleeds at stealth.
Conclusion: Building a deck that cannot deal with huge bleeds at
stealth except by completely disrupting the table dynamic is not a
winning decision.
> Remember, the idea is to maximise your VP's. If my deck
> maximises Its VP's by back ousting everyone well then thats the way the
> deck works.
The idea is to win the game by getting more VPs than anyone else.
If you find that you are routinely having to spend time giving your
grandpredator VPs, and your idea of maximizing VPs is "sometimes you get
a VP out of it", you have missed the point of the game.
> Just because you find it offensive, quite honestly don't
Again, read what was said. I don't find it offensive: I find it stupid
and a telling sign of weak play, and weak deckbuilding.
You can make decks that fight without having them be so totally ass-up
defenseless so that they have to cross-table spaz after a single bounced
bleed.
>>> Maybe not sweep a table, but get a VP, sure.>> Second place is the first loser. Try to win.>
> Comes back to "winning" Yes I like to win but if all my deck does to
> win is "I bleed you for lots which you can't stop", I find the deck
> boring.
There are a large number of articles on the net about "boring"
strategies in games which still win, and there has been endless
discussion in this very newsgroup about why there is no such thing as
"cheese".
If your deck can't deal with some of the most common, most effective
strategies in the game, your deck isn't "exciting" and "innovative", it
sucks. Build a better deck.
>>>> See, I don't understand this comment Xian. You are willing to spend the>>> slot on gaining pool, but not saving that pool? Admittedly most single
>>> cards wont just gain you just 1 pool,>> Which is surely the point he was making.
>>>
> Oh look, I admit someone else has a viable point of view,
But you didn't. You went on to repeat the point he had just refuted,
seemingly believing that it was worth repeating anymore.
>>> You can say it's inefficient use of resources, sure, thats fine,>> It is. Reducing bleeds by only 1 for a card slot is ineffective. Part
>> of this is because bleeding for 1 is ineffective as an ousting mechanism
>> (unless you have 12 minions, and there won't be enough reduce in your
>> deck to handle that after the first turn).
>>
>> Since you can expect people to bleed for more than 1 routinely, why
>> would reducing it by only 1 ever even come close to making the cut in a
>> deck? Answer: it wouldn't, and that's why all these crap bleed
>> reduction cards don't see play.>
> Because the point of the discussion was auspexless bleed reduction.
Exactly. And if you paid attention, I'm responding to your suggestion
that all the reduce-for-1 cards are worthwhile. They aren't. If we are
going to add any more bleed reduction to the game, it needs to come in
the form of "reduce by 2" or better, even though it will make Telepathic
Counter slightly less effective.
>> (Worth noting: Greta reduces _without_ the card slot, and she sees a LOT
>> more play. It's a fine line with the resources, but sometimes you gotta
>> do what you gotta do.)
>>> Oh, so reduction of a bleed of 5 is ok as long as it doesn't cost a
> card place?,
You bet. Card slots are valuable, especially when the card slot is
devoted to only a single type of defense and is largely ineffective
anyway. Greta can do a lot more things than just reduce bleeds, so
she's well worth it even without her special -- but that special is
icing on the cake.
>>> playing Dominate or Auspex (which I rarely do), cards like dummy corp>> Reduces a bleed by 2. See the theme?
>>> Costs a master phase action as opposed to a non-tapping reaction,
Correct. It's far from an ideal defense. But it doesn't cost you hand
size (which reactions do), since it sits around until you need it.
> surely a stickler for "effectivness" such as yourself would see it as
> a waste as opposed to bounce
I like playing both, honestly. Put the DC out to encourage people to
bleed big, then bounce the big bleeds downstream. Good stuff.
If you ever run out of bounce, you can burn the DC and get some
EFFECTIVE bleed reduction against one.
>>>> and banner of neutrality gain some stature in my eyes.>> Yeah, let me know how well Ecstasy and Banner of Neutrality work to keep
>> the Setites from being powerbled out by Malk '94.>>
> Have I proven my point yet?
Honestly, I don't think you have a point. Except on top of your head.
> The topic is "auspexless bleed reduction"
And that's the one I've been discussing. Are you reading the posts?
If the Setites get a reduce-by-2 card available to them, they have a
pretty good shot against Malk '94 by simply not blocking, pool gaining,
and reducing. Ecstasy and Banner of Neutrality ain't gonna save 'em though.
> moron, not "how does deflection rate against telepatic misdirection"
Strawman. Please quote message-ID and text from this thread where I
compared Deflection to Telepathic Misdirection? (You can't, of course.
I suggest reading what's being said instead of reading what you wish
was being said.)
- --
Derek
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Xian wrote:
> Fred Scott wrote:
> > But amongst the huge amount of overall traffic in the group, finding a
> > post using those terms is looking for a needle in a haystack. They really
> > aren't used very often at all. And the couple of times I've encountered
>
> I suspect that although they're not used often on the newsgroup (Malk
> S&B probably being more common), they're *very* frequently used in
> multiple playgroups across the country in face-to-face conversations.
>
> Enough so that I heard the term in separate references to at least 5
> (different) decks at Origins.
>
> > I don't know why you think the term is so well-known. Maybe it gets
> > kicked all over the place in threads where you've posted and somehow
> > you've gotten the idea that everybody used it all the time. This is a
>
> It seems likely that it is used in face-to-face conversations with
> newsgroup frequenters at tournaments and conventions and such, possibly
> allowing for some confusion about where the term has been used.
Or maybe just Origins. I haven't heard the term bandied about at the
conventions I've gone to. Such decks, when discussed, are indicated
with longer descriptions. When I've heard them discussed, anyway.
LSJ wrote:
> Or maybe just Origins. I haven't heard the term bandied about at the
> conventions I've gone to.
I'm pretty sure you've heard it floating up front from the back seat of
your car. Maybe you were distracted by your fear of The License Plate?
LSJ wrote:
> Xian wrote:
> > It seems likely that it is used in face-to-face conversations with
> > newsgroup frequenters at tournaments and conventions and such, possibly
> > allowing for some confusion about where the term has been used.
>
> Or maybe just Origins. I haven't heard the term bandied about at the
> conventions I've gone to. Such decks, when discussed, are indicated
> with longer descriptions. When I've heard them discussed, anyway.
FWIW, I didn't recall having ever seen or heard the term before either.
I was pretty sure I knew roughly what was being talked about based on
the context but it occurred to me that there may have been some more
specific meaning that I might have been missing.
-Robert
> Why is that? Where do you come up with these attitudes? There's no
> "Jyhad School" that I had to go to post here.
>
> The term shows up in about, what, 40 or 50 posts amongst the THOUSANDS
> AND THOUSANDS of posts that have turned up in this newsgroup since 2003
> - and apparently didn't even exist before that - and you think this is
> like a person who finishes a Calculus class having to know what a
> derivative is? I don't know what to say.
The reason is because I hear the term kicked around all over the place in
casual conversation about Jyhad. It was a staple understanding when I
first started to play. Every player that I've ever talked to knows what
Malk94 is. *shrug*. From my world view, it's incredible -- to the level of
the metaphor that I gave. Moreover, I don't think my world view is
particularly kooky: a large majority would post similar experiences.
> No, it's not. Apparently you have some truly bizarre idea about people
> needing to read every post in the newsgroup in order to pick up on all
> the nuances of very esoteric terminology. I don't know how you got so
> far off base with that idea that you're screaming "deliberate
> obtuseness" when someone happens to let a couple years pass before he
> actually needs to know what some sporadically used term means but it's
> something you need to get more realistic about.
Again, it's not just newsgroup posts. And, you didn't "need to know" the
use of Malk94 any better than your understanding. Hell, it's used
precisely to avoid specifically discussing the details.
>> If you truly didn't know (which I still find incredible, but ok,
>> whatever), then I'm sorry.>
> All right, fine. But I have to say, I find it incredible that you find
> it incredible. This shit happens all the time.
Sure. Prolific poster? Commonly-used term? Not so much. But again,
whatever. You didn't know. Fine.
>> Deliberate obtuseness vs true ignorance is virtually impossible to
>> distinguish based on words alone (by the law of "duh"). You make such a
>> distinction based on what you think a person knows. You're a prolific,
>> long-standing poster in this newsgroup. It's insulting (to you) and a
>> waste of other similarly prolific writers' time to assume that you're
>> unaware of well-known theory and terminology about the game -- whether
>> you agree with it or not, whether you use it or not.>
> Sure. But where you're off base here is the idea that "Malk94" and it's
> variants are "well-known terminology". If you look at the number of
> hits in the searches Xian and I did, they may look like a lot when
> aggragated. But amongst the huge amount of overall traffic in the group,
> finding a post using those terms is looking for a needle in a haystack.
> They really aren't used very often at all. And the couple of times I've
> encountered them in the past, I'm sure I frankly didn't care. In both
> cases, they came up in long, verbose posts where I was talking too much
> and responding to too many other issues to need to stop and ask the
> other guy what it was when it didn't matter a rat's ass in those
> contexts.
Meh. You get to win by talking more. You didn't know. Fine. But to argue
that it's not a commonly-used term seems silly, since virtually every
person I've ever talked about Jyhad to knows what Malk94 means.
>> So sue me for giving you more credit than you deserve. I hereby retract
>> all accusations of "deliberately obtuse". In future discussions with
>> you, I'll be sure to define terms like "wall", "law firm", and "arika
>> vote", just in case you happen to have avoided learning the meanings of
>> those terms in your rather long stay here.>
> I don't think you need to do that unless someone specifically asks. Just
> don't blame them for asking. Asking questions is a good thing.
Usually, yes. It can, however, hinder a discussion as well. I "jumped"
because it was rather incredible to me that you didn't know what Malk94
meant. To the point that I'd feel as if I have to clarify the use of every
term. . . just to make sure.
Ankur
bluedevil wrote:
> You could print more cards like Fame and Dragonbound. The rest of the
> combat-oriented pool-reducers are weak.
So true. I really wish Path of Lilith's burn clause were for the
torture counters rather than the Path itself. That would've made it
strong, but not uber. As it is, it's really weak.
> I know there are some people
> who are repulsed by the idea of further encouraging combat decks, but
> things that encourage those decks to go forward really aren't the sorts
> of things they should object to. In fact, it should make them hate
> combat decks less. Properly printed, they might give incentive to play
> something other than weenie guns/potence/fortitude/war ghouls for
> competitive rush decks.
Yeah, I agree with this assessment. I've noticed that weenie combat
tends to win just based on bleeding for four, rather than rushing
(which helps, but doesn't do the lion's share of the pool damage). It
would help rush decks a lot if there were more
hurt-minions-to-remove-pool cards.
> Either that or methodical players trying to figure out what to do with
> minion action #427. So, weenie decks and vote decks are the real
> problems. Oh wait, what are the current top dog archetypes!?
Heh. David Cherryholmes: Proudly poking people with a stick since 1998.
John Eno
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
> The reason is because I hear the term kicked around all over the place in
> casual conversation about Jyhad. It was a staple understanding when I
> first started to play. Every player that I've ever talked to knows what
> Malk94 is. *shrug*.
OK, fine. But why would you assume that someone else, living in another
part of the country, necessarily has any of those experiences? I never
comprehend why certain people can't grasp the fact that other people
live in different worlds that may be nothing like their own. Casual
conversation about Jyhad? I barely ever meet another person who knows
what the game is. This newsgroup is 98% of my casual conversation
about Jyhad.
> From my world view, it's incredible
Well, time to wake up and stop being so presumptuous about others.
> Again, it's not just newsgroup posts. And, you didn't "need to know" the
> use of Malk94 any better than your understanding. Hell, it's used
> precisely to avoid specifically discussing the details.
And again, I realized I didn't need to know it any better than I
did. If you read what I wrote in context, you'll see that I
functioned just fine picking up the necessary nuances from context
and the suggestion of the name alone. I just happened to casually
preface my subsequent remarks with the comment that "I don't know
what this means" - allowing for the possibility that I was naive
to some feature of the deck that wasn't obvious. That was what
gave your "deliberate obtuseness" comment such an Alice-in-
Wonderland feel. Why on earth would I choose to be deliberately
obtuse in an exchange like that?!?
>>> If you truly didn't know (which I still find incredible, but ok, whatever), then I'm sorry.>>
>> All right, fine. But I have to say, I find it incredible that you find it incredible. This shit happens all the time.>
> Sure. Prolific poster? Commonly-used term?
I think we differ on the essence of what a "commonly-used term" is.
On the newsgroup alone (absent the in-person cues), I think it's
pretty clear that Malk94 is not all that commonly-used.
> Meh. You get to win by talking more.
No, that just means I have Typing-Fingers-O-Steel (tm) and talk
enough to be a tedious pontificating bore.
...erm, that's a good place to finish this post, now that I
think about it. The rest is just beating the same dead horse.
Fred
[ quoted text not captured ]
I rememer that (and I remembered it when I wrote the above). But, as I
remember, it was prefaced with a descriptive definition if it was ever
used on its own. I also remember that my car is not a convention.
<invisibl...@gmail.com> wrote in message
news:1153326664.8...@i3g2000cwc.googlegroups.com...
> Fred Scott wrote:>> You're reading too much or the wrong things into what I said. My
>> point is just that lots of defense is too rewarding, based on the
>> types of decks that tend to make it to the finals.
...
> Is this just a metagame thing, though? I'm pretty sure I see aggressive
> as much as defensive decks in most finals. And why is lots of defense
> too rewarding? I see way more defensive decks that don't make it to the
> finals of a tournament due to not being able to get enough VPs in the
> first three rounds than I do decks that do get there. And the bigger
> the tournament is, the more this is true.
I don't think it matter what decks don't get there. What matter to
me is the decks that do. If it's just me or the finals I see in
the parts of the country I play (which is mostly just LA these
days with a few sporatic assumptions), then great. I would find it
very comforting to know that in most places, aggressive decks are
making the finals and doing just fine ones they get there. If
that were true, though, I'd expect a lot more good players on the
newsgroup contesting this point.
>> Likewise, adding some new elements to the game to outmaneuver
>> the various defensive modes that are popular (overly popular for
>> purposes of fun in the game, IME) now is hardly tantamount to
>> shifting it totally over to heavy stealth bleed and weeny bleed.
>> At least, not if done correctly.>
> See, there's the rub. What I worry about is that any kind of
> outmaneuvering tech is going to be easily added to the stealth/bleed
> and weenie/whatever decks that are currently the most aggressive decks
> around.
Yea, I can appreciate why that would bother you. I would hope that
there are more alternatives to new card design in the game than just
making all offense benifit equally - thus making the most effective
offense that much more unstoppable - and not doing anything at all.
But I agree, it's not an easy or riskless goal when you put it that
way.
>> It would just mean that clever
>> offensively oriented decks would be rewarded more and clever
>> defensively oriented decks would be rewarded less.>
> I'm not really sure why you think this is a good thing. Shouldn't two
> decks of equal cleverness be rewarded equally, regardless of what they
> do?
Note that I used the relative terms, "more" and "less". So you're
ignoring the point that I think defensive decks are already rewarded
too highly and offensive decks not highly enough. I'd like to
balance the two better.
But even the concept of balancing offense vs. defense is really
kind of naive. The truth is, I've seen lots of terribly clever decks
in this game which aren't rewarded because they're clever at doing
things that ultimately aren't strong enough routes to victory to be
worth doing in the first place. CCG design ultimately doesn't worry
about rewarding all cleverness equally and can't. All it can do
is try to make the game as fun as possible by balancing as many
paths to victory as possible (thus facilitating diversity) and
making the ultimate character of the game fun to play (by, for
instance, avoiding heavy arbitrary luck components to play). It
is the latter point that makes me want to see the game rebalanced
towards more offense. I don't see the game having nearly as much
problem with overly offensive decks making games too fast and
arbitrary as I see it having problems with static, boring,
endless or timeout games in which deadlocks are never broken.
(And, just to rehash a clarification, I'm looking at finals
games in particular as I say that.)
> I'm all for finals finishing, but I have to say that all of the finals
> I've ever seen time out didn't do so because of negotiation.
I agree. But the fact that negotiations are effective enough that
they can often effortlessly block players trying to push the
game forward is exactly part of the problem. That, to me, is
a sign that the game is too defensive in nature. You complain
about lack of player interaction when offense is too effective.
This is the flip side caused by too much player interaction.
When players have so much ability to block other players'
progress, the game naturally goes nowhere because the only
thing all players can agree on is the point that no other
player should be allowed to win. There has to be some solution
to that and the solution is to limit the amount of power the
table has in terms of stopping any one player from getting
an oust.
Fred
> OK, fine. But why would you assume that someone else, living in another
> part of the country, necessarily has any of those experiences?
I explained that assumption. You have played for 10+ years. You have been
prolific. You presumably have played with lots of people.
>> From my world view, it's incredible>
> Well, time to wake up and stop being so presumptuous about others.
Oh, stop. It's not overly presumptuous to make such a suggestion. It's
entirely reasonable. And I'd suggest you revise *your* world view to
accomodate the fact that you are likely an outlier with respect to regular
vtes.
> That was what gave your "deliberate obtuseness" comment such an
> Alice-in- Wonderland feel. Why on earth would I choose to be
> deliberately obtuse in an exchange like that?!?
I don't know. But, I think it's great how we're still arguing when I've
agreed with you.
>>> All right, fine. But I have to say, I find it incredible that you
>>> find it incredible. This shit happens all the time.>>
>> Sure. Prolific poster? Commonly-used term?>
> I think we differ on the essence of what a "commonly-used term" is. On
> the newsgroup alone (absent the in-person cues), I think it's pretty
> clear that Malk94 is not all that commonly-used.
You mean that 90% of the vtes population uses the term? You're right.
Clearly, that's not enough usage.
> > Meh. You get to win by talking more.
>
> No, that just means I have Typing-Fingers-O-Steel (tm) and talk enough
> to be a tedious pontificating bore.
Truth.
> ...erm, that's a good place to finish this post, now that I think about
> it. The rest is just beating the same dead horse.
That's been going on for a while now. It's really too late.
Ankur
Derek Ray wrote:
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>
> Don't hurt yourself reading what's being said.
>
> sutekh_23 wrote:
> > Derek Ray wrote:
> >> You play with chimps. If you bounce to your prey and he Rushes you,
> >> well, he was likely to Rush you anyway; no harm done. If your prey
> >> overreacts by killing all your minions for a single bleed bounce, well,
> >> it's his choice to lose the game, but it still is the play of a chimp.
> >
> > No, Its the reply of a deck that cannot bounce or reduce but can fight.
>
> Such a deck should be able to survive by killing a single minion
> (ideally, the minion who bounced the bleed), NOT by spazzing and
> backousting.
>
Unless, of couse the entire crypt can do the bouncing, which from what
I have seen/ experienced/ read is the case
> At least, a competently built deck should. An incompetently built deck
> might have no way of handling to bleeds other than "vaporize _all_ my
> predator's vampires", in which case it's just going to help its prey (or
> possibly grandpredator) win.
The perfect predator has often been described as one who soak up bleeds
for you but cannot apply forward pressure, It's not entirely a bad
thing is it? I don't want my grad-predator/ grand-prey to win, but I
don't want to lose either
> > If your personal deck constucting skills are so atrophied that you need
> > dom or aus to survive or win a game, then thats your problem, let the
> > people who want to try something else try it.
>
> If your playgroup's inability to construct decent decks leads you to
> believe that the only way for a combat deck to survive is to kill all
> the minions of any deck that offends it (thus losing the game itself),
> then that's your problem. Just don't sit around pretending that it's a
> winning strategy.
>
Straw man, you are avoiding the question. the statement pertains to
relying on 2 disciplines to win any game of v:tes. If the use of aus of
dom is madatory, why do so many clans exist without them? what you are
essentially saying is decks that don't use aus or dom are sub-optimal
and should be relegated to the trash heap cause they are just not
viable or winning deck archetypes. Hey WW print whatever you want, my
dom deck will still win, game development or diversity means squat to
me. Yup, thats the way I want the game to go.
By the way, I never said it was a winning strategy, just a reasonable
defence against a deck style it cannot handle. if my predator is S&B,
and his predator is more build up orientated, I'll quite happily give
away a vp that will oust me in return for a predator that my deck can
deal with. It's called maximizing your vps, you know, one of the rules
of the game.
> >> If you bounce to your prey, who bounces to his prey, and HE rushes you,
> >> that's _really_ the play of a chimp. Teach your playgroup to actually
> >> try to win if you want to get rid of THAT problem; don't blame the cards.
> >>
> > No, thats the play of a deck that cannot deal with huge bleeds at
> > stealth.
>
> Wait, let's think this through.
>
> The object of the game is to oust your prey.
No, the object of the game is to maximise your VP's
> You oust your prey by reducing his pool to zero.
> One effective way of doing this is huge bleeds at stealth.
> One very common deck type is huge bleeds at stealth.
>
> Conclusion: Building a deck that cannot deal with huge bleeds at
> stealth except by completely disrupting the table dynamic is not a
> winning decision.
>
Removing the player who can do this is a fine play. It's like removing
the idiot imbued player who drops events just because they can without
any thought on how it effects the game dynamic, and I'm yet to see an
argument that says it's bad play to remove the disruptive influence on
a table.
> > Remember, the idea is to maximise your VP's. If my deck
> > maximises Its VP's by back ousting everyone well then thats the way the
> > deck works.
>
> The idea is to win the game by getting more VPs than anyone else.
>
> If you find that you are routinely having to spend time giving your
> grandpredator VPs, and your idea of maximizing VPs is "sometimes you get
> a VP out of it", you have missed the point of the game.
>
No I don't want to give my GP VP's, just sometimes with the deck
someone uses it makes more sense to remove a threat.
> > Just because you find it offensive, quite honestly don't
>
> Again, read what was said. I don't find it offensive: I find it stupid
> and a telling sign of weak play, and weak deckbuilding.
>
> You can make decks that fight without having them be so totally ass-up
> defenseless so that they have to cross-table spaz after a single bounced
> bleed.
>
Ahh, IME, they don't. They ask the bouncer to stop, politely stating
that their combat deck cannot absorb multiple bleeds each turn for X.
After being ignored by the bouncer trying to advance thier own game,
the aformensioned combat deck turns their predator into a meat shield.
To my mind, bounce is offensive. It's a way to turn an attack on me to
my prey, hopefully doing my work for me. A combat deck will always
prefer to beat up its prey rather thant its predator, but if needs be,
why not beat the crap out of the obnoxious deck behind you?
> >>> Maybe not sweep a table, but get a VP, sure.
> >> Second place is the first loser. Try to win.
> >
> > Comes back to "winning" Yes I like to win but if all my deck does to
> > win is "I bleed you for lots which you can't stop", I find the deck
> > boring.
>
> There are a large number of articles on the net about "boring"
> strategies in games which still win, and there has been endless
> discussion in this very newsgroup about why there is no such thing as
> "cheese".
>
> If your deck can't deal with some of the most common, most effective
> strategies in the game, your deck isn't "exciting" and "innovative", it
> sucks. Build a better deck.
>
Fine, I build the better deck, I consistantly win, no deck is a threat
or challange *yawn*, can I go to sleep yet? Actually enjoying the game,
having someone claw thier way back and ousting only to be ousted is
what makes the game enjoyable, not just a well constructed steamroller.
If that is your idea of a fun game, go play type 1 unrestricted magic,
have your ass handed to you before you even play a card, don't worry,
It's not cheese, It's your poorly designed deck that cost you a chance
to play even one card.
Honestly dude if you see winning as the only way to enjoy the game,
lets enter into a pact now. I never post on your responses, and you
never post on mine. Our thoughts on fun are too wildly divergent to
keep any discussion civil.
> >>>> See, I don't understand this comment Xian. You are willing to spend the
> >>> slot on gaining pool, but not saving that pool? Admittedly most single
> >>> cards wont just gain you just 1 pool,
> >> Which is surely the point he was making.
> >>
> >
> > Oh look, I admit someone else has a viable point of view,
>
> But you didn't. You went on to repeat the point he had just refuted,
> seemingly believing that it was worth repeating anymore.
You seem to forget that when I post I'm trying to be neutral, the fact
that I stated someone else has a viable point of view seems to be cause
for you to denegrate someone, congratulations, can I be you? please?
>
> >>> You can say it's inefficient use of resources, sure, thats fine,
> >> It is. Reducing bleeds by only 1 for a card slot is ineffective. Part
> >> of this is because bleeding for 1 is ineffective as an ousting mechanism
> >> (unless you have 12 minions, and there won't be enough reduce in your
> >> deck to handle that after the first turn).
> >>
> >> Since you can expect people to bleed for more than 1 routinely, why
> >> would reducing it by only 1 ever even come close to making the cut in a
> >> deck? Answer: it wouldn't, and that's why all these crap bleed
> >> reduction cards don't see play.
