Sunday, November 2, 2014
All is not created equal.
This one is going to be a little different from my usual blogs that discuss decks or strategy. This is going to be basically my opinion on the current state of the game, and how to fix it.
After some massive play testing today, I've noticed a major flaw in at least 2 of the masteries for the DBZ CCG as well as some other things.
First up, Orange and the orange mastery. There are two flaws in this mastery. The first flaw is in the play style itself. It's very non combat oriented and when you get stuck without blocks or with low energy you're kinda SOL. The non combat oriented revolved around your drills, that can easily be banished, removed, or just plain discarded. It also limits you to one of three personalities to even get off the ground, Krillin, Goku, or Frieza.
The second flaw in orange, is how to get the drills back and in play. Built into the mastery it says that at the end of combat where you performed critical damage, you can put a drill from your discard pile back into play.. It doesn't say from your banished pile, just discard. getting a critical damage effect in combat is very hard in orange without the drills, especially through damage prevention, yet banishing a drill is easy as all styles have access to easy banishes.
Fixes for orange could be easy. Just add to the end either Banish or discard for a drill when you get a critical damage effect. This way you have drill protection without having to rely on your main personality.
The Second mastery with a huge flaw is red. Red was the ultimate anger generation back in the score-z era. Now, it's very bipolar.you have attacks that raise anger, attacks that if you lower your anger it does something, attacks that only raise your anger on a hit.. it's like, decide what the hell you're suppose to be, an anger deck, or a deck that keeps you at a certain stage with just enough to outlast all the blocks. In its bi polar state it also tends to stall out and have no real consistency, even when you are doing your "go big or go home" style of attacks. It's very easy for your opponent to throw a wrench into your plans. stop one of the instances of the multi attack blocks or lower your anger and boom, combo broken.
Fixes for red would be cards that grant critical damage effects to let you use the effect even if the card is stopped. It would make red shoulder grab a much needed card, and would give red the consistency it needs to maintain it's anger.
Now, onto the masteries that SHOULD be nerfed.
There's really only one in this category.. I'm looking at you namekian.
First off, this mastery is really broken beyond believe and I am surprised that it got past play testing in this current format. Do not tell me that oh it's easy to beat because it's not. First off, interactions between the mastery and the deck need fixed. A dragon ball should only make you discard the top card of your deck if it is played on their side, not through placed, or anything else that just makes dragon balls magically appear like a leprechaun to a rainbow.
Second, You should not be able to gain multiple anger through single card usages. It's regeneration anger effect should only be usable once per turn. Reason I say this, 99% of the cards in namekian rejuvenate. I know that none of of the cards in namekian say raise your anger X and that regeneration is their form of anger, but it's a little out of control. Oh look, I touch my deck because I didn't do anything, I gain an anger. I'll just sit here, block, and do nothing and get to level 4 because I rejuvenated or shuffled in a card that gained me 2 anger and then another anger. Oh yah, you can't banish any of my cards because I have them all in my deck, oh did I mention I stacked it with all these blocks that rejuvenate themselves over and over again..
If they don't limit it, they really should have said you can't win by MPPV like the saiyan mastery, or have some of the blocks banish after use because it's really unfair to see Hybrid defense 8 times in a game vs every other decks limited blocks.
This has been a brief rant about the state of balance on a few of the masteries. I should have some more decks playtested with dbzfanatics in the near future and some reviews, tips and strategies.
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DBZ
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