> >
> > Because the point of the discussion was auspexless bleed reduction.
>
> Exactly. And if you paid attention, I'm responding to your suggestion
> that all the reduce-for-1 cards are worthwhile. They aren't. If we are
> going to add any more bleed reduction to the game, it needs to come in
> the form of "reduce by 2" or better, even though it will make Telepathic
> Counter slightly less effective.
No I never said any of them were worthwhile, I even said I don't use
them. I never said they were worthwhile using. I only tried to point
out what does exist right now in the game, thats all. The only point I
made if favor of them is that I like to keep my pool in my pool, no
matter what the cost. All you are doing in strengthening the argument
that decks without dom or auspex are sub-optimal and should not be used
because they are crap.
>
> >> (Worth noting: Greta reduces _without_ the card slot, and she sees a LOT
> >> more play. It's a fine line with the resources, but sometimes you gotta
> >> do what you gotta do.)
> >>
> > Oh, so reduction of a bleed of 5 is ok as long as it doesn't cost a
> > card place?,
>
> You bet. Card slots are valuable, especially when the card slot is
> devoted to only a single type of defense and is largely ineffective
> anyway. Greta can do a lot more things than just reduce bleeds, so
> she's well worth it even without her special -- but that special is
> icing on the cake.
>
Yes card slots are valuable, you'll get no argument from me, but to
reduce a bleed of 5 to 4 is fine because it costs no card spots as
opposed to reducing it to 4 by a easily cycled card is useless? Sorry
dude, makes no sense to me. After all, reducing a bleed by 1 is just
delaying the inevitable, right?
> >>> playing Dominate or Auspex (which I rarely do), cards like dummy corp
> >> Reduces a bleed by 2. See the theme?
> >>
> > Costs a master phase action as opposed to a non-tapping reaction,
>
> Correct. It's far from an ideal defense. But it doesn't cost you hand
> size (which reactions do), since it sits around until you need it.
>
No, Just costs you a MPA in a game where "theoreticly" you only get
10-14 of them (according to what others say, me, I disagree) As far as
sitting aroud until you need it, well arn't we all playing bleedzooka's
or 3 bleed multiple minions? Of course we are, hell, thats the only way
to win this game.
> > surely a stickler for "effectivness" such as yourself would see it as
> > a waste as opposed to bounce
>
> I like playing both, honestly. Put the DC out to encourage people to
> bleed big, then bounce the big bleeds downstream. Good stuff.
>
> If you ever run out of bounce, you can burn the DC and get some
> EFFECTIVE bleed reduction against one.
>
> >
> >>> and banner of neutrality gain some stature in my eyes.
> >> Yeah, let me know how well Ecstasy and Banner of Neutrality work to keep
> >> the Setites from being powerbled out by Malk '94.>
> >
> > Have I proven my point yet?
>
> Honestly, I don't think you have a point. Except on top of your head.
Look man, insult me all you like, that's cool by me. It's a qustion of
mind over matter. I don't mind cause you never mattered. Feel free to
do your worst.
>
> > The topic is "auspexless bleed reduction"
>
> And that's the one I've been discussing. Are you reading the posts?
>
Yes I have been, they are about TM or TC (at least the ones you have
written which are worth reading), both of which are auspex cards which
sort of fall out of the "auspexless bled reduction" Stay on topic
instead of being an obnoxious "I've been playing since Jyhad" troll and
I will pay attention to you.
> If the Setites get a reduce-by-2 card available to them, they have a
> pretty good shot against Malk '94 by simply not blocking, pool gaining,
> and reducing. Ecstasy and Banner of Neutrality ain't gonna save 'em though.
>
> > moron, not "how does deflection rate against telepatic misdirection"
>
> Strawman. Please quote message-ID and text from this thread where I
> compared Deflection to Telepathic Misdirection? (You can't, of course.
> I suggest reading what's being said instead of reading what you wish
> was being said.)
>
> - --
> Derek
>
If you can't follow a usenet thread in regards to timing or response,
don't blame me.
-----
"Ankur Gupta" <agu...@cs.duke.edu> wrote in message
news:Pine.LNX.4.63.06...@fiordland.cs.duke.edu...
> I don't know. But, I think it's great how we're still arguing when I've agreed with you.
Look, just to be very concise about it, I'll put this way: Your ideas
about who should know what are fucked. And you're not going to admit
that so you won't change them so you'll make the same mistake again
later. Oh, well...
sutekh_23 wrote:
> > If your deck can't deal with some of the most common, most effective
> > strategies in the game, your deck isn't "exciting" and "innovative", it
> > sucks. Build a better deck.
> >
> Fine, I build the better deck, I consistantly win, no deck is a threat
> or challange *yawn*, can I go to sleep yet? Actually enjoying the game,
> having someone claw thier way back and ousting only to be ousted is
> what makes the game enjoyable, not just a well constructed steamroller.
True. But that doesn't eliminate the need to prepare any deck that you
expect to sit down with from being able to deal with common strategies.
If you build an "awesome" deck that can only be foiled if your predator
is playing, say, a Fos Breed/Baby deck, but you have defense against
virtually everything else (including Ravnos babies!), that's an
acceptable deck design decision.
If you build an "awesome" deck that has can only be foiled if your
predator is playing stealth bleed, your deck sucks.
> If that is your idea of a fun game, go play type 1 unrestricted magic,
> have your ass handed to you before you even play a card, don't worry,
> It's not cheese, It's your poorly designed deck that cost you a chance
> to play even one card.
"Cheese" is a social construction. Sure, it's not always fun to be
ousted quickly by Malk94 (or Malk S&B or Malk 1994 or whatever), but
just because a deck design is effective doesn't mean it's a bad thing.
It means that your group needs to design more effective defenses
against it.
> Honestly dude if you see winning as the only way to enjoy the game,
> lets enter into a pact now. I never post on your responses, and you
Winning isn't the only way to enjoy the game, but if you actively make
decisions that make it unlikely that your deck will *ever* win, I would
rather not play with you. (I realize the comment was directed at
Derek, but still.)
> > sutekh23 wrote:
> > > Oh, so reduction of a bleed of 5 is ok as long as it doesn't cost a
> > > card place?,
> >
> > You bet. Card slots are valuable, especially when the card slot is
> > devoted to only a single type of defense and is largely ineffective
> > anyway. Greta can do a lot more things than just reduce bleeds, so
> > she's well worth it even without her special -- but that special is
> > icing on the cake.
> >
> Yes card slots are valuable, you'll get no argument from me, but to
> reduce a bleed of 5 to 4 is fine because it costs no card spots as
> opposed to reducing it to 4 by a easily cycled card is useless? Sorry
1 blood off Greta is typically less valuable than 1 card in your hand.
Greta can theoretically always be full of blood. Cards in your deck
are inherently limited.
[Dummy Corp]
> > Correct. It's far from an ideal defense. But it doesn't cost you hand
> > size (which reactions do), since it sits around until you need it.
> >
> No, Just costs you a MPA in a game where "theoreticly" you only get
> 10-14 of them (according to what others say, me, I disagree) As far as
On average, unless you're running Rumors/Parthenon.
> sitting aroud until you need it, well arn't we all playing bleedzooka's
> or 3 bleed multiple minions? Of course we are, hell, thats the only way
> to win this game.
An MPA is typically more valuable than one transient card. However, if
your choice is between Ecstasy and Dummy Corporation, most of the time
I'd rather have DC, because it provides a greater effect for the card
slot than Ecstasy (or Banner, or whatever).
Yes, I do tend to think of all cards that go in my decks in terms of
how efficient they are. This doesn't mean I don't make bad decks, or I
don't make toolbox decks, or I don't put stupid splash cards in. It
does mean that if I don't have bleed reduction (or bounce) in my deck,
I have some other way of dealing with bleeds.
If I'm playing a FoS deck, for example, I'd much rather have Voter Cap
in the deck (typically) than Ecstasy. Ecstasy saves me 1 pool, but
Voter Cap is likely to gain me 2. If I die to lots of bleeds, at
stealth, I don't say "oh, if only I had been able to keep more of my
pool." I think, "oh, if only I had been able to gain more pool so that
I could offset the loss."
> > > The topic is "auspexless bleed reduction"
> >
> > And that's the one I've been discussing. Are you reading the posts?
> >
> Yes I have been, they are about TM or TC (at least the ones you have
> written which are worth reading), both of which are auspex cards which
> sort of fall out of the "auspexless bled reduction" Stay on topic
> instead of being an obnoxious "I've been playing since Jyhad" troll and
> I will pay attention to you.
It's hard to discuss "auspexless bleed reduction" without referring to
the auspex bleed reduction that is basically the gold standard. For
reference, if for nothing else.
And really, asking someone to stay on-topic on usenet is an exercise in
futility.
Xian
> Look, just to be very concise about it, I'll put this way: Your ideas
> about who should know what are fucked. And you're not going to admit
> that so you won't change them so you'll make the same mistake again
> later. Oh, well...
Clearly I know nothing.
Noted.
Ankur
Fred Scott wrote:
> <invisibl...@gmail.com> wrote in message> > Is this just a metagame thing, though? I'm pretty sure I see aggressive
> > as much as defensive decks in most finals. And why is lots of defense
> > too rewarding? I see way more defensive decks that don't make it to the
> > finals of a tournament due to not being able to get enough VPs in the
> > first three rounds than I do decks that do get there. And the bigger
> > the tournament is, the more this is true.
>
> I don't think it matter what decks don't get there. What matter to
> me is the decks that do.
Right...but if the game is skewed so strongly in favor of defense that
there don't need to be more defensive cards printed, why are any
aggressive decks making into the finals at all? Why have the last few
years' NAC and EC been won by uberaggressive decks?
> If it's just me or the finals I see in
> the parts of the country I play (which is mostly just LA these
> days with a few sporatic assumptions), then great. I would find it
> very comforting to know that in most places, aggressive decks are
> making the finals and doing just fine ones they get there. If
> that were true, though, I'd expect a lot more good players on the
> newsgroup contesting this point.
And to support your argument, Josh Duffin did chime in and say that
defense is probably too strong right now. But, geez, what does that guy
know?
I think that we've both been ignoring the "good players" bit until now,
though, and it's an important bit. To wit: are more defensive decks
played by good players making it into finals because they're defensive
decks, or because they're being played by good players? My guess is
that it's the second reason. The game isn't necessarily lacking in
offensive options; good players are playing more defensive decks. That
doesn't mean they're doing so because defensive decks are necessarily
better than agressive ones.
> > See, there's the rub. What I worry about is that any kind of
> > outmaneuvering tech is going to be easily added to the stealth/bleed
> > and weenie/whatever decks that are currently the most aggressive decks
> > around.
>
> Yea, I can appreciate why that would bother you. I would hope that
> there are more alternatives to new card design in the game than just
> making all offense benifit equally - thus making the most effective
> offense that much more unstoppable - and not doing anything at all.
> But I agree, it's not an easy or riskless goal when you put it that
> way.
And that's really my only problem with your suggestion. Not being a
game designer, I don't know of any way to add good offensive options to
the game that don't also bolster strong, aggressive deck archetypes
already. More pool-damaging options for the wackier disciplines, maybe?
Arika and the Malks aren't going to care much if Quietus gets some
powerful cards, for instance.
> > I'm not really sure why you think this is a good thing. Shouldn't two
> > decks of equal cleverness be rewarded equally, regardless of what they
> > do?
>
> Note that I used the relative terms, "more" and "less". So you're
> ignoring the point that I think defensive decks are already rewarded
> too highly and offensive decks not highly enough. I'd like to
> balance the two better.
Right on. I missed your point the first time around. In that case, I do
agree with you - it's just that I don't see a big power disparity
between offense and defense in the card pool right now.
> But even the concept of balancing offense vs. defense is really
> kind of naive. The truth is, I've seen lots of terribly clever decks
> in this game which aren't rewarded because they're clever at doing
> things that ultimately aren't strong enough routes to victory to be
> worth doing in the first place.
Is rewarding things which are wacky routes to victory what you're
referring to about when you talk about more offensive options, then? If
so, I'm all in favor.
> CCG design ultimately doesn't worry
> about rewarding all cleverness equally and can't. All it can do
> is try to make the game as fun as possible by balancing as many
> paths to victory as possible (thus facilitating diversity)
The problem with this is that in V:TES, there are only so many delivery
systems. And since the most unusual payload in the world isn't
effective at all without a good delivery system, there doesn't seem to
be a good way to introduce new offensive options without dramatically
changing the character of the game (and I'm talking about much bigger
changes than, like, mortals in the crypt, and look at the responses to
that). So there can't be all that much diversity without some pretty
huge alterations, seems like.
> and making the ultimate character of the game fun to play (by, for
> instance, avoiding heavy arbitrary luck components to play). It
> is the latter point that makes me want to see the game rebalanced
> towards more offense.
That doesn't make sense to me. If everyone's deck is heavier on offense
than defense, you're introducing more randomness into the game, since
you're basically playing paper/rock/scissors at that point - will my
mostly aggressive deck's one defensive answer work against my
predator's mostly aggressive deck? As opposed to decks with intercept
(which is what I assume we're talking about when we talk about
defensive decks), which can theoretically handle a variety of different
predators and thereby reduce unnecessary, arbitrary luck's role.
> I don't see the game having nearly as much
> problem with overly offensive decks making games too fast and
> arbitrary as I see it having problems with static, boring,
> endless or timeout games in which deadlocks are never broken.
> (And, just to rehash a clarification, I'm looking at finals
> games in particular as I say that.)
I'm not sure that making more offensive options available will change
that, though. Particularly in finals games, people play slowly. If the
overall tone of the game changes to more aggressiveness, is that all
that likely to change significantly?
> I agree. But the fact that negotiations are effective enough that
> they can often effortlessly block players trying to push the
> game forward is exactly part of the problem. That, to me, is
> a sign that the game is too defensive in nature. You complain
> about lack of player interaction when offense is too effective.
> This is the flip side caused by too much player interaction.
> When players have so much ability to block other players'
> progress, the game naturally goes nowhere because the only
> thing all players can agree on is the point that no other
> player should be allowed to win.
I don't think I made my point very clearly, then. I'm trying to avoid
IME's here, but it seems to me that most finals that time out do so due
to vote decks, not wall decks. More specifically, finals time out
because people won't shut the hell up. Now, I don't have a problem with
some tabletalk - it's clearly a vital part of the game. But if the
defensive decks quietly play their games, I don't think the game is
really more likely to time out than any other game. When players have a
lot of pseudo-psychic back and forth about who's going to win early in
the game, yeah, it's going to time out. But that's got little to do
with what kind of decks were being played, unless everyone was playing
a deck that had no table presence (which decks don't usually make the
finals).
> There has to be some solution
> to that and the solution is to limit the amount of power the
> table has in terms of stopping any one player from getting
> an oust.
That still sounds to me like we'd be playing "V:TES Racing" then, which
doesn't really suit me. I like games that have a dynamic pacing, rather
than being all-out from the word go.
John Eno
Xian wrote:
>
> Winning isn't the only way to enjoy the game, but if you actively make
> decisions that make it unlikely that your deck will *ever* win, I would
> rather not play with you. (I realize the comment was directed at
> Derek, but still.)
>
No, I don't activly try to make decks that don't ever win. It's the
fact that my deck construction/deck choice does rely on the environment
I'm playing in. If we are playing just the weekly social game, then I
might take some of that time to try out different aproaches, play with
a "sub-optimal" deck or whatever. Tournaments are a different story. I
will activley go in with the most effective deck I've got because in a
tournament my goal is to win.
yay! someone walked away from the flame war fun and decided to give
spiffy examples! huzzah!
pd...@lightlink.com wrote:
> pd...@lightlink.com wrote:>> This might be a horrible idea. But maybe not. And maybe the key is to
>> do away with the idea that only Auspex gets good bleed reduction.>
> For the sake of illustrating this idea, here are some cards off the top
> of my head that I think might be viable. Not necessarily the best of
> ideas, but the kinda thing I'm talking about:
>
> Shroud Resources
> Obfuscate
> Action Mod/Reaction
> obf: +1 stealth
> OBF: Reduce a bleed you are taking by 2.
i dig it. but i like the idea of an action tying up OBF minions so as to
seem less frightening.
Out of Sight
Action
1 blood
If successful put this card in play.
A Methuselah can have only 1 Out of Sight in play.
obf: You may burn this card to reduce a bleed against any Methuselah by 2.
OBF: Only usable by a vampire with a capacity above 4. Vampires with
capacity below 3 get -1 bleed against you. Burn this card during your
next untap.
potential responsible bleeding or bleed reduction. deliberately no +1
stealth to the action. is it too strict? it does work against weenie
horde, though.
> Forced Defense
> Fortitude
> Combat/Reaction
> for: Prevent 1 damage
> FOR: Reduce a bleed you are taking by 2.
Triumph of the Will
Combat/Reaction
4 blood
for: Prevent all damage from the opponent's cards this round, with an
optional press.
FOR: Usable only when the target of a bleed greater than 2. The bleed
against you fails and the bleeding minion goes to torpor.
it's such a silly name, and i really couldn't see too easily how
fortitude could prevent pool destruction. but i thought, what if they
pushed themselves beyond all limits to soak up the damage, like, ran to
the doorway all bloodied and refused to budge, just takes a beating w/o
letting anyone pass. i think i made it a bit expensive, perhaps it
should be 3 blood. but people hate Kiss of Ra and this one would be
playable as a reaction and thus pretty damn scary. but, hey, big, silly
name gotta get a big, silly card.
> Cut Them Off At The Pass!
> Celerity
> Combat/Reaction
> cel: Manuver or Press
> CEL: Reduce a bleed you are taking by 2.
well, there's already Aversion, so i don't want to neuter it too much...
maybe something between Flurry and Draba.
Spring Cleaning
Action
+1 stealth
2 blood
A Methuselah can have only one Spring Cleaning in play.
cel: Put this card in play. You may burn this card to reduce a bleed
against you by 3.
CEL: As above, and this minion untaps.
> Insect Swarm
> Animalism
> Combat/Reaction
> ani: Strike: 1R with optional manuver.
> ANI: Reduce a bleed you are taking by 2.
Killer Bees
+1 stealth
Put this card in play. A Methuselah can have only 1 Killer Bees in play.
Minions with capacity or life less than 4 get -1 bleed when bleeding
you. Bleeding minions takes 1 point of damage if their bleed action is
successful. Each untap phase remove 1 blood or life counter from a
minion you control or lose 1 pool. Any minion may burn this card as a
(D) action.
i'm still debating whether stackable, but damaging bees is better,
instead of only 1 copy at a time. more fun, more personal risk, more
potential abuse... who knows, someone will think of what i did wrong
with these cards anyways. :D
> And whatever. Not all disciplines would need this kind of card. Amd
> these are all possibly stronger than they need to be (or maybe not).
> The Obfuscate one, for instance, would probably be overpowered in S+B
> decks (as it provides easily cycled stealth for when your prey declines
> to try and block you), so that example is probably one that would need
> to be something else. The combat/reaction examples are probably less
> easily cycled, as you need to get into combat to use them for the
> inferior version (i.e. you need to Rush someone, someone needs to block
> you or you need to block someone, and if you can block them, you
> probably don't need to reduce their bleeds anyway; this being said,
> giving this sort of ability to combat decks means that they'll less
> often be in a spot where they have to agressively back Rush, which
> helps maintain table balance), but this is the kind of thing I am
> proposing.
>
> White Wolf, please feel free to take these ideas and run with them. I
> claim no possession over them :-)
>
> -Peter
>
LSJ wrote:
> Xian wrote:>> It seems likely that it is used in face-to-face conversations with
>> newsgroup frequenters at tournaments and conventions and such, possibly
>> allowing for some confusion about where the term has been used.>
> Or maybe just Origins. I haven't heard the term bandied about at the
> conventions I've gone to. Such decks, when discussed, are indicated
> with longer descriptions. When I've heard them discussed, anyway.
Curse-words don't count.
--
salem
ousted by f**king sh*tty malk 94 AGAIN, FFS.
> Realizing that some of the decks using Deflection are also using
> Telepathic Misdirection, and that some of (well, most of, really--maybe
> 3 or 4 of the 17 decks using Telepathic Counter are not also using
> Telepathic Misdirection) the decks using Telepathic Misdirection are
> also using Telepathic Counter, so there is some level of error in the
> following numbers (but probably not enough to really be significant):
>
> 68% of the decks in the sample use bleed bounce.
> 8% of the decks in the sample use bleed reduction.
>
> I think that is reasonable evidence that people consider bleed bounce
> to be significantly more useful than bleed reduction, given the choice.
Not exactly, no.
It means that the people who actually WIN tournaments do it lots more often
with bleed bounce than bleed reduction. It is actually even more significant
: even if lots of players chose the reduction way, they didn't win with it.
And if we're talking choices, these were done by players who know what's
needed to win tournaments. It doesn't matter which comes first - the choice
by good players or the winning because of good choice - but I think it
illustrates your point pretty well and I can't agree more, from my
experience at playing with or without Bounce (I'm pretty much unable to win
without it, maybe some day I will).
This being said, I also agree with you that bleed reduction could be nice
for anyone who can't redirect, on the condition that it's either possible to
reduce a big bleed consequently or that the card has a very good
second-option cycling possibility.
--
Orpheus
Nearly made it to LSJ's Killfile !!
> > Because the point of the discussion was auspexless bleed reduction.
>
> Exactly. And if you paid attention, I'm responding to your suggestion
> that all the reduce-for-1 cards are worthwhile. They aren't. If we are
> going to add any more bleed reduction to the game, it needs to come in
> the form of "reduce by 2" or better, even though it will make Telepathic
> Counter slightly less effective.
All "little flame war" comments put aside, I second that position.
And Peter's : we don't have to pretend that TC was a good card for Auspex,
too bad if new cards make it totally obsolete (like we never had that
before), at least they would make some clans / decks / strategies
*playable*, or at least more so.
--
Orpheus
-------------------------
"You'll regret being so damn abusive when the electric UFO gods transphase
in from dimension ten to appoint me manager of the universe".
The Drummer, in Planetary.
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Again, please try not to hurt yourself reading what's being said.
sutekh_23 wrote:
> Derek Ray wrote:>> Such a deck should be able to survive by killing a single minion
>> (ideally, the minion who bounced the bleed), NOT by spazzing and
>> backousting.
>>> Unless, of couse the entire crypt can do the bouncing, which from what
> I have seen/ experienced/ read is the case
So what if the whole crypt has bounce? Kill one minion. Is he going to
sit there with the rest of his guys untapped, playing no cards, and hope
to bounce more bleeds? He won't have the cards in hand to do that, so
your problem is solved without actually having to erase your predator.
Is he instead going to continue to try to oust you? Well, that's what
predators do. Is your deck's response to all predators trying to oust
you always going to be "spaz and backoust?" Then you play like a chimp,
too.
>> At least, a competently built deck should. An incompetently built deck
>> might have no way of handling to bleeds other than "vaporize _all_ my
>> predator's vampires", in which case it's just going to help its prey (or
>> possibly grandpredator) win.>
> The perfect predator has often been described as one who soak up bleeds
> for you but cannot apply forward pressure,
That is not the perfect predator. The perfect predator is one who is
locked into active defense mode, and thus will not apply forward
pressure. THAT predator will not likely get ousted soon, and thus you
will not hand a VP away, nor will you suddenly have a new predator with
6 extra pool on your ass that you have to spaz on as well.
> It's not entirely a bad
> thing is it?
Yes, it is entirely a bad thing to remove all your predator's minions.
He cannot defend, and may well transfer out just to screw you.
> I don't want my grad-predator/ grand-prey to win, but I
> don't want to lose either
Then build decks that can manage a response other than "spaz and
backoust" when threatened with a predator who, god forbid, might attempt
to win the game themselves.
>>> If your personal deck constucting skills are so atrophied that you need
>>> dom or aus to survive or win a game, then thats your problem, let the
>>> people who want to try something else try it.>> If your playgroup's inability to construct decent decks leads you to
>> believe that the only way for a combat deck to survive is to kill all
>> the minions of any deck that offends it (thus losing the game itself),
>> then that's your problem. Just don't sit around pretending that it's a
>> winning strategy.
>>> Straw man, you are avoiding the question.
You didn't ask a question; you tried to put words in my mouth.
> the statement pertains to
> relying on 2 disciplines to win any game of v:tes. If the use of aus of
> dom is madatory, why do so many clans exist without them?
Straw man yourself. Please quote the message-ID in this thread where I
said AUS or DOM was mandatory? Oh yeah, you can't, because I never said
anything even remotely like it.
(retarded rant about strawman snipped)
> By the way, I never said it was a winning strategy, just a reasonable
> defence against a deck style it cannot handle.
A non-winning strategy is not a reasonable defense. A reasonable
defense would not cripple your own chances of winning in the process.
> if my predator is S&B,
> and his predator is more build up orientated, I'll quite happily give
> away a vp that will oust me in return for a predator that my deck can
> deal with. It's called maximizing your vps, you know, one of the rules
> of the game.
It's called "Giving your grandpredator a free ride", honestly. What
will you do when your new predator quits building up and starts ousting
you with his 6 new pool? Spaz and backoust again? You don't really get
it, do you? You need defenses that DON'T include "turn right like a
stupid salmon".
>> Wait, let's think this through.
>>
>> The object of the game is to oust your prey.>
> No, the object of the game is to maximise your VP's
Which you can only do by ousting your prey.
Do you know a way to gain VP without ousting your prey?
Moving on.
>> You oust your prey by reducing his pool to zero.
>> One effective way of doing this is huge bleeds at stealth.
>> One very common deck type is huge bleeds at stealth.
>>
>> Conclusion: Building a deck that cannot deal with huge bleeds at
>> stealth except by completely disrupting the table dynamic is not a
>> winning decision.
>>> Removing the player who can do this is a fine play.
Except that above you admitted that it's a non-winning strategy to do
so. Which is true; it's a non-winning strategy to spaz and backoust
whenever someone tries to oust you in an effective manner.
If this is all your deck has as a response, build better decks.
> It's like removing
> the idiot imbued player who drops events just because they can without
> any thought on how it effects the game dynamic, and I'm yet to see an
> argument that says it's bad play to remove the disruptive influence on
> a table.
A big bleed deck is not a disruptive influence, though. It's pretty
straightforward; it ousts prey. Big bleeders are not even remotely
similar to Imbued/Event or old-school Anarch Revolt decks.
>> The idea is to win the game by getting more VPs than anyone else.
>>
>> If you find that you are routinely having to spend time giving your
>> grandpredator VPs, and your idea of maximizing VPs is "sometimes you get
>> a VP out of it", you have missed the point of the game.
>>> No I don't want to give my GP VP's, just sometimes with the deck
> someone uses it makes more sense to remove a threat.
Except that it's a non-winning strategy to do so.
>> Again, read what was said. I don't find it offensive: I find it stupid
>> and a telling sign of weak play, and weak deckbuilding.
>>
>> You can make decks that fight without having them be so totally ass-up
>> defenseless so that they have to cross-table spaz after a single bounced
>> bleed.
>>> Ahh, IME, they don't. They ask the bouncer to stop, politely stating
> that their combat deck cannot absorb multiple bleeds each turn for X.
> After being ignored by the bouncer trying to advance thier own game,
> the aformensioned combat deck turns their predator into a meat shield.
And loses by doing so. However, note that you've already tried to dodge
your own statements where you said someone would come cross-table. I
assume you recognize now that cross-table ousting is a VERY bad play?
> To my mind, bounce is offensive. It's a way to turn an attack on me to
> my prey, hopefully doing my work for me. A combat deck will always
> prefer to beat up its prey rather thant its predator, but if needs be,
> why not beat the crap out of the obnoxious deck behind you?
Because it makes you lose. Build decks with ways to defend that don't
involve completely erasing your predator.
>> There are a large number of articles on the net about "boring"
>> strategies in games which still win, and there has been endless
>> discussion in this very newsgroup about why there is no such thing as
>> "cheese".
>>
>> If your deck can't deal with some of the most common, most effective
>> strategies in the game, your deck isn't "exciting" and "innovative", it
>> sucks. Build a better deck.
>>> Fine, I build the better deck, I consistantly win, no deck is a threat
> or challange *yawn*, can I go to sleep yet? Actually enjoying the game,
> having someone claw thier way back and ousting only to be ousted is
> what makes the game enjoyable, not just a well constructed steamroller.
Before you get completely owned in this discussion, you need to go read
this article, and think it through carefully:
http://www.sirlin.net/archive/playing-to-win-part-1/
Right now you're a scrub. Sounds like your whole playgroup is, too.
There's a big wide world of fun out there involving playing decent
decks, where everyone tries to win and uses all the tools available, and
you're denying this to yourself because you have a very narrow viewpoint
of what is a challenge.
Read the article... and then if you think you can continue this
discussion, we will.
>>> Oh look, I admit someone else has a viable point of view,>> But you didn't. You went on to repeat the point he had just refuted,
>> seemingly believing that it was worth repeating anymore.>
> You seem to forget that when I post I'm trying to be neutral,
Hardly, as seen by all of your posts so far.
> the fact
> that I stated someone else has a viable point of view seems to be cause
> for you to denegrate someone, congratulations, can I be you? please?
I just don't understand why you kept repeating the point that Xian had
just refuted, after admitting that Xian had in fact refuted the point.
Is logic so foreign down under?
>>>> Since you can expect people to bleed for more than 1 routinely, why
>>>> would reducing it by only 1 ever even come close to making the cut in a
>>>> deck? Answer: it wouldn't, and that's why all these crap bleed
>>>> reduction cards don't see play.>>> Because the point of the discussion was auspexless bleed reduction.>> Exactly. And if you paid attention, I'm responding to your suggestion
>> that all the reduce-for-1 cards are worthwhile. They aren't. If we are
>> going to add any more bleed reduction to the game, it needs to come in
>> the form of "reduce by 2" or better, even though it will make Telepathic
>> Counter slightly less effective.>
> No I never said any of them were worthwhile,
Quote from you:
"but if I'm not playing Dominate or Auspex (which I rarely do), cards
like dummy corp and banner of neutrality gain some stature in my eyes."
> matter what the cost. All you are doing in strengthening the argument
> that decks without dom or auspex are sub-optimal and should not be used
> because they are crap.
Again, please try to read what was said. I said, quote, "If we are
going to add any more bleed reduction to the game, it needs to come in
the form of 'reduce by 2' or better,..."
>> You bet. Card slots are valuable, especially when the card slot is
>> devoted to only a single type of defense and is largely ineffective
>> anyway. Greta can do a lot more things than just reduce bleeds, so
>> she's well worth it even without her special -- but that special is
>> icing on the cake.
>>> Yes card slots are valuable, you'll get no argument from me, but to
> reduce a bleed of 5 to 4 is fine because it costs no card spots as
> opposed to reducing it to 4 by a easily cycled card is useless?
Yes. It is useless. You could be using that card to advance your own
offense instead, which will gain you 6 pool. Or you could be using it
for (Xian's example) a Voter Cap, which will gain you 2 pool and a lot
of blood on your vampire. There are many better uses for the card slot
than 'reduce by 1'.
Also, those cards are not always so easily cycled. Not all decks bleed,
and you have to have an untapped minion, or waste a Wake. In general, I
prefer my minions to be taking actions each turn -- I do not like
leaving them untapped just to reduce a couple bleeds by 1.
> Sorry
> dude, makes no sense to me. After all, reducing a bleed by 1 is just
> delaying the inevitable, right?
Pretty much, yeah. But with Greta, it only costs me a vampire blood,
which I can regain if I'm completely desperate by hunting, or by doing
more efficient things like calling a KRC and Voter Capping it.
>> >>> playing Dominate or Auspex (which I rarely do), cards like dummy corp>>>> Reduces a bleed by 2. See the theme?>>> Costs a master phase action as opposed to a non-tapping reaction,>> Correct. It's far from an ideal defense. But it doesn't cost you hand
>> size (which reactions do), since it sits around until you need it.
>>> No, Just costs you a MPA in a game where "theoreticly" you only get
> 10-14 of them (according to what others say, me, I disagree)
You can disagree all you want, but it was my playgroup that did the
recording and statistical tests, so don't mind me if I think you're
talking out your ass. We averaged 12 turns per game. Other groups did
similar tests and found roughly the same thing. People have been using
the number as a basis for deckbuilding and found it to be sufficiently
accurate.
> As far as
> sitting aroud until you need it, well arn't we all playing bleedzooka's
> or 3 bleed multiple minions? Of course we are, hell, thats the only way
> to win this game.
This is of course a huge strawman from a person who's rapidly becoming
so angry that they can't think clearly. Really, you should calm down.
It's just USENET.
>>>>> and banner of neutrality gain some stature in my eyes.>>>> Yeah, let me know how well Ecstasy and Banner of Neutrality work to keep
>>>> the Setites from being powerbled out by Malk '94.>>>> Have I proven my point yet?>> Honestly, I don't think you have a point. Except on top of your head.>
> Look man, insult me all you like, that's cool by me. It's a qustion of
> mind over matter. I don't mind cause you never mattered. Feel free to
> do your worst.
And yet, you're so angry over this you can barely type, you can't
remember what I said from post to post, and you aren't really able to
form a coherent argument. I don't think your statement is very true.
>>> The topic is "auspexless bleed reduction">> And that's the one I've been discussing. Are you reading the posts?
>>> Yes I have been, they are about TM or TC
Please quote which message-ID I mentioned Telepathic Misdirection in?
Oh yeah, you can't. Calm down, breathe, read the posts.
Or just read the posts, hell, I don't care.
> (at least the ones you have
> written which are worth reading), both of which are auspex cards which
> sort of fall out of the "auspexless bled reduction"
You are welcome to explain how it would be possible or useful to discuss
new forms of bleed reduction without comparing and contrasting them to
existing forms of bleed reduction.
TC is the only form of bleed reduction that currently sees play.
Therefore, all new forms need to be at least as good as TC.
>Stay on topic
> instead of being an obnoxious "I've been playing since Jyhad" troll and
> I will pay attention to you.
Honestly, if you're not going to bother to read what I write, I would
prefer you just not bother responding. You haven't produced any useful
discussion since you started spazzing about things I never said, and you
aren't likely to in the near future anyway.
>> Strawman. Please quote message-ID and text from this thread where I
>> compared Deflection to Telepathic Misdirection? (You can't, of course.
>> I suggest reading what's being said instead of reading what you wish
>> was being said.)
>>> If you can't follow a usenet thread in regards to timing or response,
> don't blame me.
Oh, you mean you can't quote me because I never said it? You were just
making things up so you could argue with what you WANTED to hear,
instead of what you actually heard?
That seems to be your pattern of operation. Well, get with it, Sparky.
Don't they speak English down there?
- --
Derek
nothing worse than arguing with an illiterate
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Ok, I'll try to reply to the point, duncaring about personnal issues between
posters, so those parts will me mercilessly sniped.
> > > No, Its the reply of a deck that cannot bounce or reduce but can
fight.
> >
> > Such a deck should be able to survive by killing a single minion
> > (ideally, the minion who bounced the bleed), NOT by spazzing and
> > backousting.
> >
> Unless, of couse the entire crypt can do the bouncing, which from what
> I have seen/ experienced/ read is the case
Yes, this might be the case. If your prey has absolutely no crosstable power
and doesn't at least try to deal with you in some way, then maybe it's his
deck - or play tactics - which should be reviewed, and you might be making
him a favor by destroying his face on a regular basis. But generally
speaking I agree that a deck that can do nothing but backrush you to the
point of destroying you and then lose then game has some problems.
> > At least, a competently built deck should. An incompetently built deck
> > might have no way of handling to bleeds other than "vaporize _all_ my
> > predator's vampires", in which case it's just going to help its prey (or
> > possibly grandpredator) win.
>
> The perfect predator has often been described as one who soak up bleeds
> for you but cannot apply forward pressure, It's not entirely a bad
> thing is it? I don't want my grad-predator/ grand-prey to win, but I
> don't want to lose either
Not winning a game is "losing". Surviving with 0,5 doesn't equate with
winning anything if you're not trying to make "as many points as possible"
in a tournament. In a single game, playing to win has nothing to do with
surviving. I know that's not what you're implying, I'm just saying that
giving VPs to your grand-predator rather than to your initial pred is still
a losing choice, and that you shouldn't have to do it in the first place.
> Straw man, you are avoiding the question. the statement pertains to
> relying on 2 disciplines to win any game of v:tes. If the use of aus of
> dom is madatory, why do so many clans exist without them? what you are
> essentially saying is decks that don't use aus or dom are sub-optimal
> and should be relegated to the trash heap cause they are just not
> viable or winning deck archetypes. Hey WW print whatever you want, my
> dom deck will still win, game development or diversity means squat to
> me. Yup, thats the way I want the game to go.
We all hope for some ways to win without Dom, Aus or the third winning
"discipline" : Princeship !! Alas, I know few decks that do, except a few
weenies (and do I hate those !!) or sometimes, very marginally, Animalism
intercept. Yes, we need WW to make other options more viable, but as of now
we have to choose between options that won't totally screw up a table.
> By the way, I never said it was a winning strategy, just a reasonable
> defence against a deck style it cannot handle. if my predator is S&B,
> and his predator is more build up orientated, I'll quite happily give
> away a vp that will oust me in return for a predator that my deck can
> deal with. It's called maximizing your vps, you know, one of the rules
> of the game.
The problem is that on a good table everyone's a threat, and if you oust a
s'n'b just to get another one with 6 more pool on your face (or a voter, or
whatever) it won't change things much !! That is why backrushing on
tournament-level tables seldom gives you anything but... Kingmaker's Mantle
!
> > Conclusion: Building a deck that cannot deal with huge bleeds at
> > stealth except by completely disrupting the table dynamic is not a
> > winning decision.
> >
> Removing the player who can do this is a fine play. It's like removing
> the idiot imbued player who drops events just because they can without
> any thought on how it effects the game dynamic, and I'm yet to see an
> argument that says it's bad play to remove the disruptive influence on
> a table.
Distruptiveness is one things. Efectiveness is another. Players will agree
to remove a player who induces randomness on a table, or one who goes way
too fast around the table. It will be no use removing one player with an
efficient deck if there are 3 others (I'm not counting the type of decks
you're mentionning, as they're obviously not efficient against their prey if
they have a predator worthy of the name).
> > > Remember, the idea is to maximise your VP's. If my deck
> > > maximises Its VP's by back ousting everyone well then thats the way
the
> > > deck works.
> >
> > The idea is to win the game by getting more VPs than anyone else.
> >
> > If you find that you are routinely having to spend time giving your
> > grandpredator VPs, and your idea of maximizing VPs is "sometimes you get
> > a VP out of it", you have missed the point of the game.
> >
> No I don't want to give my GP VP's, just sometimes with the deck
> someone uses it makes more sense to remove a threat.
Once more, it depends if it's the only such deck on the table.
> > You can make decks that fight without having them be so totally ass-up
> > defenseless so that they have to cross-table spaz after a single bounced
> > bleed.
> >
> Ahh, IME, they don't. They ask the bouncer to stop, politely stating
> that their combat deck cannot absorb multiple bleeds each turn for X.
> After being ignored by the bouncer trying to advance thier own game,
> the aformensioned combat deck turns their predator into a meat shield.
> To my mind, bounce is offensive. It's a way to turn an attack on me to
> my prey, hopefully doing my work for me. A combat deck will always
> prefer to beat up its prey rather thant its predator, but if needs be,
> why not beat the crap out of the obnoxious deck behind you?
I might misunderstand here, but I don't think you're talking about the same
thing. Derek mentions "crosstable" because I believe you mentionned rushing
the guy who did the initial bleed ? At least that's the way I understood it
in the other posts, so maybe it wasn't very clear (at least for a
non-english native). Rushing your pref is one thing (that doesn't make you
win), rushing every offender on the table (like the Malk who doesn't
understand that all his bleeds will come in your face) is another
completely, and if you have to do that - or think you do - you've lost
already.
If rushing is your only defense and because of that you can't hurt your
prey, you might want to try one of the following :
- make your deck more "multi-rush" so you can hurt various methuselahs in
one turn (prey, predator and more if needed)
- include some permanent intercept ; Carlton is among the viable options (of
course he might get contested as many decks play him).
- alas, include some Dom weenies for bounce also might give you a surviving
alternative. Please note that this won't help at all against voters.
> > >>> Maybe not sweep a table, but get a VP, sure.
> > >> Second place is the first loser. Try to win.
> > >
> > > Comes back to "winning" Yes I like to win but if all my deck does to
> > > win is "I bleed you for lots which you can't stop", I find the deck
> > > boring.
Of course. Not to mention that it doesn't really work on good tables (where
a dealing power has become essential). But nobody asks you to play that !
> > There are a large number of articles on the net about "boring"
> > strategies in games which still win, and there has been endless
> > discussion in this very newsgroup about why there is no such thing as
> > "cheese".
> >
> > If your deck can't deal with some of the most common, most effective
> > strategies in the game, your deck isn't "exciting" and "innovative", it
> > sucks. Build a better deck.
> >
> Fine, I build the better deck, I consistantly win, no deck is a threat
> or challange *yawn*, can I go to sleep yet?
When you get to that point, please mail me the decklist ! ;-)
IME there can be no such deck, although there are roughly 15 archetypes that
are superior to all the others and win repeatedly. In the LCQ / FC I met and
sometimes killed decks that were better than mine, and in the hands of
excellent players. Why ? Because :
- there is such a thing as luck (or bad luck) and table seating has great
importance in what happens (like, the weenie's prey is sure to die, maybe
not the grand'prey...)
- hyper-optimised decks often rely on one strategy only and therefore will
die if they meet their nemesis
- these decks will attract table hate, and if there aren't too many newbies
in the game, or if you can talk some sense into them, you will be able to
destroy the disruptive / dangerous player, if any.
- the winning archetypes are pretty much identified by now, and when someone
gets Arika out for instance they will have trouble saying "I'm not dangerous
please let me be !".
So I really don't believe in decks that actually fear no threat or are not
challenging to play against other good decks / players.
> Actually enjoying the game,
> having someone claw thier way back and ousting only to be ousted is
> what makes the game enjoyable, not just a well constructed steamroller.
> If that is your idea of a fun game, go play type 1 unrestricted magic,
> have your ass handed to you before you even play a card, don't worry,
> It's not cheese, It's your poorly designed deck that cost you a chance
> to play even one card.
> Honestly dude if you see winning as the only way to enjoy the game,
> lets enter into a pact now. I never post on your responses, and you
> never post on mine. Our thoughts on fun are too wildly divergent to
> keep any discussion civil.
Ok, then I can post. ;-) I'm well known for trying silly and marginal
strategies, and sometimes even scoring with them. But when they obviously
can't do the job outside a fun table, I just don't bring them anywhere where
I want to have a chance at winning (says the guy who played a Pariah Anarch
Cry Wolf Abomination in a tournie and played the finals - it was a small
tournament ! lol).
>> I'm responding to your suggestion> > that all the reduce-for-1 cards are worthwhile. They aren't. If we are
> > going to add any more bleed reduction to the game, it needs to come in
> > the form of "reduce by 2" or better, even though it will make Telepathic
> > Counter slightly less effective.
>
> No I never said any of them were worthwhile, I even said I don't use
> them. I never said they were worthwhile using. I only tried to point
> out what does exist right now in the game, thats all. The only point I
> made if favor of them is that I like to keep my pool in my pool, no
> matter what the cost. All you are doing in strengthening the argument
> that decks without dom or auspex are sub-optimal and should not be used
> because they are crap.
As of now, decks without *Aus / Dom / Princes / weenie fucks / Animalism*
(and those last two being weaker survivors than the rest) are sub-optimal.
Which doesn't mean they can't be built the best way possible and eventually
be made to win. And by all means, play what you want and enjoy in casual
play !! Just don't be surprised it bounce is too strong against decks that
don't use it.
(snip the rest of the worthless arguments)
But we're sort of gettin out-of-topic here.
If the real question is : do decks without Aus / Dom need a card to reduce
bleeds, my answer is YES ! Now, would a card that reduces bleeds by 1 max be
useful, my answer is NO. All the rest is background noise...
--
Orpheus
-----------------------
I'm dead serious ! Well, mostly dead...
> > pd...@lightlink.com wrote:
> > For the sake of illustrating this idea, here are some cards off the top> > of my head that I think might be viable. ...
The strength of many midcap decks is that they use two to three
disciplines including one defensive discipline. By giving most
discipline, even they are not defensive, a bleed reducing card, you
will strengthen the one discipline weenie decks and therefore weaken
the three discipline midcap decks. Not the right direction for the game
IMO.
And multipurpose cards (reaction and action modifier, combat and
reaction) should mostly be reserved for double discipline cards, so
bigger vampires will profit not weenies.
frank
I may be wrong here, and no doubt someone will correct me if I am. But I
believe the original motivation of this thread was to propose the
introduction of more widespread and usable bleed reduction cards as a
means of improving bleed defence for non-bounce clans, without the
perceived "homogenising" effect that introducing disciplineless bleed
bounce would have.
So it's interesting to see in some parts of the thread people have been
bending over backwards to show that Telepathic Counter (a "reduce by
two" card) is markedly inferior to Telepathic Misdirection (a bounce
card) in most situations (which I agree with). Yet those same people
elsewhere advocate that giving non-bounce disciplines "reduce by 2"
cards rather than (disciplineless) bounce cards will be adequate to
bridge the bleed defence gap. Isn't there some hint of a contradiction here?
I'm not saying the whole concept sucks - I think the "(inf) <useful
effect> / (SUP) Reduce by 2" cards are a nice idea and would definitely
see some play. But they will not level the playing field as much as
introducing disciplineless bounce would. Auspex decks currently tend to
go for TM over TC, and in the same way I predict non-bounce decks that
currently jam a "bounce module" into their crypt would choose to
continue to do so, rather than use these new cards.
I still think we need disciplineless bounce.
Appolonius.
x5m...@gmx.de wrote in
news:1153401654.6...@m79g2000cwm.googlegroups.com:
>> > pd...@lightlink.com wrote:
>> > For the sake of illustrating this idea, here are some cards off the
>> > top of my head that I think might be viable. ...>
> The strength of many midcap decks is that they use two to three
> disciplines including one defensive discipline. By giving most
> discipline, even they are not defensive, a bleed reducing card, you
> will strengthen the one discipline weenie decks and therefore weaken
> the three discipline midcap decks. Not the right direction for the
> game IMO.
>
Howso? Look for mid-caps that have multiple bleed reduction disciplines,
and they amplify their reduction capabilities (_if_ reduction is given to
more than one discipline, that is...), by being able to play different
reduction reaction cards on the same bleed action. Seems to me more of a
step in the right direction, vis a vis weenies (greater return of defense
on an untapped mid-cap).
Follow Peter's sample, where inferior version effects are just another
source for inferior effects available elsewhere, and you'd have to get the
superior discipline on each of your weenies you intend to leave untapped
for defense, in order to have this angle function as reliable bleed
reduction. Thats not impossible, but it does give the defense more moving
parts, before the one-discipline weenie has set up an adequate-to-solid
defense...
DaveZ
Atom Weaver
Appolonius wrote:
> I may be wrong here, and no doubt someone will correct me if I am. But I
> believe the original motivation of this thread was to propose the
> introduction of more widespread and usable bleed reduction cards as a
> means of improving bleed defence for non-bounce clans, without the
> perceived "homogenising" effect that introducing disciplineless bleed
> bounce would have.
No, no, you are correct.
> So it's interesting to see in some parts of the thread people have been
> bending over backwards to show that Telepathic Counter (a "reduce by
> two" card) is markedly inferior to Telepathic Misdirection (a bounce
> card) in most situations (which I agree with). Yet those same people
> elsewhere advocate that giving non-bounce disciplines "reduce by 2"
> cards rather than (disciplineless) bounce cards will be adequate to
> bridge the bleed defence gap. Isn't there some hint of a contradiction here?
I don't belive there is (being a person who is doing both). It is
simply an illustration that bleed reduction being stapled Auspex is a
redundancy, and thus a bad design concept (i.e. that Auspex has *both*
bounce and reduction, and that presumably, other disciplines are
prevented from getting good bleed reduction simply because auspex=good
bleed reduction).
If non Auspex disciplines had viable bleed reduction (i.e. a non
conditional, superior "reduce bleed by 2" for no blood that had a
reasonable inferior ability for cycleability), it would open up
defensive venues for decks without Auspex or Dominate. I think
currently, an inordinate number of decks use Auspex or Dominate
(Dominate for many resons other than bounce as well as bounce), as
there isn't really a viable alternative. I postulate that viable, non
Auspex bleed reduction would be a viable alternative.
> Auspex decks currently tend to
> go for TM over TC, and in the same way I predict non-bounce decks that
> currently jam a "bounce module" into their crypt would choose to
> continue to do so, rather than use these new cards.
Maybe. But as someone who is thinking about it a bunch, if, say, there
was a viable Obfuscate bleed reduction card (i.e. something similar to
the +1 stealth/reduce bleed by 2 card I have proposed multiple times,
full well realizing that it might be too good of a card), I'd use it
all the time. And a lot of the "5x Superstar + 7 dom weenie" decks I
build would get to avoid that particularly klunky defense angle.
-Peter
<pd...@lightlink.com> wrote in message
news:1153407382.2...@i42g2000cwa.googlegroups.com...
>
> Appolonius wrote:>> So it's interesting to see in some parts of the thread people have been
>> bending over backwards to show that Telepathic Counter (a "reduce by
>> two" card) is markedly inferior to Telepathic Misdirection (a bounce
>> card) in most situations (which I agree with). Yet those same people
>> elsewhere advocate that giving non-bounce disciplines "reduce by 2"
>> cards rather than (disciplineless) bounce cards will be adequate to
>> bridge the bleed defence gap. Isn't there some hint of a contradiction
>> here?>> [...]> If non Auspex disciplines had viable bleed reduction (i.e. a non
> conditional, superior "reduce bleed by 2" for no blood that had a
> reasonable inferior ability for cycleability), it would open up
> defensive venues for decks without Auspex or Dominate. I think
> currently, an inordinate number of decks use Auspex or Dominate
> (Dominate for many resons other than bounce as well as bounce), as
> there isn't really a viable alternative. I postulate that viable, non
> Auspex bleed reduction would be a viable alternative.
It might. It would probably depend on the deck. You'd have to leave guys
untapped (or play lots of Wakes) to benefit much from this. Auspex decks
(the ones that use bleed reduction now) don't have much trouble with that
because they're typically already defense-oriented decks that like to leave
multiple vamps untapped in the first place. Non-Auspex decks may very well
find these non-Auspex bleed-reduction reactions to have a much greater cost
for them to use effectively, because they have to leave someone with the
superior discipline untapped to play them, or else take up even more
cardslots with a bunch of Wakes. This is also one of the reasons that
people crowbar Dominate into their decks rather than Telepathic Counters, of
course: you can Deflect with inferior Dominate, and it's less card-intensive
than Telepathic Counters to do so (because the net effect of each played
Deflection is, on average, higher than that for TC).
>> Auspex decks currently tend to
>> go for TM over TC, and in the same way I predict non-bounce decks that
>> currently jam a "bounce module" into their crypt would choose to
>> continue to do so, rather than use these new cards.>
> Maybe. But as someone who is thinking about it a bunch, if, say, there
> was a viable Obfuscate bleed reduction card (i.e. something similar to
> the +1 stealth/reduce bleed by 2 card I have proposed multiple times,
> full well realizing that it might be too good of a card), I'd use it
> all the time. And a lot of the "5x Superstar + 7 dom weenie" decks I
> build would get to avoid that particularly klunky defense angle.
I think Frank Moeller also has a good point on what disciplines ought to be
considered for these kinds of cards, and in what way the cards should work.
You don't really want to give weenie decks better defenses with these
things; I kind of think there should either be a capacity restriction on the
bleed-reduction superior (e.g. requires a vampire with capacity above 4) or,
as Frank suggested, make 'em dual-discipline (though I don't entirely like
that solution since it frequently ties down each particular bleed-reduction
card to a specific clan).
Plus, they probably shouldn't go into disciplines (at least without capacity
restrictions or something) that are already incredibly great disciplines on
their own. Obfuscate, for example, no matter how nice it would be for the
Nosferatu and Setites. :-)
Josh
still thinks there's no reason not to make actual bounce cards for other
disciplines
<invisibl...@gmail.com> wrote in message
news:1153350742.3...@m73g2000cwd.googlegroups.com...
> Fred Scott wrote:>> I don't think it matter what decks don't get there. What matter to
>> me is the decks that do.>
> Right...but if the game is skewed so strongly in favor of defense that
> there don't need to be more defensive cards printed, why are any
> aggressive decks making into the finals at all?
Just because there's some variation and sometimes, randomly, they
do.
> Why have the last few
> years' NAC and EC been won by uberaggressive decks?
Has that been the case? I haven't followed these continental
championships except for Christian Chenard's Toredor Antitribu
breed deck a couple years ago. If so, possible explanations
are: 1) the random variation theory - Continental Championships
are very major and large tournaments obviously but the number
of them is tiny so their outcomes might easily vary considerably
from the norm; 2) there's some reason I'm unaware of that
explains why Continental Championships buck the trend of lesser
major tournaments; and 3) I'm just wrong and there's no such
trend or the trend is other than I think it to be. I don't
know. I can only react to what I've seen.
> To wit: are more defensive decks
> played by good players making it into finals because they're defensive
> decks, or because they're being played by good players?
I can't see how that's an issue. If the finals are full of defensive
decks (granted you think that's a questionable assumption but for
purposes of argument...), then it doesn't matter how you want to
look at it. The problem is that, in the end, the finals are full
of defensive decks. In fact, I think the above question - if I
understand it correctly - is a comparison between identical quantities.
Good players choose good decks that allow them to win and make it to
the finals. If I saw good players choosing offensive-oriented decks
and making it to the finals, then I wouldn't see timed-out finals
and I wouldn't be worrying about this issue.
> The game isn't necessarily lacking in
> offensive options; good players are playing more defensive decks. That
> doesn't mean they're doing so because defensive decks are necessarily
> better than agressive ones.
Of course it does - otherwise good players wouldn't choose them. In
any event, I don't care.
> Not being a
> game designer, I don't know of any way to add good offensive options to
> the game that don't also bolster strong, aggressive deck archetypes
> already. More pool-damaging options for the wackier disciplines, maybe?
> Arika and the Malks aren't going to care much if Quietus gets some
> powerful cards, for instance.
Something like that. The thing I like best is the idea of more effective
ways to bypass intercept so make it risky to depend on intercept as much
as players seem to. I'm not sure that will work and I think it would
need to exist only in specialized discipline(s) because my aim is
certainly not to obsolesce intercept. It's just to discourage its use
a bit and encourage a general shift towards offense. Having a couple
more really viable archetypes that don't care about intercept (and not
just because of superior combat abilities) seems like just the thing
to me.
> Is rewarding things which are wacky routes to victory what you're
> referring to about when you talk about more offensive options, then? If
> so, I'm all in favor.
Sort of, kind of. The word "wacky" kind of bothers me because too often,
wack decks are interesting and clever but for various reasons don't turn
out to be tournament quality. But, yea. The aim is to create new
archetypes with new strengths and new weaknesses, not to buck up
stealth bleed or weeny bleed.
>> CCG design ultimately doesn't worry
>> about rewarding all cleverness equally and can't. All it can do
>> is try to make the game as fun as possible by balancing as many
>> paths to victory as possible (thus facilitating diversity)>
> The problem with this is that in V:TES, there are only so many delivery
> systems. And since the most unusual payload in the world isn't
> effective at all without a good delivery system, there doesn't seem to
> be a good way to introduce new offensive options without dramatically
> changing the character of the game (and I'm talking about much bigger
> changes than, like, mortals in the crypt, and look at the responses to
> that). So there can't be all that much diversity without some pretty
> huge alterations, seems like.
Well, yea. The way I think about it is that the objective is to balance
different archetypes. And there's just a limit to how many can be
balanced at any given time. I'm sure the job has elements of patting
your head and rubbing your tummy as it is. Still, you can't make an
omelet without breaking a few eggs. And my perception of the current
situation bothers me - assuming it's accurate.
>> and making the ultimate character of the game fun to play (by, for
>> instance, avoiding heavy arbitrary luck components to play). It
>> is the latter point that makes me want to see the game rebalanced
>> towards more offense.>
> That doesn't make sense to me. If everyone's deck is heavier on offense
> than defense, you're introducing more randomness into the game, since
> you're basically playing paper/rock/scissors at that point - will my
> mostly aggressive deck's one defensive answer work against my
> predator's mostly aggressive deck?
Well, again, is there *enough* randomness in the game currently, in
this sense? I mean, I'd hate to be perceived as advocating more
dumb luck into the game but right now it bothers me that the deckbuilding/
metagaming aspects of Jyhad - which have been a bit of whipping boy
amongst the elite discussing the game in forums like this newsgroup -
have gotten short shrift over the years. Everybody hates the idea
that if they build a rock deck and they sit down next to a guy with a
paper deck that they'll get waxed and there'll be nothing they can do
about it. But shouldn't astute choices on a metagame level be
rewarded, too? Right now, the above problem doesn't scare me,
because I don't think a limited shift would make things all that
bad in the sense of what you've described above. I think we can
stand a bit of movement in that direction as long is doesn't go
too far.
> I don't think I made my point very clearly, then. I'm trying to avoid
> IME's here, but it seems to me that most finals that time out do so due
> to vote decks, not wall decks. More specifically, finals time out
> because people won't shut the hell up.
I agree with your assessment of vote decks vs. wall decks. Let me
stress, it's not really that I've seen a huge influx of wall decks
in finals causing the problem. Yes, talk is a big part of the
problem though it's not only vote decks that are doing that. It's
negotiation in general, AFAICS. This includes negotiation over
intercepting actions, people Eagle Sighting cross table, and other
forms of cross-table interference to stop someone else from
accomplishing something. Someone once described to me the reason
crab buckets need no tops: because if a crab gets far enough up the
side of the crab bucket to be a threat to climb out, the other
crabs pull him back down into the bucket. Large tournament finals
look too much like crab buckets to me. I'd like to give tennis
shoes to the crabs so someone can have a chance of getting over
the top.
Fred
Fred Scott wrote:
> <invisibl...@gmail.com> wrote:
> > Why have the last few
> > years' NAC and EC been won by uberaggressive decks?
>
> Has that been the case?
[snip]
> I don't know. I can only react to what I've seen.
Just as a quick note...in theory, one could look at the TWDA and go
through it, checking for offense (actions and action mods?) and defense
(reactions and defensive masters?). It'd be somewhat subjective, but
could be done. For example, the most recent deck (as of this posting,
of course) http://www.thelasombra.com/decks/twd.htm#2k6frenchchamp
14 reactions (3 Confusion of the Eye, 6 TM, 5 WWEF)
20 Political Actions, 25 Action Mods
So, overall, mostly offense.
The next two down are more skewed towards "offense". Again, highly
subjective, but as a generalization, pretty fair, I think. Imbued
decks won't fit neatly, nor will Superstar decks that rely on No
Secrets/Eternal Vigilance, but I think that one could figure that out
as well. And of course various others...
Anyway, the point is that this could be done for the entire TWDA,
giving you a better idea. No time for me though, I've got important
work to do...go get a drink!
Xian
dammit, yet another project
pd...@lightlink.com wrote:
>
> If non Auspex disciplines had viable bleed reduction (i.e. a non
> conditional, superior "reduce bleed by 2" for no blood that had a
> reasonable inferior ability for cycleability), it would open up
> defensive venues for decks without Auspex or Dominate. I think
> currently, an inordinate number of decks use Auspex or Dominate
> (Dominate for many resons other than bounce as well as bounce), as
> there isn't really a viable alternative. I postulate that viable, non
> Auspex bleed reduction would be a viable alternative.
OK. But haven't you shown in the TC vs TM discussion that such bleed
reduction is, in fact, not a viable alternative (to bounce)?
Appolonius.
[ quoted text not captured ]
The point that Peter has been making (I think) is that it would be a
viable alternative to bounce for decks that have to graft Dominate or
Auspex on to a clan or discipline spread in order to defend their pool.
Rather than needing to use Dominate skillcards to give Nosferatu
bounce, for example, the presence of a Potence bleed reduction card of
sufficient power (reduce by two seems to be a good standard) means you
could just use enough of the in-clan discipline bleed reduction to stay
alive.
John Eno
In message <12bvvmv...@corp.supernews.com>, Appolonius
<appol...@jyhad.com> writes:
>OK. But haven't you shown in the TC vs TM discussion that such bleed
>reduction is, in fact, not a viable alternative (to bounce)?
That discussion has largely been "If you have bounce and reduction in
the same discipline, bounce is the superior alternative."
The cost of getting a lot of Auspex or Dominate onto a specific clan can
be very high, to the point that the actual clan part of the deck is
diluted or just not attempted in the first place, leaving a given deck
without potent bleed defence.
--
James Coupe
PGP Key: 0x5D623D5D YOU ARE IN ERROR.
EBD690ECD7A1FB457CA2 NO-ONE IS SCREAMING.
13D7E668C3695D623D5D THANK YOU FOR YOUR COOPERATION.
Appolonius wrote:
> OK. But haven't you shown in the TC vs TM discussion that such bleed
> reduction is, in fact, not a viable alternative (to bounce)?
When you have access to both bounce and reduction, the likelyhood of
reduction being a viable alternative is very small.
That being said, when you don't have access to bounce, reduction is a
vastly superior option to no bounce.
The discussion about TC being inferior to TM is meant to illustrate the
redundancy of bleed defense in Auspex (which has both) and refute the
folks who are saying "Are you insane? Bleed reduction is th best bleed
defense out there!", which it clearly is not. But bleed reduction is
certainly better than not bleed reduction. And bleed reduction is
certainly better than not bounce.
Currently, plenty of clans have no access to bleed bounce (Nosferatu,
Brujah, Gangrel, Settites, Ravanos, Assamites, Ishtari, Akunanse,
Guhuri, most of the anti-clans of the above, lots of the bloodlines)
without grafting Auspex or Dominate into a crypt. Which happens a lot,
as bounce is such a good, efficient defense, to that point that while
grafting it onto a crypt is klunky, it is usually worth it for the 8-10
deflections that end up in the deck. If these clans had access to
viable bleed reduction from in clan disciplines, they would have other
options for defense that they currently don't have. And usually are
covered by grafiting dominate into the crypt. Perhaps if in clan
disciplines provided bleed reduction (that was actually useful bleed
reduction--not highly conditional, difficult to cycle, reduction for 1
cards), the "graft dominate" plan wouldn't happen so much.
-Peter
pd...@lightlink.com wrote:
>
> The discussion about TC being inferior to TM is meant to illustrate the
> redundancy of bleed defense in Auspex (which has both) and refute the
> folks who are saying "Are you insane? Bleed reduction is th best bleed
> defense out there!", which it clearly is not. But bleed reduction is
> certainly better than not bleed reduction. And bleed reduction is
> certainly better than not bounce.
Fair enough. I was under the impression that the cards were suggested as
a viable alternative to giving the non-bounce clans disciplineless
bounce. Which the TM/TC experience shows they wouldn't be. But yes, I
agree they would be better than nothing.
Still, it seems strange to me that you're suggesting stopping at "better
than nothing." Given most people agree that bounce > reduction, why say
to the non-bounce clans "OK guys, we're going to finally cut you a
break... here, have the inferior option!" Why not just give them bounce
already?
Appolonius.
(PS. I think your obfuscate card as suggested is a bit overpowered - I'd
prefer something like "(inf) +1 stealth, only usable on an action to
enter combat (SUP) Reduce a bleed by 2" to ensure it doesn't fall into
the wrong hands...)
Appolonius wrote:
> Still, it seems strange to me that you're suggesting stopping at "better
> than nothing." Given most people agree that bounce > reduction, why say
> to the non-bounce clans "OK guys, we're going to finally cut you a
> break... here, have the inferior option!" Why not just give them bounce
> already?
I think that's covered in the other thread...does anyone really want to
turn V:tES into a game of "whose bounce runs out first?"
Also, I like direction you modified Peter's OBF card. Maybe capacity
above 4? And just crib the text from Shroud of Night, "+1 stealth,
only usable for a non-bleeding action."
Xian
capacity below 4
Appolonius wrote:
> Fair enough. I was under the impression that the cards were suggested as
> a viable alternative to giving the non-bounce clans disciplineless
> bounce. Which the TM/TC experience shows they wouldn't be. But yes, I
> agree they would be better than nothing.
Well, I suggested them as a viable alternative to disciplinless bleed
bounce, as I really don't think disciplinless bleed bounce is that good
of an idea--as mentioned elsewhere it seems like disciplinless bounce
would either be inferior to disciplined bleed bounce that it wouldn't
actually see use, or close enough to discilined bleed bounce that it
would see use in every single deck in the game. I'd like to see more
variety in that.
> (PS. I think your obfuscate card as suggested is a bit overpowered - I'd
> prefer something like "(inf) +1 stealth, only usable on an action to
> enter combat (SUP) Reduce a bleed by 2" to ensure it doesn't fall into
> the wrong hands...)
I've mentioned as well that I think that particular example is likely
overpowered. But maybe "+1 stealth, not usable on a bleed action/reduce
a bleed by 2." would probably be fine.
-Peter
"Xian" <xi...@visi.com> wrote in message
news:1153499819.5...@i3g2000cwc.googlegroups.com...
> Appolonius wrote:>> Still, it seems strange to me that you're suggesting stopping at "better
>> than nothing." Given most people agree that bounce > reduction, why say
>> to the non-bounce clans "OK guys, we're going to finally cut you a
>> break... here, have the inferior option!" Why not just give them bounce
>> already?>
> I think that's covered in the other thread...does anyone really want to
> turn V:tES into a game of "whose bounce runs out first?"
Is VTES already a game of "whose bounce runs out first"? If not, why not?
And if not, why would disciplined bounce in disciplines beyond Dominate and
Auspex - or even entirely disciplineless bounce - succeed in turning it into
a game of whose bounce runs out first, if Deflection, Redirection,
Telepathic Misdirection, My Enemy's Enemy, and Major Boon haven't had that
effect in the last twelve years? :-)
Josh
capacity reduced by 4 while at work
Joshua Duffin wrote:
> Is VTES already a game of "whose bounce runs out first"? If not, why not?
> And if not, why would disciplined bounce in disciplines beyond Dominate and
> Auspex - or even entirely disciplineless bounce - succeed in turning it into
> a game of whose bounce runs out first, if Deflection, Redirection,
> Telepathic Misdirection, My Enemy's Enemy, and Major Boon haven't had that
> effect in the last twelve years? :-)
'Cause people still play, however reluctantly, decks that don't have
Dominate or Auspex. If bleed bounce was disciplinless and effective
enough to actually use? I suspect that it would be seen all the time.
-Peter
Joshua Duffin wrote:
> "Xian" <xi...@visi.com>> > I think that's covered in the other thread...does anyone really want to
> > turn V:tES into a game of "whose bounce runs out first?"
>
> Is VTES already a game of "whose bounce runs out first"? If not, why not?
Depends on the seating. ;)
I don't think that it currently is. Other people may feel differently.
> And if not, why would disciplined bounce in disciplines beyond Dominate and
> Auspex - or even entirely disciplineless bounce - succeed in turning it into
> a game of whose bounce runs out first, if Deflection, Redirection,
> Telepathic Misdirection, My Enemy's Enemy, and Major Boon haven't had that
> effect in the last twelve years? :-)
I don't (yet, heh) have specific objections to "disciplined" bounce in
non-aus, non-dom disciplines.
I meant to indicate that I thought discipline-less bounce would turn
V:tES into "whose bounce runs out first?" (WBROT!) If every single
deck (maybe not Imbued) has access to bounce, it seems like there would
be little incentive to not play it. Of course, this might provide more
incentive to play Rush or "pure" Vote, but pretty much everyone takes
the default bleed of 1 every now and again. Okay, I admit I haven't
been following the other thread...and I could be convinced that
discipline-less bounce won't turn the game into WBROT, but it seems
likely that is where it would head...at least for a while.
Now, if there were more cards that provided incentives for combat, in
addtion to Fame/Dragonbound, then maybe bounce would be less useful.
Last I checked, vote decks can oust with Parity Shift/KRC, but it's
still pretty hard to oust with combat using *just* Fame/Dragonbound
(and to a lesser extent, their poorer cousins).
Xian
bounce-a-riffic
In message <1153517824.7...@p79g2000cwp.googlegroups.com>, Xian
<xi...@visi.com> writes:
>Now, if there were more cards that provided incentives for combat, in
>addtion to Fame/Dragonbound, then maybe bounce would be less useful.
>Last I checked, vote decks can oust with Parity Shift/KRC, but it's
>still pretty hard to oust with combat using *just* Fame/Dragonbound
>(and to a lesser extent, their poorer cousins).
Hmmm. Can we do both? That is, provide cards that - via combat - offer
bleed defence, whatever it might be.
Here's a clunky suggestion.
Compromising Threat
Action Modifier
Requires Assamite
Play when you announce an action to enter combat with a minion using a
contract card. You cannot play this card if you have a Compromising
Threat in play. If that minion is no longer ready at the end of this
action, put this card in play; you may burn this card to reduce a bleed
by that minion's controller by X. If that minion was burned during this
action, you may burn this card to reduce a bleed by that minion's
controller by X+1 instead. If that minion is still ready at the end of
this action, burn a pool.
X might be 1 or 2, say (so 2 or 3 for an outright burn).
[ quoted text not captured ]
James Coupe wrote:
> Hmmm. Can we do both? That is, provide cards that - via combat - offer
> bleed defence, whatever it might be.
Not a bad idea...
> Here's a clunky suggestion.
>
[snip card]
So you're suggesting we reward going backwards? :)
Okay, once it got down to 2-player, it might be reasonable, and I know
you're just tossing ideas around...but I'm not sure about that.
I'd rather see something like:
You Lookin' Fer Trouble?
Combat
Potence
Only usable before range is determined. Only usable once per combat.
[pot]: If this minion inflicts more than 3 damage in any round this
combat, put this card in play. When a minion (vampire?) successfully
takes a (D) action against you, you may burn this card at the end of
the action to inflict 1 damage on the acting minion.
[POT]: As above, but you may choose to burn this card to reduce a
bleed by 2 instead.
As usual, standard disclaimer that I hold no interest in this card,
anyone is free to steal/modify/use this card idea for their own
purposes.
Still probably not strong enough, though it's useful in that it
provides the reward no matter who you go beat up. Unless that, in and
of itself, is too strong. (Seems unlikely, though.)
While I'm looking at other cards for templates, I just noticed that
Travelers Obey the Tenets has "unpreventable" as (presumably) reminder
text in it. Huh.
Xian
preventable
Xian wrote:
>
> I think that's covered in the other thread...does anyone really want to
> turn V:tES into a game of "whose bounce runs out first?"
I don't see the "let's not turn VtES into pinball" argument as a
particularly valid refutation of adding more bounce to the game. As an
argument against adding bounce in the first place, sure. As an argument
for (gulp!) banning or errataing bounce, I can see it. But since bounce
already exists (for some), the "don't add more or it will just be
pinball" argument seems analagous to addressing a too-powerful card by
making it rare.
If bounce really does turn VtES into pinball, then the solution is not
to restrict bounce but to modify it. If the problem isn't big enough for
that, then at least let everyone _play_ pinball, rather than leaving
bounce-less clans to their roles as pop-up targets and bonus spinners.
Appolonius.
In message <1153524056....@s13g2000cwa.googlegroups.com>, Xian
<xi...@visi.com> writes:
>James Coupe wrote:>> Hmmm. Can we do both? That is, provide cards that - via combat - offer
>> bleed defence, whatever it might be.>> Here's a clunky suggestion.>>>[snip card]
>
>So you're suggesting we reward going backwards? :)
Hmmm, yes, that is a problem. I think what I was doing when writing it
was thinking "Okay, combat decks go backwards a bit to protect
themselves, so if we add on that..." When the advantage of your way
would, obviously, be to encourage decks to go forwards but give them
protection. It was late, I plead insanity. :-)
Though that does make me think, say, could we have a card that, say,
operated on a minion being there with a contract. Hmmm. So we get
something like.
Compromising Threat
Action
Requires Assamite
Put this card in play. (You can only have 1 Compromising Threat in
play.) If you are being bled by a Methuselah who controls a ready
minion for whom one of your vampires has been chosen for a contract, you
may tap this card to reduce the bleed by one. Burn this card if a
ready minion you control leaves the ready region.
So, you could throw a threatening Contract backwards but you'd need to
leave the minion ready to use it, so it has ups and downs for you. You
could argue about the amount of reduction. Or I wondered if you could
put a counter on it for every opposing minion you burn (though then you
could get into interesting situations with Informants, natch), in an
Alamut sort of style.
Alas, this incarnation doesn't actually reward you for playing combat -
just contracts.
>I'd rather see something like:
>
>You Lookin' Fer Trouble?
>Combat
>Potence
>Only usable before range is determined. Only usable once per combat.
>[pot]: If this minion inflicts more than 3 damage in any round this
>combat, put this card in play. When a minion (vampire?) successfully
>takes a (D) action against you, you may burn this card at the end of
>the action to inflict 1 damage on the acting minion.
>[POT]: As above, but you may choose to burn this card to reduce a
>bleed by 2 instead.
I have a slight objection here, in that I don't like Potence being given
the ability. It's one of those things that's hard to quantify, but
Potence for me is a thumping discipline. I'm quite happy with Iron
Glare, though, because that can be seen as Presence with Potence on top,
and is less of an issue for me.
But I see what you're doing.
For Potence, I ended up thinking more like...
Concealed Threat
Action Modifier/Reaction
1 blood
[obf pot] [Act-Mod] +1 stealth on an undirected action, and if the
action is blocked, the opposing minion takes 1 damage during strike
resolution in the first round.
[OBF POT] [Reaction] Reduce a bleed against you by 2, and the acting
minion burns a blood.
... but that ignores the help-yourself-via-combat bit, but satisfies my
"don't make potence too non-thumpy" urges by involving Obfuscate.
But then, to do it in a thumpy way I'm happy with, you get the same
problem as going backwards with my first Assamite suggestion.
Burble.
>While I'm looking at other cards for templates, I just noticed that
>Travelers Obey the Tenets has "unpreventable" as (presumably) reminder
>text in it. Huh.
Most cards that deal damage outside combat have it. Back when Blood
Tears could be used outside of combat, it made a difference.
[ quoted text not captured ]
On Mon, 17 Jul 2006, at 1:11pm, pd...@lightlink.com wrote:
> As noted by many previously, Auspex having bleed reduction is, for the
> most part, redundant, as if you can use superior Telepathic Counter, you
> can also play Telepathic Misdirection, and as bleed bounce is *so* much
> better than bleed reduction, Telepathic Counter (and as such, bleed
> reduction as a general defense) mostly gets left by the wayside.
I often prefer Telepathic Counter to Telepathic Misdirection. I enjoy one
of the classic defenses against sneak/bleed (or bruise/bleed,) which is
not to block, thus choking your predator's hand with stealth (combat)
cards. Reducing the bleed works with this, but bouncing the bleed lets
her collaborate with your prey to cycle out of these cards in whatever way
best suits them.
Other benefits of TC are that it's free, it leaves you untapped, and it's
still useable when the game gets down to two players. It can also keep
your predator from getting the Edge. I still like TM for its flexibility
-- intercept OR bleed bounce -- but I don't think it's that much better
than TC. This may just be a matter of playstyle, though.
Some of the new reducers are interesting, but I still think TC is the
king. I'd love it if they made another free, non-tapping, reduce-by-2
reaction card.
davey wrote:
> I often prefer Telepathic Counter to Telepathic Misdirection. I enjoy one
> of the classic defenses against sneak/bleed (or bruise/bleed,) which is
> not to block, thus choking your predator's hand with stealth (combat)
> cards. Reducing the bleed works with this, but bouncing the bleed lets
> her collaborate with your prey to cycle out of these cards in whatever way
> best suits them.
For what it is worth, you might go and read all the responses in the
thread addressing these points--there are a lot of them. Yeah,
sometimes, Telepathic Counter is worth using in lieu of Telepathic
Misdirection. But most of the time, not so much. Which is why I'm
suggesting removing bleed reduction from Ausepex (in the sense that you
can make new, good reduction cards without feeling beholden to making
them less effective than Telepathic Counter) and giving other
disciplines good, non conditional bleed reduction. 'Cause when you can
use bleed reduction or bleed bounce, most of the time, you are going to
use bleed bounce. But if you can use bleed reduction when you can't use
bleed bounce, you'll use bleed reduction and it will be effective.
-Peter
[ quoted text not captured ]
It looks like he has read all the responses, and summed up the thread
quite nicely.
There are pros and cons to both TC and TM. Blood cost, bleeder cycling
opportunity, target cycling opportunity, edge holding opportunity,
tapping, pool reduction opportunity, and additional bounce opportunity
all factor in to making it a strategic decision. There's also the
withdrawal adhering opportunity (hi Ben!), but that doesn't really
factor in to any strategic decision making, I hope.
That your local metas have lead you to choose bounce "most of the time"
is great. But that doesn't mean it isn't a strategic decision in
general, rather than one of casually noting that "TM is most of the
time better than TC in most cases".
LSJ wrote:
> That your local metas have lead you to choose bounce "most of the time"
> is great. But that doesn't mean it isn't a strategic decision in
> general, rather than one of casually noting that "TM is most of the
> time better than TC in most cases".
As noted multiple times, once and a while, Telepathic Counter will be a
better plan than Telepathic Counter. But the vast majority of the time,
Telepathic Misdirection is just a better card to include in a deck,
given the choice between the two. There is nothing casual about that
note.
-Peter
[ quoted text not captured ]
It keeps being said, yes (as if it were some underlying truth of the
universe) while other opinions are painted as "derivative of some local
meta".
Where is this hidden knowledge coming from?
How is it not similarly derived from various meta?
Some people find TC useful in this-or-that deck in this-or-that meta.
Some people use TM in their (different) decks in their (different)
metas.
Some people find TC more commonly chosen. Some find TM to be.
Why the compulsion to declare as "the norm" the thing that you find?
LSJ wrote:
> It keeps being said, yes (as if it were some underlying truth of the
> universe) while other opinions are painted as "derivative of some local
> meta".
Sigh. This is the internet. It is where you go to argue about things,
and in doing so, state things as if they are absolute truth. As it
makes for a discussion. No interesting discussion has ever come out of
"Uh, maybe, uh, I dunno, this thing might be possibly true? Nah. Never
mind. I don't want to make an absoilute statement. Forget it..."
> Where is this hidden knowledge coming from?
The best support I have for the discussion is A) having, ya know,
played the game and B) the incredible disparity in numbers between
Telepathic Misdirection and Telepathic Counter used in decks in the
TWDA. But then, this too has all been detailed up above.
> Why the compulsion to declare as "the norm" the thing that you find?
'Cause this is the internet, where people go to argue about things.
You've seen the internet before, right?
-Peter
[ quoted text not captured ]
<Scarlett O'Hara voice> "Oh, LSJ, I do declare how you go on. You know
there's only one thing on my mind. And it ain't a bunch of ol'
mealy-mouth compulsions!"
</Scarlett O'Hara voice>
Ya know....cuz I could.
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
"LSJ" <vte...@white-wolf.com> wrote in message
news:1153915203.1...@b28g2000cwb.googlegroups.com...
[ quoted text not captured ]
You could make the same kind of argument for Phobia versus Temptation, but
that doesn't mean that Phobia is really worth using. Some metagames are
more like the 'blind' tournament environment than others, and while it's
possible to list pros and cons for any two things you might want to compare,
the fact that both *have* pros and cons doesn't show that they're actually
equivalent.
If your predator is jamming on stealth, for example, bouncing a bleed and
allowing him or her to "collaborate" with your prey to cycle those stealth
cards is not that often going to be possible without either harming your
prey (which would help you) or failing to give any significant help to your
predator's hand-jam situation.
> That your local metas have lead you to choose bounce "most of the time"
> is great. But that doesn't mean it isn't a strategic decision in
> general, rather than one of casually noting that "TM is most of the
> time better than TC in most cases".
It's also a strategic decision to play with Blood Doll "most of the time"
rather than Gird Minions. That doesn't make Gird Minions an especially
worthwhile card, though.
I think this is kind of a side-track to the main point of the thread, which
I think was more about whether it'd be worthwhile to give bleed reduction at
least as good as Telepathic Counter to non-Auspex disciplines. But I guess
it does relate, since it might be necessary to convince you (or anyone) that
Telepathic Counter isn't quite at the top tier of Auspex cards in order for
it to seem reasonable to give the same kind of effect to non-Auspex cards.
Josh
inauspicious
pd...@lightlink.com wrote:
> LSJ wrote:
> > It keeps being said, yes (as if it were some underlying truth of the
> > universe) while other opinions are painted as "derivative of some local
> > meta".
>
> Sigh. This is the internet. It is where you go to argue about things,
[...]
> 'Cause this is the internet, where people go to argue about things.
> You've seen the internet before, right?
"This is the internet" is just code for "oops, you're right, what I've
been painting as fact vs. other people's opinion really does just boil
down to personal (and meta) preference."
LSJ wrote:
> "This is the internet" is just code for "oops, you're right, what I've
> been painting as fact vs. other people's opinion really does just boil
> down to personal (and meta) preference."
Uhh, no. Like, I'm sure that there are "metas" (when did "meta" become
a word in and of itself as opposed to a prefix?) where Mummify is a
good card to use. That doesn't mean that it isn't a bad card.
You are correct that all statements come down to personal preference.
That is inherrent in all discussion. Me saying something, even though I
don't prefix it with "this is just my opinion, but..." is clearly my
opinion. My opinion is likely backed by supporting evidence (in this
particular case, the supporting evidence comes from playing the game a
lot and from looking at the TWDA and discovering that Telepathic
Misdirection shows up about 5 times more often than Telepathic
Counter). But that it is my opinion is inherrent in the discussion.
That being said, in the context of this game, some cards are simply
more effective than others, based on a general, blind play environment.
Yeah, as I have said many times over, occasionally, someone will have a
good reason to use Telepathic Counter instead of Telepathic
Misdirection. But more often than not, Telepathic Misdirection is going
to force Telepathic Counter to the wayside. I'm not quite sure why you
are getting het up about this. Like, in some instances Growing Fury is
worth using too, but it is unlikely that someone would successfully
argue that it is not overall less effective than Undead Strength.
-Peter
pd...@lightlink.com wrote:
> LSJ wrote:
> > "This is the internet" is just code for "oops, you're right, what I've
> > been painting as fact vs. other people's opinion really does just boil
> > down to personal (and meta) preference."
>
> Uhh, no. Like, I'm sure that there are "metas" (when did "meta" become
> a word in and of itself as opposed to a prefix?) where Mummify is a
> good card to use. That doesn't mean that it isn't a bad card.
True.
> You are correct that all statements come down to personal preference.
> That is inherrent in all discussion. Me saying something, even though I
> don't prefix it with "this is just my opinion, but..." is clearly my
> opinion. My opinion is likely backed by supporting evidence (in this
> particular case, the supporting evidence comes from playing the game a
> lot and from looking at the TWDA and discovering that Telepathic
> Misdirection shows up about 5 times more often than Telepathic
> Counter). But that it is my opinion is inherrent in the discussion.
OK. It didn't seem to be. The discussion seemed to paint the opinion
you support as some underlying truth while painting opposing opinions
as meta-based opinions.
This being the Internet, such things are sometimes pointed out.
> That being said, in the context of this game, some cards are simply
> more effective than others, based on a general, blind play environment.
> Yeah, as I have said many times over, occasionally, someone will have a
> good reason to use Telepathic Counter instead of Telepathic
> Misdirection. But more often than not, Telepathic Misdirection is going
> to force Telepathic Counter to the wayside.
More often than not to you.
As expressed by the people you keep taking issue with though, some
people find otherwise.
> I'm not quite sure why you
> are getting het up about this.
Sigh. I'm not.
You're familiar with the Internet as a means of voicing opinions as
facts, surely you're also familiar with someone getting called on
overstating things (even if unintentionally).
Or, to put it another way, I'm not sure why you're getting so upset.
That is, I'm not sure why you keep feeling called to jump anyone who
voices the contrary opinions with this "most of the time" universal
truth thing.
> Like, in some instances Growing Fury is
> worth using too, but it is unlikely that someone would successfully
> argue that it is not overall less effective than Undead Strength.
True, but not like the TC vs. TM case, where the disparity, if any, is
not so clear cut.
"LSJ" <vte...@white-wolf.com> wrote in message
news:1153928154.3...@b28g2000cwb.googlegroups.com...
>
> pd...@lightlink.com wrote:>> Like, in some instances Growing Fury is
>> worth using too, but it is unlikely that someone would successfully
>> argue that it is not overall less effective than Undead Strength.>
> True, but not like the TC vs. TM case, where the disparity, if any, is
> not so clear cut.
There is some inherent math to the Telepathic Counter versus Telepathic
Misdirection case, though.
Against a bleed of 1:
TC costs: 1 card, must have minion with at least [aus] untapped or Woken
TC yields: 1 pool saved to you
TM costs: 1 card, 1 blood, must have minion with [AUS] untapped or Woken,
taps that minion
TM yields: 1 pool saved to you, 1 pool lost by your prey (or he/she must do
something about it)
Against a bleed of 2:
TC costs: 1 card, must have minion with [AUS] untapped or Woken
TC yields: 2 pool saved to you
TM costs: 1 card, 1 blood, must have minion with [AUS] untapped or Woken,
taps that minion
TM yields: 2 pool saved to you, 2 pool lost by your prey (unless he/she does
something)
Against a bleed of 3:
TC costs: 1 card, must have minion with [AUS] untapped or Woken
TC yields: 2 pool saved to you
TM costs: 1 card, 1 blood, must have minion with [AUS] untapped or Woken,
taps that minion
TM yields: 3 pool saved to you, 3 pool lost by your prey (unless he/she does
something)
The benefits of TM vs TC continue to increase as the bleed amount goes up,
of course.
Notice that TM's 'net swing in pool' for you versus your prey goes from 2
for a bleed of 1, to 4 for a bleed of 2, 6 for a bleed of 3, etc. TC gives
you a net swing of 1 for a bleed of 1, 2 for a bleed of 2, 2 for a bleed of
3, and remains 2 at all higher bleed levels.
This is the math behind why Telepathic Misdirection is more popular in
tournament decks than Telepathic Counter. It is more card efficient and has
a greater effect in hurting your prey at the same time it helps you.
Despite the blood cost, it is an inherently stronger card.
Very possibly you already know this math. But your argument that TC vs TM
is a strictly metagame/strategy-dependent choice seems to rest on there
being no demonstrable difference in the magnitude of the cards' effects.
There is.
Josh
still thinks the real point is supposed to be that non-auspex bleed
reduction should be more like telepathic counter than like banner of
neutrality
Joshua Duffin wrote:
> Very possibly you already know this math.
Indeed. And I know the big picture involves much more. To wit: factors
of subsequent cycling, bouncing, edge movement, &c.
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/19a4b4a3e547049b> But your argument that TC vs TM
> is a strictly metagame/strategy-dependent choice seems to rest on there
> being no demonstrable difference in the magnitude of the cards' effects.
> There is.
The please demonstrate it, accounting for more than just the single
case of "if no one else plays any cards and the edge is uncontrolled".
"LSJ" <vte...@white-wolf.com> wrote in
news:1153933921.9...@75g2000cwc.googlegroups.com:
[ quoted text not captured ]
You've specified only a lower limit for your requested demonstration
(more complex than "if no one else plays any cards and the edge is
uncontrolled") but what is the upper limit? If its more than a card or
two, and/or a play or two of forward-looking prediction, then don't you
just devolve the discussion into who can contrive a scenario which
better suits their position? Since we're also talking about "How Things
Work in Usenet discussions", let me be the first to say this is a
direction I'd rather not have the thread go...
DaveZ
Atom Weaver
atomweaver wrote:
> > The please demonstrate it, accounting for more than just the single
> > case of "if no one else plays any cards and the edge is uncontrolled".
> >
>
> You've specified only a lower limit for your requested demonstration
> (more complex than "if no one else plays any cards and the edge is
> uncontrolled") but what is the upper limit? If its more than a card or
> two, and/or a play or two of forward-looking prediction, then don't you
> just devolve the discussion into who can contrive a scenario which
> better suits their position?
The point being that it is not demostrable?
That is the point, yes.
> Since we're also talking about "How Things
> Work in Usenet discussions", let me be the first to say this is a
> direction I'd rather not have the thread go...
I agree. I wasn't really looking for such a demonstration of
masochistic typing; just illustrating my point. Such being USENET.
If I really had my druthers, the posts that prompted me to drag my
typing into this thread wouldn't have been made -- people would just
agree that opinions are opinions and would have moved on long ago.
Such is USENET.
> If I really had my druthers, the posts that prompted me to drag my
> typing into this thread wouldn't have been made -- people would just
> agree that opinions are opinions and would have moved on long ago.
The real take home questions here are:
Does anyone ever get to have their druthers? What is a druthers, exactly?
Can you meet up with a druthers and drink with it in a bar? Has anyone
ever seen LSJ's druthers? If so, do you feel ashamed? Proud?
Discuss.
Ankur
On 26 Jul 2006 05:00:03 -0700, LSJ <vte...@white-wolf.com> wrote:
> pd...@lightlink.com wrote:>> For what it is worth, you might go and read all the responses in the
>> thread addressing these points--there are a lot of them.
[snip]
> It looks like he has read all the responses, and summed up the thread
> quite nicely.
[snip miracle]
Such is the power of the Bakeejah. I actually agree with LSJ for
once. USENET never ceases to amaze me...
--
Regards,
Daneel
"Joshua Duffin" <joshduff...@SPAM.gmail.com> wrote in message
news:4iplgdF...@individual.net...
> This is the math behind why Telepathic Misdirection is more popular in
> tournament decks than Telepathic Counter. It is more card efficient and has
> a greater effect in hurting your prey at the same time it helps you.
The problem with the math is that it fails to account for the tapping effect
of TM that TC doesn't have. And the benefit of that is _very_ hard to
reduce to math. So claims that that "we've reduced this comparison down
to some neat balance sheet" have to be taken with a huge grain of salt.
Which, I think, is exactly Scott's point.
> But your argument that TC vs TM
> is a strictly metagame/strategy-dependent choice seems to rest on there
> being no demonstrable difference in the magnitude of the cards' effects.
I disagree. I think it rests on non-comparibility of the two cards'
effects.
Fred
"LSJ" <vte...@white-wolf.com> wrote in message
news:1153933921.9...@75g2000cwc.googlegroups.com...
> Joshua Duffin wrote:>> Very possibly you already know this math.>
> Indeed. And I know the big picture involves much more. To wit: factors
> of subsequent cycling, bouncing, edge movement, &c.
>
> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/19a4b4a3e547049b
If the big picture turns my analysis on its head, surely it must also be
quantifiable how that happens. Otherwise, the big picture's effects would
appear to be hearsay. :-)
>> But your argument that TC vs TM
>> is a strictly metagame/strategy-dependent choice seems to rest on there
>> being no demonstrable difference in the magnitude of the cards' effects.
>> There is.>
> The please demonstrate it, accounting for more than just the single
> case of "if no one else plays any cards and the edge is uncontrolled".
Your point is that the world is complicated? That's all very well and good,
but it doesn't negate the utility of analysis that can be done at a simple
level, even if it doesn't hold 100% true for *all* times, places, and
people. Yes, we all know that the effectiveness of cards is different in
different situations, and when other cards are played in the same series of
events. But the base point for evaluating cards is still what they do on
their own, as single-card plays.
Josh
the truth is out there
"Fred Scott" <nos...@no.spam.dot.com> wrote in message
news:nBOxg.5029$Mz3.2769@fed1read07...
> "Joshua Duffin" <joshduff...@SPAM.gmail.com> wrote in message
> news:4iplgdF...@individual.net...>> This is the math behind why Telepathic Misdirection is more popular in
>> tournament decks than Telepathic Counter. It is more card efficient and
>> has
>> a greater effect in hurting your prey at the same time it helps you.>
> The problem with the math is that it fails to account for the tapping
> effect
> of TM that TC doesn't have. And the benefit of that is _very_ hard to
> reduce to math. So claims that that "we've reduced this comparison down
> to some neat balance sheet" have to be taken with a huge grain of salt.
> Which, I think, is exactly Scott's point.
Sure. A huge grain of salt to go with the huge mathematical difference in
effect. OK: if you've Woken to play the two cards, they have the same
tapping cost (you're tapped when you started, you're tapped when you're
done). If you didn't Wake to play them, then it costs you 1 tapping to play
the Telepathic Misdirection vs 0 for the Telepathic Counter. I would argue
that 1 tapping can be base-costed at 1 pool (that's how much you lose by not
being able to block a single base bleed with your untapped guy). Even
taking that cost into consideration, Telepathic Misdirection continues to
outperform Telepathic Counter when Misdirecting versus Countering bleeds of
all sizes above 1.
>> But your argument that TC vs TM
>> is a strictly metagame/strategy-dependent choice seems to rest on there
>> being no demonstrable difference in the magnitude of the cards' effects.>
> I disagree. I think it rests on non-comparibility of the two cards'
> effects.
If cards can't be analyzed logically, why not just write new cards with a
random-text generator? No one will be able to show the difference, right?
Josh
everything in vtes is math
(granted, the players are a little difficult to parametrize)
Joshua Duffin wrote:
> "LSJ" <vte...@white-wolf.com> wrote in message
> news:1153933921.9...@75g2000cwc.googlegroups.com...
> > Joshua Duffin wrote:
> >> Very possibly you already know this math.
> >
> > Indeed. And I know the big picture involves much more. To wit: factors
> > of subsequent cycling, bouncing, edge movement, &c.
> >
> > http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/19a4b4a3e547049b
>
> If the big picture turns my analysis on its head, surely it must also be
> quantifiable how that happens. Otherwise, the big picture's effects would
> appear to be hearsay. :-)
?
> >> But your argument that TC vs TM
> >> is a strictly metagame/strategy-dependent choice seems to rest on there
> >> being no demonstrable difference in the magnitude of the cards' effects.
> >> There is.
> >
> > The please demonstrate it, accounting for more than just the single
> > case of "if no one else plays any cards and the edge is uncontrolled".
>
> Your point is that the world is complicated?
The point is that the thing you claim is demonstrable is not
demonstrable.
Or, at least, that it has not yet been demonstrated.
> That's all very well and good,
> but it doesn't negate the utility of analysis that can be done at a simple
> level, even if it doesn't hold 100% true for *all* times, places, and
> people.
So "you can't claim that what holds true for negligible set of cases
doesn't also hold true for the "most" cases". Is that it?
You're right. It may be that what holds true on some insignificant set
of cases also holds true in "most" cases.
But the point is (and what I've been saying is) that it is also true
that it may not. And that the sample you've analyzed is small
(negligible even, compared to the whole).
And besides, it (the sample) ignores most of TC's strengths (curtailing
cycling, holding the edge, remaining untapped) and TM's weaknesses
(rebounce, tapping), so naturally will weight TM stronger than the
general case analysis would.
> Yes, we all know that the effectiveness of cards is different in
> different situations, and when other cards are played in the same series of
> events. But the base point for evaluating cards is still what they do on
> their own, as single-card plays.
Hardly. It is an obvious place to start, but far from a baseline for
general evaluation.
By that baseline, Channeling theBeast is better than Concealed Weapon.
But some people have the nerve to claim CW strong and CtB is weak. Must
be their local meta, I guess.
"Joshua Duffin" <joshduff...@SPAM.gmail.com>
wrote in message news:4ipropF...@individual.net...
> I would argue
> that 1 tapping can be base-costed at 1 pool (that's how much you lose by not
> being able to block a single base bleed with your untapped guy).
Jeeze, I find that an awfully tough sell. Using Telepathic Counters ad
naseum allows you to block infinite single base bleeds. I mean, if you're
just asserting some rule of thumb you've found to be useful in your games,
fine. But the reason you've given doesn't strike me as valid. And, of
course, rules of thumb are very personal, play-style and metagame dependent
so we're back to non-comparibility.
> "Fred Scott" <nos...@no.spam.dot.com> wrote in message
> news:nBOxg.5029$Mz3.2769@fed1read07...>> I disagree. I think it rests on non-comparibility of the two cards'
>> effects.>
> If cards can't be analyzed logically, why not just write new cards with a
> random-text generator? No one will be able to show the difference, right?
That's a false dichotomy. Cards frequently can't be analyzed logically,
if only for reasons of unfathomable complexity in two player games.
In multiplayer games, player personality/philosophy issues make can it
totally impossible.
This doesn't make it unimportant to design cards with care and avoid
practically useless cards, highly undercosted cards, and other problematic
conditions. Common sense and game experience will help you avoid these.
They just don't prove anything in a rigid, analytical sense.
Fred
"LSJ" <vte...@white-wolf.com> wrote in
news:1153935336.1...@m79g2000cwm.googlegroups.com:
> atomweaver wrote:>> > The please demonstrate it, accounting for more than just the single
>> > case of "if no one else plays any cards and the edge is
>> > uncontrolled".
>> >
>>
>> You've specified only a lower limit for your requested
>> demonstration
>> (more complex than "if no one else plays any cards and the edge is
>> uncontrolled") but what is the upper limit? If its more than a card
>> or two, and/or a play or two of forward-looking prediction, then
>> don't you just devolve the discussion into who can contrive a
>> scenario which better suits their position?>
> The point being that it is not demostrable?
> That is the point, yes.
>
If so, then is anything in this game 'demonstrable'? (OK, _maybe_ we
could demonstrate that Sawed-Off Shotgun is superior to Chainsaw. What
else?).
If so, all we're left with is Josh's math, and the TWDA's statistic
that TM is preferred five times to one over TC (in tournament winning
decks reported to the newsgroup, blahditty blah, with all the other
disclaimers about using TWDA data.) Even if that's all we have to go
on, IMO its adequate enough to make the point that TM is better than
TC, for most times that you'd be making that choice in deck
construction. Which, in turn, is adequate enough to put at least a
_little_ energy into investigating the merit of some non-Auspex
disciplines getting bleed reduction on par with TC (again, IMO, since
I wouldn't want you getting on _me_ about stating opinion as fact!
:-).
DaveZ
Atom Weaver
atomweaver wrote:
> If so, then is anything in this game 'demonstrable'? (OK, _maybe_ we
> could demonstrate that Sawed-Off Shotgun is superior to Chainsaw. What
> else?).
> If so, all we're left with is Josh's math,
Which has about 0 impact.
>and the TWDA's statistic
> that TM is preferred five times to one over TC (in tournament winning
> decks reported to the newsgroup, blahditty blah, with all the other
> disclaimers about using TWDA data.)
Rendering it slightly above Josh's math. But still with the result that
the assertion "most of the time, any TC will be replaced by TM" leaves
somethinng lacking -- since so many TC's made it into TWDA decks
without being substituted for TMs themselves.
> Even if that's all we have to go
> on, IMO its adequate enough to make the point that TM is better than
> TC, for most times that you'd be making that choice in deck
> construction.
It is not, clearly (meaning IMO <- USENET).
It is far from adequate for anything of the sort.
And the other stuff you have left to go on includes the list of pros
and cons -- the stuff that factors into the decision as to which cards
to include in this or that deck in this or that quantities in this or
that meta.
As stated.
> Which, in turn, is adequate enough to put at least a
> _little_ energy into investigating the merit of some non-Auspex
> disciplines getting bleed reduction on par with TC (again, IMO, since
> I wouldn't want you getting on _me_ about stating opinion as fact!
> :-).
A separate subject. Whether TM is as obviously better than TC in most
cases as a few people vocally assert in this thread has nothing to do
with giving some non-Auspex card a reduction ability on par or above
that of TC.
"Joshua Duffin" <joshduff...@SPAM.gmail.com>
wrote in message news:4ipr3nF...@individual.net...
> Yes, we all know that the effectiveness of cards is different in
> different situations, and when other cards are played in the same series of
> events. But the base point for evaluating cards is still what they do on
> their own, as single-card plays.
...er, except for combo cards, right? I hope?
Fred
"atomweaver" <atomw...@hotmail.com> wrote in message
news:Xns980C9BDF5A...@207.115.17.102...
> If so, all we're left with is Josh's math, and the TWDA's statistic
> that TM is preferred five times to one over TC (in tournament winning
> decks reported to the newsgroup, blahditty blah, with all the other
> disclaimers about using TWDA data.)
And how many times is TC preferred over, say, Week of Nightmares -
a card I was recently told was broken?
Fred
card counting things that make you say, "DOH!"
"LSJ" <vte...@white-wolf.com> wrote in news:1153942184.977080.226480
@s13g2000cwa.googlegroups.com:
[ quoted text not captured ]
Right, but to a certain extent, don't the TWDA stats quantify that
(for cards of sufficient similarity)? Presumably, each winner went
through the whole thought process you outlined, and arrived at a
decision, one which helped them win them a tournament. IF the sample
size is large enough (big IF, I know... it probably isn't) then we can
set aside each individual's block of reasons for choosing TM over TC,
and see that the choice of TM itself wins more tournaments. After all,
every TM had the opportunity to be a TC, but TC wasn't chosen. Who
cares why... the proof is in the wins.
> As stated.
>>> Which, in turn, is adequate enough to put at least a
>> _little_ energy into investigating the merit of some non-Auspex
>> disciplines getting bleed reduction on par with TC (again, IMO, since
>> I wouldn't want you getting on _me_ about stating opinion as fact!
>> :-).>
> A separate subject.
'K.
> Whether TM is as obviously better than TC in most
> cases as a few people vocally assert in this thread has nothing to do
> with giving some non-Auspex card a reduction ability on par or above
> that of TC.
>
IYO, you meant to put, right? I guess you don't need to, since your
"O" is the only "O" that _really_ matters, wrt new VTES cards.
So what _is_ relevant to non-Auspex reduction, then?
DaveZ
Atom Weaver
...4 out of 5 tournament winners preferred the taste of TM over TC
atomweaver <atomw...@hotmail.com> wrote in
news:Xns980CADBDCA...@207.115.17.102:
> IYO, you meant to put, right? I guess you don't need to, since your
> "O" is the only "O" that _really_ matters, wrt new VTES cards.
>
*groan* LSJ's big "O", heh... I didn't just type that, did I? Yah,
well...
DaveZ
Atom Weaver
"LSJ" <vte...@white-wolf.com> wrote in message
news:1153940267.6...@m73g2000cwd.googlegroups.com...
> Joshua Duffin wrote:>> "LSJ" <vte...@white-wolf.com> wrote in message
>> news:1153933921.9...@75g2000cwc.googlegroups.com...
>> > Joshua Duffin wrote:
>> >> Very possibly you already know this math.
>> >
>> > Indeed. And I know the big picture involves much more. To wit: factors
>> > of subsequent cycling, bouncing, edge movement, &c.
>> >
>> > http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/19a4b4a3e547049b
>>
>> If the big picture turns my analysis on its head, surely it must also be
>> quantifiable how that happens. Otherwise, the big picture's effects
>> would
>> appear to be hearsay. :-)>
> ?
You're claiming that in the "big picture" Telepathic Counter is as good as
Telepathic Misdirection. If you aren't going to quantify the big picture's
effects, how do you know that?
>> > The please demonstrate it, accounting for more than just the single
>> > case of "if no one else plays any cards and the edge is uncontrolled".
>>
>> Your point is that the world is complicated?>
> The point is that the thing you claim is demonstrable is not
> demonstrable.
> Or, at least, that it has not yet been demonstrated.
If nothing is demonstrable, why bother getting out of bed in the morning?
>> That's all very well and good,
>> but it doesn't negate the utility of analysis that can be done at a
>> simple
>> level, even if it doesn't hold 100% true for *all* times, places, and
>> people.>
> So "you can't claim that what holds true for negligible set of cases
> doesn't also hold true for the "most" cases". Is that it?
?
> You're right. It may be that what holds true on some insignificant set
> of cases also holds true in "most" cases.
>
> But the point is (and what I've been saying is) that it is also true
> that it may not. And that the sample you've analyzed is small
> (negligible even, compared to the whole).
>
> And besides, it (the sample) ignores most of TC's strengths (curtailing
> cycling, holding the edge, remaining untapped) and TM's weaknesses
> (rebounce, tapping), so naturally will weight TM stronger than the
> general case analysis would.
Maybe. Except for tapping, the "strengths" of TC and "weaknesses" of TM
that you cite are speculative in a way that the inherent effects of the
simple play of the two cards in question are not.
It's not "a negligible set of cases". It's the simple case, looking at the
cards in the least complicated situation. If the simple case isn't useful,
is there no such thing as analysis that *is* useful? It doesn't seem
productive to me to declare that we can't know anything for sure about the
world.
>> Yes, we all know that the effectiveness of cards is different in
>> different situations, and when other cards are played in the same series
>> of
>> events. But the base point for evaluating cards is still what they do on
>> their own, as single-card plays.>
> Hardly. It is an obvious place to start, but far from a baseline for
> general evaluation.
In general, it's a good baseline. Cards that don't do anything unless
combined with other cards are special cases. (And, might I add, not very
good cards unless the combination is exceptionally strong. This is why
Magazine is rather weak.)
> By that baseline, Channeling theBeast is better than Concealed Weapon.
> But some people have the nerve to claim CW strong and CtB is weak. Must
> be their local meta, I guess.
Concealed Weapon can give quite a large effect when combined with a second
card to make it playable at all (saves an action, equips unblockably, gives
you a weapon to use in the combat you're already in). Channeling the Beast
doesn't give a large effect.
I feel like I'm getting a little snarkier than I would like to be in this
thread. But what exactly is supposed to be the benefit of insisting that
everything is opinion and nothing is known? OK, I can't disprove it, but I
don't feel like that makes it a tenable way to live in the world. :-)
Josh
is pretty sure reality is real
LSJ wrote:
> OK. It didn't seem to be. The discussion seemed to paint the opinion
> you support as some underlying truth while painting opposing opinions
> as meta-based opinions.
Not by me. I simply pointed out what I thought to be the case.
> As expressed by the people you keep taking issue with though, some
> people find otherwise.
Which is fine. And why I keep pointing out why I think otherwise.
> Sigh. I'm not.
> You're familiar with the Internet as a means of voicing opinions as
> facts, surely you're also familiar with someone getting called on
> overstating things (even if unintentionally).
Sure.
> Or, to put it another way, I'm not sure why you're getting so upset.
??? Wha? Where is "upset"? This has been one of the most civil and calm
discussions in this forum for weeks.
> That is, I'm not sure why you keep feeling called to jump anyone who
> voices the contrary opinions with this "most of the time" universal
> truth thing.
'Cause I like posting stuff. This new sub thread started 'cause someone
showed up (Davey?) and made a comment on a discussion that had been
silent for 3 or 4 days, and his comment seemed to me to indicate that
he hadn't actually read the discussion that followed the post he
responded to. Which is fine, but also why I pointed to the following
discussion (as I really don't think he read it and was summing it up. I
think he read the first post, responded, and moved on.) rather than
repeating the discussion.
-Peter
LSJ wrote:
> If I really had my druthers, the posts that prompted me to drag my
> typing into this thread wouldn't have been made -- people would just
> agree that opinions are opinions and would have moved on long ago.
Yeah, see, I'm unclear why you did that in the first place. Like,
literally, I just responded to the post by saying "go check out the
rest of the discussion that specifically addresses all the points you
brought up" and then that was that. It seemed that this particular post
flared up your need to jump into this discussion for reasons that are
beyond me. Like, considering how usenet works, why did you decide that
*that* particular post was the one to jump into to point out the
obvious "opinions are opinions", and not all the other countless
threads that could call for the same thing?
-Peter
Daneel wrote:
> Such is the power of the Bakeejah. I actually agree with LSJ for
> once. USENET never ceases to amaze me...
Wow. I was doing such a good job of ignoring you up till now. Man. You
are a prick. But ok. If only google had a kill file. Unless it does...
-Peter
[ quoted text not captured ]
I guess this is a good spot for me to interject my personal opinion
(and expose the way to send me on my way to tilting)...
Telepathic Counter is my *MOST HATED CARD IN VTES.*
It stems from me playing combat Assamites so much when I got back into
the game. Some people around here sprinkle TCs in their decks and there
is nothing more frustrating to an Assamite player who wants to cycle
red cards have their prey nullify their action entirely while
preventing that desperate card flow cyclage. Not only that, but it
totally hoses Flurry of Action as well.
Anyway, for what it is worth, I am actually less frustrated in a game
when I am bounced, but TC really annoys me to no end when it is played
against me when I wield certain decks.
Jeff
Fred Scott wrote:
> "Joshua Duffin" <joshduff...@SPAM.gmail.com>
> wrote in message news:4ipropF...@individual.net...>> I would argue
>> that 1 tapping can be base-costed at 1 pool (that's how much you lose by not
>> being able to block a single base bleed with your untapped guy).>
> Jeeze, I find that an awfully tough sell.
Really? I think it's extremely obvious.
Consider:
Redirection (sup) vs Deflection (sup). Same effect except the Deflection
does not tap you, and costs a(n extra) blood.
Deflection (inf) vs Deflection (sup). Same effect except the superior
does not tap you, but requires an extra discipline level (= effect is
"one blood" more powerful).
Ditto Claiming the Body (san), ditto Shell Game (san), ditto Siren's
Lure (mel) (in each case the superior taps one fewer of your minions
than the inferior).
Or, as in Josh's example: A generic minion bleeds you cardlessly with no
modifiers. You do not wish to tap a blocker. The cost to you: 1 pool.
Clearly, not tapping when an effect would normally tap you is worth 1
blood or pool.
I'm also surprised to see claims that mathematical analysis of cards
"has 0 impact" and "should be taken with a large grain of salt". Games
_are_ maths, and this one is no exception.
Appolonius.
Appolonius wrote:
> Fred Scott wrote:
> > "Joshua Duffin" <joshduff...@SPAM.gmail.com>
> > wrote in message news:4ipropF...@individual.net...
> >> I would argue
> >> that 1 tapping can be base-costed at 1 pool (that's how much you lose by not
> >> being able to block a single base bleed with your untapped guy).
> >
> > Jeeze, I find that an awfully tough sell.
>
> Really? I think it's extremely obvious.
>
> Consider:
> Redirection (sup) vs Deflection (sup). Same effect except the Deflection
> does not tap you, and costs a(n extra) blood.
>
> Deflection (inf) vs Deflection (sup). Same effect except the superior
> does not tap you, but requires an extra discipline level (= effect is
> "one blood" more powerful).
>
> Ditto Claiming the Body (san), ditto Shell Game (san), ditto Siren's
> Lure (mel) (in each case the superior taps one fewer of your minions
> than the inferior).
>
> Or, as in Josh's example: A generic minion bleeds you cardlessly with no
> modifiers. You do not wish to tap a blocker. The cost to you: 1 pool.
>
> Clearly, not tapping when an effect would normally tap you is worth 1
> blood or pool.
>
If we can assume this is true, then TC is _clearly_ better by Josh's
observation for another pool-iteration, so TM doesn't become "better"
until the bleed is for 4, since leaving the untapped minion is the
equivalent of "saving" another pool. I guess i should go swap out all
my TM's for TC, since AI keeps bleeds around 3 in some (a large amount
of my) games.
Merlin
Joshua Duffin wrote:
> You're claiming that in the "big picture" Telepathic Counter is as good as
> Telepathic Misdirection.
No, I'm not.
I'm claiming that the claims that the foundation for the claims that TM
is superior in some absolute, non-opinion way is shaky.
I'm claim that the decision to use TM or TC (or both in this or that
ratio) is a strategic one, given that each has its own pros and cons.
That each has pros and cons w.r.t. the other is true (not simply
opinion).
> If nothing is demonstrable, why bother getting out of bed in the morning?
And here ends my part in this "discussion".
If there was anything substantive in the remainder, this derailment
overshadows it.
pd...@lightlink.com wrote:
> LSJ wrote:
> > OK. It didn't seem to be. The discussion seemed to paint the opinion
> > you support as some underlying truth while painting opposing opinions
> > as meta-based opinions.
>
> Not by me. I simply pointed out what I thought to be the case.
I must have misinterpretted
http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/a53e7151b2dc15f3> > Or, to put it another way, I'm not sure why you're getting so upset.
>
> ??? Wha? Where is "upset"? This has been one of the most civil and calm
> discussions in this forum for weeks.
Exactly. And yet you labelled my part in it as "getting het up"
(meaning something like "upset"), when I see nothing less civil or more
agitated in my part than, say, in yours.
> > That is, I'm not sure why you keep feeling called to jump anyone who
> > voices the contrary opinions with this "most of the time" universal
> > truth thing.
>
> 'Cause I like posting stuff. This new sub thread started 'cause someone
> showed up (Davey?) and made a comment on a discussion that had been
> silent for 3 or 4 days, and his comment seemed to me to indicate that
> he hadn't actually read the discussion that followed the post he
> responded to. Which is fine, but also why I pointed to the following
> discussion (as I really don't think he read it and was summing it up. I
> think he read the first post, responded, and moved on.) rather than
> repeating the discussion.
Yes, and so I responded by indicating that it didn't appear that he
needed to reread the thread as you indicted, since his post seemed to
be one which could have been posted with the knowledge base contained
in the thread already absorbed.
That is, that TC and TM have their pros and cons, when looking beyond
the lopsided "with both a free minion standing around to be tapped (or
a free wake) and no other card plays" angle that some people keep
focusing on.
pd...@lightlink.com wrote:
> LSJ wrote:
> > If I really had my druthers, the posts that prompted me to drag my
> > typing into this thread wouldn't have been made -- people would just
> > agree that opinions are opinions and would have moved on long ago.
>
> Yeah, see, I'm unclear why you did that in the first place.
Probably for the same reason you cited for your own: it's the USENET
and I like posting stuff.
>Like,
> literally, I just responded to the post by saying "go check out the
> rest of the discussion that specifically addresses all the points you
> brought up" and then that was that.
And so I point out that his post would still stand since the thread
that supposedly supplied the answers did not supply the same
information to me that it apparently had to you.
> It seemed that this particular post
> flared up your need to jump into this discussion for reasons that are
> beyond me. Like, considering how usenet works, why did you decide that
> *that* particular post was the one to jump into to point out the
> obvious "opinions are opinions", and not all the other countless
> threads that could call for the same thing?
Well, given how USENET works, that exactly what happens all the time.
You can only follow-up to one post at a time.
LSJ wrote:
> I must have misinterpretted
> http://groups.google.com/group/rec.games.trading-cards.jyhad/msg/a53e7151b2dc15f3
I thought Dave's post was funny.
> Exactly. And yet you labelled my part in it as "getting het up"
> (meaning something like "upset"), when I see nothing less civil or more
> agitated in my part than, say, in yours.
There wasn't anything less civil in your post. But you did seem het up
in the sense of it looked like you suddenly felt compelled to jump into
a discussion that you were otherwise not so much involved in, based on
what you seemed to think was me "jumping on" a guy who entered the
discussion. And then later on, you mention how you would have rather
avoided the whole thing, but felt it was necessary to point out how
"opinions are opinions", more or less. I didn't think you were upset. I
thought you were feeling compelled to respond to somthing for reasons
other than you enjoyed doing so. Thus "het up".
> Yes, and so I responded by indicating that it didn't appear that he
> needed to reread the thread as you indicted, since his post seemed to
> be one which could have been posted with the knowledge base contained
> in the thread already absorbed.
And therein lies the crux of our particular discussion. Why did you
feel compelled to do this, especially when indications are you only did
it 'cause you felt compelled to? I simply suggested he read the rest of
the discussion to avoid rehashing it. You could have just as easily
ignored it and the discussion would have likely gone no where and it
would have been over. I wasn't, like, busting on the guy, or being
particularly snarky or pretty much anything of the sort. I simply, in
lieu of rehashing the argument, suggested reading what was already
there.
Like, I have no need to have an argument with you about this sort of
thing--you are the lead game designer, and as such, it is entirely in
my best interest to stay on your good side, and thus in my best
interest to not get involved in stupid discussions with you about
discussion. So I'm gonna move on here.
-Peter
p...@lightlink.com wrote:
> And therein lies the crux of our particular discussion. Why did you
> feel compelled to do this, especially when indications are you only did
> it 'cause you felt compelled to? I simply suggested he read the rest of
> the discussion to avoid rehashing it. You could have just as easily
> ignored it and the discussion would have likely gone no where and it
> would have been over.
Well, yes, just as you could have ignored his post (since you consider
it "nothing new"). And he the one before. And so on.
But you felt the call to respond, and did.
And then I did. And so on.
LSJ wrote:
> Well, yes, just as you could have ignored his post (since you consider
> it "nothing new"). And he the one before. And so on.
> But you felt the call to respond, and did.
> And then I did. And so on.
See, but I was responding to him 'cause he directly addressed me (in
that usenet sense--he posted a response to my post). I did not feel
dragged in to the discussion. If I had my druthers, I would not have
prefered he didn't make that post and compell me to respond. I
responded, mostly, 'cause in the sense of the internet, he said "Hey! I
got a comment!" and in the name of him not feeling snubbed by the
internet, I responded with a perfectly civil post, and heck, even
avoided machine-gunning him with the same points over and over again
(as is my general modus operandi) with a short post that simply said
"your comments have been addressed elsewhere".
-Peter
LSJ wrote:
> I'm claiming that the claims that the foundation for the claims that TM
> is superior in some absolute, non-opinion way is shaky.
All I know is that now I don't know what to think about Ascendance
anymore.
Oh wait, I still know I want PTO banned!
/me runs away
:)
"LSJ" <vte...@white-wolf.com> wrote in message
news:1154001561.6...@m79g2000cwm.googlegroups.com...
> Joshua Duffin wrote:>> You're claiming that in the "big picture" Telepathic Counter is as good
>> as
>> Telepathic Misdirection.>
> No, I'm not.
>
> I'm claiming that the claims that the foundation for the claims that TM
> is superior in some absolute, non-opinion way is shaky.
>
> I'm claim that the decision to use TM or TC (or both in this or that
> ratio) is a strategic one, given that each has its own pros and cons.
> That each has pros and cons w.r.t. the other is true (not simply
> opinion).
The claim that nothing is provable beyond the shadow of a doubt is an
uninteresting one, to say the least.
>> If nothing is demonstrable, why bother getting out of bed in the morning?>
> And here ends my part in this "discussion".
>
> If there was anything substantive in the remainder, this derailment
> overshadows it.
Oh, thanks.
It read to me like you were basically ridiculing both the idea of applying
math to card analysis and the attempt to use logic in evaluating VTES cards.
Now I make a comment to the effect that if nothing can be proven because
'opinions are opinions', why should anyone bother arguing at all, and it's
derailing the argument? I'm not allowed to be rhetorical? No point in
reading the rest of my message now?
Oy.
Josh
thrown from the train
Ankur Gupta wrote:
> > If I really had my druthers, the posts that prompted me to drag my
> > typing into this thread wouldn't have been made -- people would just
> > agree that opinions are opinions and would have moved on long ago.
>> The real take home questions here are:
>
> Does anyone ever get to have their druthers? What is a druthers, exactly?
> Can you meet up with a druthers and drink with it in a bar? Has anyone
> ever seen LSJ's druthers? If so, do you feel ashamed? Proud?
>
> Discuss.
WHASSUP! SLAP ME SOME SKIN MY DRUTHERS!
Comments Welcome,
Norman S. Brown, Jr
XZealot
Archon of the Swamp
"Appolonius" <appol...@jyhad.com> wrote in message
news:12ch7mv...@corp.supernews.com...
> Fred Scott wrote:>> "Joshua Duffin" <joshduff...@SPAM.gmail.com>
>> wrote in message news:4ipropF...@individual.net...>>> I would argue
>>> that 1 tapping can be base-costed at 1 pool (that's how much you lose by not
>>> being able to block a single base bleed with your untapped guy).>>
>> Jeeze, I find that an awfully tough sell.>
> Really? I think it's extremely obvious.
>
> Consider:
> Redirection (sup) vs Deflection (sup). Same effect except the Deflection does not tap you, and costs a(n extra) blood.
...and is clearly the more popular card for that reason.
> Deflection (inf) vs Deflection (sup). Same effect except the superior does not tap you, but requires an extra discipline level (=
> effect is "one blood" more powerful).
>
> Ditto Claiming the Body (san), ditto Shell Game (san), ditto Siren's Lure (mel) (in each case the superior taps one fewer of your
> minions than the inferior).
The inferior vs. superior examples make no sense whatsoever - the difference
is the advantage of being able to use the superior of a discipline. How
does that say anything meaningful which supports Josh's contention?
> Or, as in Josh's example: A generic minion bleeds you cardlessly with no modifiers. You do not wish to tap a blocker. The cost to
> you: 1 pool.
Sure. And, as in my reply, it can save you more than 1 pool.
> Clearly, not tapping when an effect would normally tap you is worth 1 blood or pool.
>
> I'm also surprised to see claims that mathematical analysis of cards "has 0 impact" and "should be taken with a large grain of
> salt". Games _are_ maths, and this one is no exception.
Sorry, I don't think you've added any evidence to the contrary. I did
not say mathematical analysis has 0 impact (why the quotes? did someone
use those words?). I just said that the value of cards frequently can't
be reliably understood using such analysis, which is absolutely true.
Fred
bluedevil wrote:
> LSJ wrote:
>
> > I'm claiming that the claims that the foundation for the claims that TM
> > is superior in some absolute, non-opinion way is shaky.
>
> All I know is that now I don't know what to think about Ascendance
> anymore.
I love Ascendance! Remember that DC tournament where Matt Morgan
complained bitterly about my deck. There were about 20 Ascendances in
that deck. Wow! Was he mad.
[ quoted text not captured ]
"Fred Scott" <nos...@no.spam.dot.com> wrote in message
news:C8Pxg.5031$Mz3.509@fed1read07...
> "Joshua Duffin" <joshduff...@SPAM.gmail.com>
> wrote in message news:4ipropF...@individual.net...>> I would argue
>> that 1 tapping can be base-costed at 1 pool (that's how much you lose by
>> not
>> being able to block a single base bleed with your untapped guy).>
> Jeeze, I find that an awfully tough sell. Using Telepathic Counters ad
> naseum allows you to block infinite single base bleeds. I mean, if you're
> just asserting some rule of thumb you've found to be useful in your games,
> fine. But the reason you've given doesn't strike me as valid. And, of
> course, rules of thumb are very personal, play-style and metagame
> dependent
> so we're back to non-comparibility.
The baseline concept of "1 action equals 1 bleed or pool" is pretty solid in
VTES, I think. I know! Cards can change that! But it is the basic math of
the game: you have 30 pool, your vampires can bleed for 1 cardlessly, they
strike for 1 in combat, hunt for 1, etc.
If you are untapped and tap to block a bleed, it saves you a pool (usually
at the cost of a blood). If you are untapped and *don't* tap to block this
bleed, instead staying untapped to block the next one, it usually saves you
a pool (as a starting point, again, cards can change that).
I think that's a pretty good reason for giving tapping a "base cost" of 1
pool. Again, cards can change that... but then, you might have Wakes! The
point of this kind of basic analysis is to look at the particular costs and
effects of these cards in the most basic case.
>> If cards can't be analyzed logically, why not just write new cards with a
>> random-text generator? No one will be able to show the difference,
>> right?>
> That's a false dichotomy. Cards frequently can't be analyzed logically,
> if only for reasons of unfathomable complexity in two player games.
> In multiplayer games, player personality/philosophy issues make can it
> totally impossible.
That's not true at all. The *cards* can still be analyzed logically. Their
*effect on the game* may not be logically deducible, if we're going to
assume that players don't act rationally. (I would say there is certainly
quite a bit of anecdotal evidence in favor of that assumption. :-)
Yeah, it's possible for the ultimate effects even of the cards themselves to
be too complex to calculate, if there are a lot of interactions that you
need to take account of to do so. But people model things in the real world
all the time by looking at only the most significant interactions and
ignoring the others.
> This doesn't make it unimportant to design cards with care and avoid
> practically useless cards, highly undercosted cards, and other problematic
> conditions. Common sense and game experience will help you avoid these.
> They just don't prove anything in a rigid, analytical sense.
True "proof" may be impossible, but that doesn't make mathematical analysis
useless. It's a good way, in my opinion, of figuring things out beyond
appealing to common sense or anecdotal experience.
Appolonius's examples are, I think, pointing to the idea that the baseline
effect of cards in VTES typically starts at 1 pool or blood. That is,
playing a card (compared to not playing a card) is often going to give you a
"1 pool" benefit; if it costs blood, that cost may give you an additional
pool benefit; if it requires additional discipline levels, that requirement
may give you an additional pool benefit; etc.
For example:
Ascendance: costs 0 and an MPA, gains 1 pool
Computer Hacking: costs 0 and an action, gives +1 bleed (ie 2 total)
Social Charm [pre]: costs 0 and an action, gives +1 bleed
Social Charm [PRE]: costs 0 and an action, gives +1 bleed and 1 pool
Scouting Mission [dom]: costs 0 and an action, gives +1 bleed
Scouting Mission [DOM]: costs 0 and an action, gives 2 pool/transfers
Govern the Unaligned [dom]: costs 1 and an action, gives +2 bleed
Govern the Unaligned [DOM]: costs 1 and an action, gives 3 pool/transfers
Restoration [for]: costs 0 and an action, gives 2 blood
Restoration [FOR]: costs 0 and an action, gives 3 blood
Perhaps this is all accidental, but I think maybe not. :-) Also notice
here that Telepathic Counter, costing a card for each use, is right in line
with the "base" level of saving you 1 pool per card played (equal to 1
tapping per card played in my idea of baseline costs).
Then I might go further and say that the strongest card-plays are the ones
whose benefits can grow beyond 1 pool per card played. That is (IMO) why
Telepathic Misdirection (or Deflection, etc) is so impressive: the larger
the bleed amount, the bigger the savings TM can give you. That is *also*
true of Wake with Evening's Freshness - as a floating "untappedness", being
able to block a bleed of, say, 6 at the cost of a single card is a huge
payoff - which is why Wake is such a strong effect. Telepathic Counter, on
the other hand, tops out at 2 for a single card-play - not bad, but also not
the kind of "judo" effect that some cards can give you.
Josh
in next week's episode: why going to torpor is bad
"LSJ" <vte...@white-wolf.com> wrote in message
news:1154002193.4...@m79g2000cwm.googlegroups.com...
> Yes, and so I responded by indicating that it didn't appear that he
> needed to reread the thread as you indicted, since his post seemed to
> be one which could have been posted with the knowledge base contained
> in the thread already absorbed.
>
> That is, that TC and TM have their pros and cons, when looking beyond
> the lopsided "with both a free minion standing around to be tapped (or
> a free wake) and no other card plays" angle that some people keep
> focusing on.
Two small paragraphs?!?
Bah! Your fingers are puny and you have no steely tenacity!
[ quoted text not captured ]
lol man now are you a jerk or what, you should really get a newsreader
that has killfile, your responses are pathetic lol. telepathic counter
rocks (of course you need to be a good plyr to use it, poor plrz who suck
and cant win just use misdirection coz they think its all about bleed but
it isnt its strategy but you probably dont understand that coz you suck
dude get a life man
--
Regards,
Daneel
Joshua Duffin wrote:
> The claim that nothing is provable beyond the shadow of a doubt is an
> uninteresting one, to say the least.
Could be, but non-sequitur, since I am not making such a claim.
> It read to me like you were basically ridiculing both the idea of applying
> math to card analysis and the attempt to use logic in evaluating VTES cards.
No. I said that the "analysis" being done was so myopic (ignoring far
too many of the pros and cons of the issue) as to be useless.
> Now I make a comment to the effect that if nothing can be proven because
> 'opinions are opinions', why should anyone bother arguing at all, and it's
> derailing the argument?
Pros and cons can be discussed, obviously. Suggesting otherwise is
nonsensical, like ignoring all the pros of TC and assuming that any
resulting conclusion is solidly founded.
> I'm not allowed to be rhetorical? No point in
> reading the rest of my message now?
Pointless rhetoric is, well, pointless.
The misplaced rhetoric as an attempt at reduction to absurdity was a
indication as to the constructiveness of continuing the conversation,
so it did not seem to be the best use of my time.
>> All I know is that now I don't know what to think about Ascendance
>> anymore.>
> I love Ascendance! Remember that DC tournament where Matt Morgan
> complained bitterly about my deck. There were about 20 Ascendances in
> that deck. Wow! Was he mad.
. . . because he didn't get a chance to test his deck out fully, since he
kept ousting you too quickly?
<ducks>
Ankur
"LSJ" <vte...@white-wolf.com> wrote in message
news:1154020913....@h48g2000cwc.googlegroups.com...
> Joshua Duffin wrote:>> It read to me like you were basically ridiculing both the idea of
>> applying
>> math to card analysis and the attempt to use logic in evaluating VTES
>> cards.>
> No. I said that the "analysis" being done was so myopic (ignoring far
> too many of the pros and cons of the issue) as to be useless.
Okay. Your steely tenacity has defeated me. I give up.
And yes, I am quite nearsighted. That's why I wear glasses.
Josh
can't trust anyone
cause he's untrustable
"Joshua Duffin" <joshduff...@SPAM.gmail.com> wrote in
message news:4is4i7F...@individual.net...
> "Fred Scott" <nos...@no.spam.dot.com> wrote in message
> news:C8Pxg.5031$Mz3.509@fed1read07...>> "Joshua Duffin" <joshduff...@SPAM.gmail.com>
>> wrote in message news:4ipropF...@individual.net...>>> I would argue
>>> that 1 tapping can be base-costed at 1 pool (that's how much you lose by
>>> not being able to block a single base bleed with your untapped guy).>>
>> Jeeze, I find that an awfully tough sell. Using Telepathic Counters ad
>> naseum allows you to block infinite single base bleeds. I mean, if you're
>> just asserting some rule of thumb you've found to be useful in your games,
>> fine. But the reason you've given doesn't strike me as valid. And, of
>> course, rules of thumb are very personal, play-style and metagame
>> dependent so we're back to non-comparibility.>
> The baseline concept of "1 action equals 1 bleed or pool" is pretty solid in
> VTES, I think. I know! Cards can change that!
Cards like Una, in combination with Freak Drive.
> But it is the basic math of
> the game: you have 30 pool, your vampires can bleed for 1 cardlessly, they
> strike for 1 in combat, hunt for 1, etc.
...
> I think that's a pretty good reason for giving tapping a "base cost" of 1
> pool. Again, cards can change that... but then, you might have Wakes! The
> point of this kind of basic analysis is to look at the particular costs and
> effects of these cards in the most basic case.
But how do you know when you have the basic rule and when you have Una-with-
Freak-Drives? Or any superior auspex vampire with Telepathic Counters that
can be likewise played repeatedly?
>>> If cards can't be analyzed logically, why not just write new cards with a
>>> random-text generator? No one will be able to show the difference,
>>> right?>>
>> That's a false dichotomy. Cards frequently can't be analyzed logically,
>> if only for reasons of unfathomable complexity in two player games.
>> In multiplayer games, player personality/philosophy issues make can it
>> totally impossible.>
> That's not true at all. The *cards* can still be analyzed logically. Their
> *effect on the game* may not be logically deducible, if we're going to
> assume that players don't act rationally. (I would say there is certainly
> quite a bit of anecdotal evidence in favor of that assumption. :-)
Well, that, and the fact one person's "rational" way of acting is frequently
another guy's idea of stupidity/insanity or whatever. And vica versa.
There are a lot of issues in multiplayer games that are purely philosophical,
such as playing for second place vs. the first-place-or-nothing outlook.
> Yeah, it's possible for the ultimate effects even of the cards themselves to
> be too complex to calculate, if there are a lot of interactions that you
> need to take account of to do so. But people model things in the real world
> all the time by looking at only the most significant interactions and
> ignoring the others.
But again, how do you analyze which interactions are significant and which
to ignore? The problem is that you're presenting the analysis as irrefutable
and trying to hide some of the glue you're using to put the whole thing
together that's undeniably human judgement. The analysis is fine as long
as others agree with the judgement parts. But if they don't, you might
might as well talk to the wall because you'll never convince them of anything.
> True "proof" may be impossible, but that doesn't make mathematical analysis
> useless. It's a good way, in my opinion, of figuring things out beyond
> appealing to common sense or anecdotal experience.
OK. I can agree with that. I just think it's good to know where the
limitations are lurking when using it to convince others of something.
If someone doesn't want to be convinced, they'll attack the judgement
pieces and totally ignore the analysis (assuming the analysis is logically
correct, of course).
> Appolonius's examples are, I think, pointing to the idea that the baseline
> effect of cards in VTES typically starts at 1 pool or blood.
Sure. And one of tricks in the game is to combine cards to get better
efficiency out of these effects. That's what you're trying to do when
you tap (or wake) and spend a blood to retarget a bleed targetted at
you. I believe your point has been, "This works very well!" - which
I'll give you is true. But Telepathic Counter works by spending no
blood and no tap and can be used repeatedly much better than TM. It
_also_ allows you to get more efficiency out of your untapped vampire.
Now the question is, which trick works better? Clearly (to me, at
least), this all depends on what's bleeding you, what vampire(s)
you're using, and how you're deck is composed. It seems to defy
analysis.
In practice, of course, I agree with you. I often use Telepathic
Misdirection and seldom use Telepathic Counter. But it seems to
be justifiable only through experience and based on what's popular
in the metagame. If, for some reason, the metagame shifted away
from stealthy, large bleeds and towards repeated bleeds of 1 or 2,
I can possibly imagine that Telepathic Counter could become more
useful in practice. (Don't ask me why that would happen, I'm
just saying...)
> Then I might go further and say that the strongest card-plays are the ones
> whose benefits can grow beyond 1 pool per card played. That is (IMO) why
> Telepathic Misdirection (or Deflection, etc) is so impressive: the larger
> the bleed amount, the bigger the savings TM can give you. That is *also*
> true of Wake with Evening's Freshness - as a floating "untappedness", being
> able to block a bleed of, say, 6 at the cost of a single card is a huge
> payoff - which is why Wake is such a strong effect.
Right. Agreed.
> Telepathic Counter, on
> the other hand, tops out at 2 for a single card-play - not bad, but also not
> the kind of "judo" effect that some cards can give you.
On the other hand, it's a single-card effect over and over. TM taps
your minion, so after the first, it needs to be combo card with Wake,
which is an argument for TC. Not that good an argument - but again,
I think it might be a better one were the metagame and nature of
effective offense different than it is right now.
Fred
Daneel wrote:
> lol man now are you a jerk or what, you should really get a newsreader
> that has killfile, your responses are pathetic lol. telepathic counter
> rocks (of course you need to be a good plyr to use it, poor plrz who suck
> and cant win just use misdirection coz they think its all about bleed but
> it isnt its strategy but you probably dont understand that coz you suck
> dude get a life man
Strike: You are a tool.
-Peter
Joshua Duffin wrote:
> Computer Hacking: costs 0 and an action, gives +1 bleed (ie 2 total)
> Social Charm [pre]: costs 0 and an action, gives +1 bleed
I agree with all this, but as an interesting(?) aside, note that
Computer Hacking is a good card to avoid presenting in cost/effect
discussions, as it is actually overpowered! It gives the same effect as
the base-level discipline bleed action cards with no drawbacks. To be
correctly costed it should have a "do not replace until the end of the
action" clause or similar (cf. Fake Out, Boxed In, Dodge, etc).
And you thought that weenie Computer Hacking decks were strong because
of the weenies...
Appolonius.
Fred Scott wrote:
> "Appolonius" <appol...@jyhad.com> wrote in message
>>> Deflection (inf) vs Deflection (sup). Same effect except the superior does not tap you, but requires an extra discipline level (=
>> effect is "one blood" more powerful).
>>
>> Ditto Claiming the Body (san), ditto Shell Game (san), ditto Siren's Lure (mel) (in each case the superior taps one fewer of your
>> minions than the inferior).>
> The inferior vs. superior examples make no sense whatsoever - the difference
> is the advantage of being able to use the superior of a discipline. How
> does that say anything meaningful which supports Josh's contention?
Even more obvious that Josh's contention is the fact the the superior
level of a discipline card, where the effects are comparable, should
give you one blood more "bang for the buck" than the inferior version.
See: Threats, Legal Manipulations, Undead Strength, Venenation, Voice of
Madness, etc etc etc.
My examples quoted above illustrate discipline cards in which the
superior version of the card is identical to the inferior, except a
minion in question is allowed to remain untapped (rather than tapping).
The inference is that the "remaining untapped" effect is worth 1 blood
(by the "superior effect should be one blood more powerful than the
inferior effect" rule).
Appolonius.
pd...@lightlink.com wrote:
> Like, I have no need to have an argument with you about this sort of
> thing--you are the lead game designer, and as such, it is entirely in
> my best interest to stay on your good side, and thus in my best
> interest to not get involved in stupid discussions with you about
> discussion. So I'm gonna move on here.
OK, this thread has had its amusing and interesting points, but "it is
entirely in my best interest to stay on your good side" is totally,
totally weak, and so I have no clue where this is coming from. Were you
about to browbeat him or what? :)
Scott is just a man, like the rest of us, and if I were in his position I
would care less that someone revered me in some absurd fashion and
therefore discontinued the relevant discussion than someone felt their
point was worthwhile and demonstrably arguable and continued the relevant
discussion.
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
"Appolonius" <appol...@jyhad.com> wrote in message
news:12cilkf...@corp.supernews.com...
> Fred Scott wrote:>> "Appolonius" <appol...@jyhad.com> wrote in message>>> Deflection (inf) vs Deflection (sup). Same effect except the
>>> superior does not tap you, but requires an extra discipline level (=
>>> effect is "one blood" more powerful).
>>>
>>> Ditto Claiming the Body (san), ditto Shell Game (san), ditto
>>> Siren's Lure (mel) (in each case the superior taps one fewer of your
>>> minions than the inferior).>>
>> The inferior vs. superior examples make no sense whatsoever - the difference
>> is the advantage of being able to use the superior of a discipline. How
>> does that say anything meaningful which supports Josh's contention?>
> Even more obvious that Josh's contention is the fact the the superior
> level of a discipline card, where the effects are comparable, should
> give you one blood more "bang for the buck" than the inferior version.
...
> My examples quoted above illustrate discipline cards in which the superior version of the card is identical to the inferior,
> except a minion in question is allowed to remain untapped (rather than tapping). The inference is that the "remaining untapped"
> effect is worth 1 blood (by the "superior effect should be one blood more powerful than the inferior effect" rule).
Of course, as of the time I wrote the above, Josh hadn't made that
contention. I find it even more tenuous and less relavent. Sometimes
the pattern holds; sometimes it fails in spectacular ways: Kiss of Ra,
Sensory Deprivation, Elder Impersonation, Torment the Soul, Psyche!,
Call of the Hungry Dead. These cards are all fantastically better
at superior than inferior.
On the other hand, once in a while there is little real additional
advantage to playing the card at superior, at least in comparison
with the inferior: Illusions of the Kindred, Disarm, Coma, Contagion
are good examples.
Sometimes, there is _no_ superior at all, thus no advantage to
possessing the discipline at superior): Army of Rats, Rampage.
Sometimes the advantage is in the currency of stealth and intercept
or some other quantity, the value of which is impossible to fix in
terms of pool and blood: Enhanced Senses, Lost In Crowds, Thrown
Sewer Lid, Night Moves, probably a lot of other cards.
Sometimes the value of advantage is just very difficult analyze
at all because the two choices are completely different: Trainer,
Truth of a Thousand Lies, My Enemy's Enemy, Nimble Feet, Pulse
of the Canaille, Terror Frenzy, things like Govern the Unaligned,
many, MANY cards really.
So this "pattern" is seen in a fair number of cards, in many more
it's not. Really, the cards vary all over the map. Superior
tends to be better than inferior and (since you can always make
inferior choice, if need be) is never worse to have. That's
about all you can say about the matter.
In any event, I don't see much relevance. I was talking about the
the value of an untapped minion. This thing is about the value
of cards; it doesn't support the actual argument really. It's just
the continuation of Josh's shorthand description of how he looks
at the game. It doesn't prove anything about anything when it
comes right down to it. It's just another rule of thumb.
Fred
"Appolonius" <appol...@jyhad.com> wrote in message
news:12ciiqt...@corp.supernews.com...
> Joshua Duffin wrote:>> Computer Hacking: costs 0 and an action, gives +1 bleed (ie 2 total)
>> Social Charm [pre]: costs 0 and an action, gives +1 bleed>
> I agree with all this, but as an interesting(?) aside, note that
> Computer Hacking is a good card to avoid presenting in cost/effect
> discussions, as it is actually overpowered! It gives the same effect as
> the base-level discipline bleed action cards with no drawbacks. To be
> correctly costed it should have a "do not replace until the end of the
> action" clause or similar (cf. Fake Out, Boxed In, Dodge, etc).
Not really. The advantage to Social Charm (and the other +1 bleed at
inferior presence actions) is that you have the option to use them
at superior. So if your crypt is completely or nearly all presense
minions and some have superior presence (or could be upgraded),
the presense bleeds are better. There's no rule stating how much
better a discipline minion card has to be over a discipline
one. It just needs to be at least a little bit better, so as not
to be obsolete.
Fred
Kevin M. wrote:
> OK, this thread has had its amusing and interesting points, but "it is
> entirely in my best interest to stay on your good side" is totally,
> totally weak, and so I have no clue where this is coming from. Were you
> about to browbeat him or what? :)
Nah. It was just a stupid argument that wasn't worth pursuing as it is
entierly in my best interest to not irritate him too much over a stupid
argument. Like, if it were a discussion about something actually
significant (as opposed to a meta discussion about the discussion, and
whether or not it is worth pointing out that an opinion is an opinion
or whatever), it might be worth pursuing and possibly risking
irritating him. But it wasn't a worthwhile discussion.
> Scott is just a man, like the rest of us, and if I were in his position I
> would care less that someone revered me in some absurd fashion and
> therefore discontinued the relevant discussion than someone felt their
> point was worthwhile and demonstrably arguable and continued the relevant
> discussion.
Well, he is also the lead game designer, to whom we need to appeal for
game fixes/repairs/rulings/whatever. And it is usually more fruitfull
to attempt this sort of thing when you haven't pissed off the lead game
designer by arguing over something stupid. And as the discussion at
hand (i.e. which wasn't actually about the game any more) wasn't worth
pursuing at the risk of irritating LSJ.
-Peter
pd...@lightlink.com wrote:
> Well, he is also the lead game designer, to whom we need to appeal for
> game fixes/repairs/rulings/whatever. And it is usually more fruitfull
> to attempt this sort of thing when you haven't pissed off the lead game
> designer by arguing over something stupid.
I dunno. Sometimes you get a Yoruba Shrine! :)
The fact is, LSJ is a Malk. Randomly buying everybody a Chinese dinner
will take you farther in getting what you want than all the logical
arguments in the world. So I say, keep slapping that keyboard with
your scrotum.... you just might accidentally spell the magic phrase
with the third letter of every word, or whatever else His Whimsey has
decided for the day, and presto! You're golden.
bluedevil wrote:
> The fact is, LSJ is a Malk. Randomly buying everybody a Chinese dinner
> will take you farther in getting what you want than all the logical
> arguments in the world. So I say, keep slapping that keyboard with
> your scrotum.... you just might accidentally spell the magic phrase
> with the third letter of every word, or whatever else His Whimsey has
> decided for the day, and presto! You're golden.
Here's a hint: the <blank> argument will work, where <blank> is an
English word composed of only even letters (A=1, B=2, C=3, &c.)
"bluedevil" <david.che...@gmail.com> wrote in message
news:1154092487....@p79g2000cwp.googlegroups.com...
> So I say, keep slapping that keyboard with your scrotum.... you just
> might accidentally spell the magic phrase
This has _got_ to be the most imaginative version of the 10,000
monkeys theory I've ever heard.
Now how the hell am I supposed to scrape that image out of my
head?!?
LSJ wrote:
> Here's a hint: the <blank> argument will work, where <blank> is an
> English word composed of only even letters (A=1, B=2, C=3, &c.)
Oh crap. And I had work to do today. Oh well!
/me off to brute force this puppy......
On Fri, 28 Jul 2006, XZealot wrote:
>>> I love Ascendance! Remember that DC tournament where Matt Morgan
>>> complained bitterly about my deck. There were about 20 Ascendances in
>>> that deck. Wow! Was he mad.>>
>> . . . because he didn't get a chance to test his deck out fully, since he
>> kept ousting you too quickly?>
> When you crush a Tzimisce wall deck, it's gotta be the Ascendance,
> baby.
Mine was a Tzimisce combat deck. Yours was 1 cap Hack. I didn't mind the
Ascendances. I minded your horde of guys bleeding for 2.
Also, your predator (who did oust you eventually) was not a bleed deck at
all, so I don't see what this has to do with bleed
defense/reduction/whatever.
Matt Morgan
Jadasc wrote:
> So it's an English word without vowels?
Yes. I believe the word is "hrrvrrtsky". Oh, wait. That is probably
just Croatian. Never mind.
-Peter
LSJ <vte...@white-wolf.com> wrote:
> > > In truth, there is an English word without A,E,I,O,U, or Y (or any
> > > other odd letter) that fits in the blank.
> >
> > Is it "nth"?> Yes. (Note: I pick the value of n :-)
It could also have been "brr" (at least that appears in my dictionary file)
Note: "Mike Ooi" is completely odd-lettered.
>> Here's a hint: the <blank> argument will work, where <blank> is an
>> English word composed of only even letters (A=1, B=2, C=3, &c.)>
> A=1
> E=5
> I=9
> O=15
> U=21
> Y=25
>
> So it's an English word without vowels?
No kind of argument has a magical property. :( I weep. I weep.
Ankur
>> pd...@lightlink.com wrote:>>> Jadasc wrote:>>>> So it's an English word without vowels?>>>
>>> Yes. I believe the word is "hrrvrrtsky". Oh, wait. That is probably
>>> just Croatian. Never mind.>>> In truth, there is an English word without A,E,I,O,U, or Y (or any
>> other odd letter) that fits in the blank.>
> Is it "nth"?
I use this thing all the time, but I had no idea it was an actual word. I
always use it like $n$th. (Learn LaTeX to know what that means.)
Ankur
On Thu, 27 Jul 2006 18:57:11 -0700, Fred Scott <nos...@no.spam.dot.com>
wrote:
[ quoted text not captured ]
If you compare to parallels existing between Fake Out and Pursuit,
Lucky Blow and Undead Strength, etc., you really get the feeling that
Appolonious is pretty much right. I also tended to wonder a number of
times why Computer Hacking is different. Having a "do not replace"
clause wouldn't really kill the card.
The best reason I can think of is probably includability (?) in combat
decks, especially bruise decks. Having -1 hand size could hurt in the
combat; a sneak bleeder, on the other hand, can freely choose to play
a bleed and a sneak discipline, and wouldn't be relying on CH anyway.
--
Regards,
Daneel
"Daneel" <dan...@eposta.hu> wrote in message
news:optdgzgl...@news.chello.hu...
> On Thu, 27 Jul 2006 18:57:11 -0700, Fred Scott
> <nos...@no.spam.dot.com> wrote:>> "Appolonius" <appol...@jyhad.com> wrote in message
>> news:12ciiqt...@corp.supernews.com...>>> Joshua Duffin wrote:>>>> Computer Hacking: costs 0 and an action, gives +1 bleed (ie 2 total)
>>>> Social Charm [pre]: costs 0 and an action, gives +1 bleed>>>
>>> I agree with all this, but as an interesting(?) aside, note that
>>> Computer Hacking is a good card to avoid presenting in cost/effect
>>> discussions, as it is actually overpowered! It gives the same effect as
>>> the base-level discipline bleed action cards with no drawbacks. To be
>>> correctly costed it should have a "do not replace until the end of the
>>> action" clause or similar (cf. Fake Out, Boxed In, Dodge, etc).>>
>> Not really. The advantage to Social Charm (and the other +1 bleed at
>> inferior presence actions) is that you have the option to use them
>> at superior.
...
> If you compare to parallels existing between Fake Out and Pursuit,
> Lucky Blow and Undead Strength, etc., you really get the feeling that
> Appolonious is pretty much right. I also tended to wonder a number of
> times why Computer Hacking is different. Having a "do not replace"
> clause wouldn't really kill the card.
No, it wouldn't. On the other hand, my point is that not having a "do
not replace" clause (or some other kind of drawback vs. standard
discipline +1 bleed cards) doesn't make it overpowered, either. The
truth is that there isn't really a rule at all. Just kind of a pattern
that seems to hold for disciplineless combat cards that someone chose
not to apply to Computer Hacking. If it's overpowered, it's overpowered
because (some people think, anyway) it's too easy to make the weeniest
decks full of 1-caps and 2-caps that do nothing but Computer Hack.
> The best reason I can think of is probably includability (?) in combat
> decks, especially bruise decks. Having -1 hand size could hurt in the
> combat; a sneak bleeder, on the other hand, can freely choose to play
> a bleed and a sneak discipline, and wouldn't be relying on CH anyway.
Perhaps. I think you're probably dead on in the case of combat decks.
Since there's so many different forms of combat, allowing, say, a
celerity-only clan to freely use Lucky Blow or a clan that has trouble
maneuvering to use Fake Out without penalty would tend to rob the
various clans and disciplines of their personalities. But I suppose
the intent, in the case of Computer Hacking, was that any clan should
have access to splash in +1 bleed actions. And in my observation, it
really turns out to be kind of weak to do so. It's just the weeny thing
that turns it into a nuisance. And adding a DNR clause probably wouldn't
do much for that.
Fred
Fred Scott wrote:
> If it's overpowered, it's overpowered
> because (some people think, anyway) it's too easy to make the weeniest
> decks full of 1-caps and 2-caps that do nothing but Computer Hack.
I don't know if it is "overpowered" in the sense of "it makes you win
too much", as I think it clearly does not. But I certainly think that
it is "overpowered" in a design sense when compared to (as previously
mentioned) Fake Out, Lucky Blow, Boxed In, and Legwork. All of those
cards provide an effect identical to an effect provided by an inferior
discipline card (manuver, +1 hand damage, press, +1 intercept) but with
an added cost (DNR--I think Legwork might even have further increased
cost). Computer Hacking provides the same kind of effect (identical to
an inferior discipline), but without the added cost of similar
disciplinless cards. Is it game breaking? Not really, no. Yeah, it
allows you to make "all caitif computer hacking" decks, but really,
those aren't much more effective than weenie presence. But in the sense
of cost and effect, yeah, I think Computer Hacking is certainly
arguably too good.
Does it need to be fixed? Probably not. And maybe a specific exception
was made for a +1 bleed action that was not made for other effects in
the name of making the game (or clans without +bleed disciplines) more
playable, which is fine.
-Peter
On 19 Jul 2006 16:12:22 -0700, invisibl...@gmail.com wrote:
>> > See, there's the rub. What I worry about is that any kind of
>> > outmaneuvering tech is going to be easily added to the stealth/bleed
>> > and weenie/whatever decks that are currently the most aggressive decks
>> > around.
>>
>> Yea, I can appreciate why that would bother you. I would hope that
>> there are more alternatives to new card design in the game than just
>> making all offense benifit equally - thus making the most effective
>> offense that much more unstoppable - and not doing anything at all.
>> But I agree, it's not an easy or riskless goal when you put it that
>> way.>
>And that's really my only problem with your suggestion. Not being a
>game designer, I don't know of any way to add good offensive options to
>the game that don't also bolster strong, aggressive deck archetypes
>already. More pool-damaging options for the wackier disciplines, maybe?
>Arika and the Malks aren't going to care much if Quietus gets some
>powerful cards, for instance.
It's often a problem when you come up with a card idea to help
something not so good that you end up with something that helps what
is already buff. I didn't have time to read through the latest help
the fatties thread, but I'm sure that came up there.
There's a couple ways to solve that which aren't too difficult. One,
add power restricted in ways that are difficult for the best to
access. For instance, help any of the !Ventrue (individual)
disciplines and the total power curve jumps. But, give them a
noncrappy clan card [whoa, crazy talk] and maybe they wouldn't be so
outclassed by the Ventrue*. Come up with a power AUS/FOR card and you
elevate them and Harbingers. You also buff Salubri and the likes of
Omaya or Laz. But, say the card was designed in some way that it was
better with multiple similar vampires.
* I've long since stopped complaining that the !Ventrue suck as
there's enough others who could use more help, just that they are the
Ventrue are so much stronger. Still, they should get better clan
cards (that aren't vampires).
For instance:
Shared Intensity
Action
+1 stealth action.
[aus]/[for]: Put this card in the acting vampire. All other vampires
you control that possess both Auspex and Fortitude may prevent 1
damage each combat. Burn this card during your next untap phase.
[AUS]/[FOR]: As above, but the affected vampires also gain +1
intercept and an optional press each combat.
There's the list of checklist problems to go through: Does it help
weenie decks? Does it help known strong decks? Does it kill existing
decks that are interesting? Etc.
Glancing at it, I'd say the greatest problem is lack of power. Maybe
the inferior should be an optional press and the superior should be
prevent 2 damage each combat as there's a big jump between one damage
and two even if the Imbued discourage random agg. Oh well, I didn't
do *that much* design back in the day.
The other simple thing to do to prevent the best from getting better
is give others what the best already have. If Quietus had Govern and
Conditioning or Govern and Deflection or Conditioning and Deflection,
it still wouldn't be as good as Dominate and, being far less
frequently available, people would find it difficult to come up with
something better than what's already possible. So, one way to create
a new card to fill a helper role is to go through what strong
vampires/decks are already capable of and simulate for the
disenfranchised. A Necromancy Voter Cap would be ...
<pd...@lightlink.com> wrote in message
news:1154273065.6...@s13g2000cwa.googlegroups.com...
> Fred Scott wrote:>> If it's overpowered, it's overpowered
>> because (some people think, anyway) it's too easy to make the weeniest
>> decks full of 1-caps and 2-caps that do nothing but Computer Hack.>
> I don't know if it is "overpowered" in the sense of "it makes you win
> too much", as I think it clearly does not. But I certainly think that
> it is "overpowered" in a design sense when compared to (as previously
> mentioned) Fake Out, Lucky Blow, Boxed In, and Legwork.
Well, OK, then would you mind responding the argument in the last post
about why disciplineless combat cards need a penalty whereas Computer
Hacking doesn't? Also, the part where I mention that actually, aside
from weenie use, a disciplineless +1 bleed action is really a lame
function and for that reason doesn't need an addition penalty. The
disciplineless combat cards without penalty would actually be a lot
more useful to non-weenie decks than Computer Hacking. They're actually
useful to fill out the combat functions that discipline-based combat
decks lack.
And disciplineless stealth (Legwork) and intercept are likewise clearly
more useful than a +1 bleed action. For that matter, a disciplineless
+1 bleed action modifier would also be useful enough to warrant a
distinct penalty.
> All of those
> cards provide an effect identical to an effect provided by an inferior
> discipline card (manuver, +1 hand damage, press, +1 intercept) but with
> an added cost (DNR--I think Legwork might even have further increased
> cost).
They're NOT "identical". That's my point. A +1 bleed action is a lot
lamer than all those other things.
> Computer Hacking provides the same kind of effect (identical to
> an inferior discipline), but without the added cost of similar
> disciplinless cards. Is it game breaking? Not really, no.
In fact, it's not even a problem outside of weenie decks.
> But in the sense
> of cost and effect, yeah, I think Computer Hacking is certainly
> arguably too good.
No it's not. What problem does is cause? It doesn't. You're comparing
unlike quantities and expecting a pattern to hold that doesn't need
to be there.
Fred
Fred Scott wrote:
> Well, OK, then would you mind responding the argument in the last post
> about why disciplineless combat cards need a penalty whereas Computer
> Hacking doesn't?
I saw that you presented a rational to differentiate between
disciplinless combat cards and disciplinless non combat cards, which
certainly wasn't completely out of the realm of reason, yet still
doesn't seem to hold much water in the face of other, disciplinless non
combat cards that duplicate discipline abilities like Legwork and Arson
(both of which are disciplinless non combat cards that duplicate
abilities provided by other inferior discipline cards, yet are saddled
with increase DNR costs). Again, I mentioned that maybe in the name of
making the game a little easier to play, Computer Hacking specifically
was made "too good" (in the sense that Arson and Fake Out were not) so
that clans without bleed bonus disciplines (Nosferatu, Gangrel,
whatever) would have access to reasonable offense. Which is a
reasonable decision to make, if it was intentional. But that doesn't
mean that in contrast to similar cards, Computer Hacking doesn't come
off as too good in terms of cost and effect.
> Also, the part where I mention that actually, aside
> from weenie use, a disciplineless +1 bleed action is really a lame
> function and for that reason doesn't need an addition penalty.
Uhh, wha? Are you honsetly claiming that discipliness +1 bleed action
is lame? Computer Hacking is a very effective card in many situations.
'Cause it gives clans without access to bleed bonuses reasonable
offense, which the game needs to go anywhere. For zero cost, it
effectively doubles the number of actions you have (i.e. bleed for 2 in
one action instead of 1 in one action). I mean, yeah, that is a real
simplification, but Computer Hacking is certainly a good card. Is it
good to the point that it needs extra cost added on to it 'cause of how
it compares to Fake Out and Arson? Probably not. But I think the
comparison certainly is legitimate.
> And disciplineless stealth (Legwork) and intercept are likewise clearly
> more useful than a +1 bleed action.
I disagree (at least on the disciplinless intercept of Legwork--there
is very little discipliness stealth; Stealth Ritus is the only one I
can think of off the top of my head, and it is comparably very
expensive). Legwork is not a good card, and sees (at least in my
experience) very little, to any actual play, where Computer Hacking
sees play all the time in countless decks.
> For that matter, a disciplineless
> +1 bleed action modifier would also be useful enough to warrant a
> distinct penalty.
Sure. But I still don't think that means that Computer Hacking
*shouldn't* have a distinct penalty (like, say, DNR). I'm not arguing
that one should be added to it, as it don't think the power level is
such that it needs to be "fixed". And it is certainly possible that
Computer Hacking was specifically *not* given a DNR clause or
something, knowing full well that doing so made it "too good".
> They're NOT "identical". That's my point. A +1 bleed action is a lot
> lamer than all those other things.
Again, I disagree. +1 bleed for a card and no other cost is a very
useful effect. And in practice, shows up far more often than any of the
other similar cards (i.e. Lucky Blow, Arson, Legwork).
> In fact, it's not even a problem outside of weenie decks.
No where in my argument am I claiming it is a problem anywhere. I will
state this very clearly here:
Computer Hacking Does Not Need An Increased Cost. It Is Fine The Way It
Is. It Is Not Over Powered In The Sense Of Needing To Be Fixed. It Does
Not Create Problems. At All.
Right. Now that that is clear, I think it is a very obvious design
outlier, when compared to similar disciplinless cards. And maybe that
was a mistake that was ratified by the passage of time. Or maybe it was
a specific design decision. But still, in a game design sense, Computer
Hacking is a card that is clearly more effective than it should be.
> No it's not. What problem does is cause? It doesn't. You're comparing
> unlike quantities and expecting a pattern to hold that doesn't need
> to be there.
Go back and read my paragraph 3 up from here. The one where all the
words start with capital letters. And come back down when you are
done...
Ok. This is just like Ian Forrestal all over again. Ian Forrestal is
arguably "too powerful" in the context of how the rest of the game is
designed ('cause he is an 8 cap vampire with, effectively, 30+ points
in disciplines). I'm not restarting that argument, just using it as a
paralell. Ian Forrestal does not need to be "fixed" in any sense, as he
doesn't have really any negative impact on the game at all. Neither
does Computer Hacking. Yet still, in a design sense, it is more
powerful than it should be, compared to all other similar disciplinless
cards.
-Peter
<pd...@lightlink.com> wrote in message news:1154282496.4...@75g2000cwc.googlegroups.com...
> Fred Scott wrote:>> Well, OK, then would you mind responding the argument in the last post
>> about why disciplineless combat cards need a penalty whereas Computer
>> Hacking doesn't?>
> I saw that you presented a rational to differentiate between
> disciplinless combat cards and disciplinless non combat cards, which
> certainly wasn't completely out of the realm of reason, yet still
> doesn't seem to hold much water in the face of other, disciplinless non
> combat cards that duplicate discipline abilities like Legwork and Arson
> (both of which are disciplinless non combat cards that duplicate
> abilities provided by other inferior discipline cards, yet are saddled
> with increase DNR costs).
I think you're missing the point. The point was not, "all disciplineless
combat cards are good and all non-disciplineless combat cards are bad".
The rational only went as far to point out why disciplineless combat cards
are good and therefore needed a drawback attached for balance. But,
specificially, +1 bleed actions are lame so a disciplineless one didn't
need a drawback. If anything, the whole matter just points to the fact
that presence got some of the lamer action cards any discipline gets,
looking at it from the standpoint of only the inferior discipline, at
lease. But the Arson function and a +1 intercept function are decent
enough to warrant penalties on disciplineless cards.
> Again, I mentioned that maybe in the name of
> making the game a little easier to play, Computer Hacking specifically
> was made "too good" (in the sense that Arson and Fake Out were not) so
> that clans without bleed bonus disciplines (Nosferatu, Gangrel,
> whatever) would have access to reasonable offense.
It's not too good. It's possibly arguble that Social Charm is not good
enough. Although a lot of the presence bleed action cards, like
Entrancement, have kind of nice superior versions that arguably balance
the lameness of the inferior version.
I also suspect that's why Presence was given Marijava Ghoul in Ancient
Hearts. The designers were realizing that the wealth of presence plus
bleed action cards were gathering dust in peoples' boxes without any
kind of delivery systems.
>> Also, the part where I mention that actually, aside
>> from weenie use, a disciplineless +1 bleed action is really a lame
>> function and for that reason doesn't need an addition penalty.>
> Uhh, wha? Are you honsetly claiming that discipliness +1 bleed action
> is lame?
Absolutely! I think it's lame to graft Computer Hacking to almost
any deck archetype other than weenie swarms that doesn't inherently
have better bleed options. In most cases, it's not worth dedicating
the card slots to it.
> Computer Hacking is a very effective card in many situations.
> 'Cause it gives clans without access to bleed bonuses reasonable
> offense, which the game needs to go anywhere. For zero cost, it
> effectively doubles the number of actions you have (i.e. bleed for 2 in
> one action instead of 1 in one action).
So what? It doesn't make enough of difference to warrant a card slot.
Your prey has the option of blocking it and if he does, it's like you
never played it.
> I mean, yeah, that is a real
> simplification, but Computer Hacking is certainly a good card.
Sorry, I guess our judgement differs on that matter.
>> And disciplineless stealth (Legwork) and intercept are likewise clearly
>> more useful than a +1 bleed action.>
> I disagree (at least on the disciplinless intercept of Legwork--there
> is very little discipliness stealth; Stealth Ritus is the only one I
> can think of off the top of my head, and it is comparably very
> expensive). Legwork is not a good card,
Almost all disciplineless cards are not good cards, Computer Hacking (as
it is) included. The main ones that are, off the top of my head, are
Forced Awakening and WwEF. Legwork falls right in with the rest.
> and sees (at least in my
> experience) very little, to any actual play, where Computer Hacking
> sees play all the time in countless decks.
I don't know. I don't see Computer Hacking much at all. Where I do
see it, I almost never care about it. I'm always thinking to myself,
"Computer Hacking? Bah, so what?!? He probably could have found
something better to do with that card slot."
(stuff that's the same argument ellided for sanity ;-) )
> Ok. This is just like Ian Forrestal all over again. Ian Forrestal is
> arguably "too powerful" in the context of how the rest of the game is
> designed ('cause he is an 8 cap vampire with, effectively, 30+ points
> in disciplines). I'm not restarting that argument, just using it as a
> paralell. Ian Forrestal does not need to be "fixed" in any sense, as he
> doesn't have really any negative impact on the game at all. Neither
> does Computer Hacking. Yet still, in a design sense, it is more
> powerful than it should be, compared to all other similar disciplinless
> cards.
(Did we have an argument about Ian Forrestal? Or were you recalling an
argument you had with someone else? My memory is so bad I can't be
sure but I don't remember it...)
OK, you don't think it's "bad" enough to need to be fixed. I don't
think it's really bad at all.
Fred
On 19 Jul 2006 08:25:24 -0700, pd...@lightlink.com wrote:
>Going back to the TWDA, here is what I found, again. My sample is all
>the TWDs in the archive back through Origins 2004, which is roughly 2
>full years of tournament winning decks. Counting them, the sample size
>is 223 decks (it might be a couple more or a couple less, as I counted
>by eye rather than doing it with a computer, so we'll give it a margin
>of error of +/-3 decks :-)
>
>
>I didn't count the individual number of Deflections. I also looked for
>My Enemy's Enemy, which didn't show up much (once in 223 decks?), and
>it is hard to find as people tend spell it differently, but the
>occurance of Folderol is probably roughly equivelant to My Enemy's
>Enemy, so we'll ignore those. Redirection also only shows up once or
>twice in 223 decks, so we'll ignore that, too.
I found My Enemy's Enemy in at least 5 decks in 2006 alone. I found
Folderol in 3 decks total. I found Redirection in 3 decks in 2006.
Fred Scott wrote:
> OK, you don't think it's "bad" enough to need to be fixed. I don't think it's really bad at all.
I don't think Computer Hacking is bad at all. I think it is fine just
the way it is. But I also think it is important to recognize that
Computer Hacking is the exception to the "how to design disciplinless
cards" system, not the rule. Fake Out, Lucky Blow, and Arson are all
fine as they are, and see use enough to justify them existing (Legwork
and Boxed In, less so), even with their added cost. Computer Hacking is
clearly outside of that design system (i.e. it provides an effect
identical to that of a discipline card, yet has no added cost) for
reasons that are unknown (maybe an accident; maybe by design). Further
disciplinless cards should follow the general rule provided by Lucky
Blow, Fake Out, and Arson. Not Computer Hacking. Just like how Ian
Forrestal is the exception, rather than the rule, for vampire
design--it isn't actually problematic that Ian Forrestal exists, as
long as other vampires aren't built, using him as a precident (which
hasn't happened since Ian Forrestal was printed, notably).
-Peter
Matthew T. Morgan wrote:
> On Fri, 28 Jul 2006, XZealot wrote:
>
> >>> I love Ascendance! Remember that DC tournament where Matt Morgan
> >>> complained bitterly about my deck. There were about 20 Ascendances in
> >>> that deck. Wow! Was he mad.
> >>
> >> . . . because he didn't get a chance to test his deck out fully, since he
> >> kept ousting you too quickly?
> >
> > When you crush a Tzimisce wall deck, it's gotta be the Ascendance,
> > baby.
>
> Mine was a Tzimisce combat deck. Yours was 1 cap Hack. I didn't mind the
> Ascendances. I minded your horde of guys bleeding for 2.
>
I had 4 Jimmy Dunn's in that deck and 2 two caps. :P
[ quoted text not captured ]
Fred Scott wrote:
> Absolutely! I think it's lame to graft Computer Hacking to almost
> any deck archetype other than weenie swarms that doesn't inherently
> have better bleed options. In most cases, it's not worth dedicating
> the card slots to it.
I think a two card combo that is a bleed for 3 is an absolutely solid
foundation upon which to build a deck. Computer Hack is an integral
part of many such combos.
I know I will collapse in the face of your steely-fingered tenacity,
but I just thought I'd throw it out there.
"bluedevil" <david.che...@gmail.com> wrote in message
news:1154349513.1...@s13g2000cwa.googlegroups.com...
> Fred Scott wrote:>> Absolutely! I think it's lame to graft Computer Hacking to almost
>> any deck archetype other than weenie swarms that doesn't inherently
>> have better bleed options. In most cases, it's not worth dedicating
>> the card slots to it.>
> I think a two card combo that is a bleed for 3 is an absolutely solid
> foundation upon which to build a deck. Computer Hack is an integral
> part of many such combos.
OK, but at least explain to me what you're talking about. What is a
two card combo that creates a bleed for 3? Maybe I'm missing an
obvious use for it.
> I know I will collapse in the face of your steely-fingered tenacity,
> but I just thought I'd throw it out there.
Heh, the intimidation factor, cool! But I must have the chance to
argue vociferously against your methods before I start to unconsciously
incorporate them into my decks.
Fred
Damn, did I throw another Dreams of the Sphinx into that deck?!? Why?!?
Fred Scott wrote:
> OK, but at least explain to me what you're talking about. What is a
> two card combo that creates a bleed for 3? Maybe I'm missing an
> obvious use for it.
Fata morgana would be the poster child..... two cards, bleed for 3 at 1
stealth. That would be what we call a "Git 'er dun" down here in the
land of *REALLY* friendly family reunions.
But there are lots of little +1 bleed action mods scattered around the
disciplines. Leaving out the ones that occur in PRE, DOM, or DEM you
have:
AUS: Ancestor's Insight
VAL: Burning Touch
VIC: Changeling
CHI: Fata Morgana
Guruhi: Guruhi Are the Land, The
ABO: Predator's Mastery
SER: Revelations of Desire, Weight of the Heart (with aus), Truth of 1K
Lies (+2 bleed)
So any deck using those disciplines could feasibly run a Hack + juice
core and bleed for 3.
Then you could stretch the model a little further and encorporate
something akin to "transients padding permenants" which works so well
with intercept and combat (everything really, but that's where it's
been demonstrated over and over again). It's not so much a combo
anymore, but doing something like this:
1 Tasha, 1 J.S Simmons, 2xLaptops, 8x Computer Hacks
.... could be good. That's just 12 cards for the payload. It's not
huge and you probably want to stir it up with something else, but as
part of a two-pronged assault it looks totally reasonable. What is it
without the hacks? Just 4 prayerish cards you hope you can flow into.
And lastly there's "my crypt has +1 bleed" type of affairs.
> Heh, the intimidation factor, cool! But I must have the chance to
> argue vociferously against your methods before I start to unconsciously
> incorporate them into my decks.
Get back to me when you start proxying Assault Rifles. ;)
> Damn, did I throw another Dreams of the Sphinx into that deck?!? Why?!?
Beats me... didn't you get the memo? DI is the new hotness.
bluedevil wrote:
> Fred Scott wrote:
>
> > OK, but at least explain to me what you're talking about. What is a
> > two card combo that creates a bleed for 3? Maybe I'm missing an
> > obvious use for it.
>
> Fata morgana would be the poster child..... two cards, bleed for 3 at 1
> stealth. That would be what we call a "Git 'er dun" down here in the
> land of *REALLY* friendly family reunions.
>
> But there are lots of little +1 bleed action mods scattered around the
> disciplines. Leaving out the ones that occur in PRE, DOM, or DEM you
> have:
>
> AUS: Ancestor's Insight
> VAL: Burning Touch
> VIC: Changeling
> CHI: Fata Morgana
> Guruhi: Guruhi Are the Land, The
> ABO: Predator's Mastery
> SER: Revelations of Desire, Weight of the Heart (with aus), Truth of 1K
> Lies (+2 bleed)
>
*cough* Assamites: Khabar: Glory (bonus for the "git 'er dun")
Merlin