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| VS System 2PCG info released | |
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| Tweet Topic Started: May 27 2015, 12:20 AM (25,995 Views) | |
| KardKrazy | Jul 7 2015, 05:51 PM Post #436 |
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"'I've got a huge" Member
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I agree...this is surprising and will take a little getting use to at first. |
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| KardKrazy | Jul 7 2015, 06:09 PM Post #437 |
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"'I've got a huge" Member
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Wow...I was just talking to Jbo about the attacking rules. Range is pretty damn strong and I just realized while looking through the cards that ones that had Range in Vs 1.0 do not have it in Vs 2.0. Storm and Captain America for example. Not sure I agree with them not having Range. :\ Although, I guess they are just reserving Range for Guns/Hand Blasters. <-- Jbo's thoughts. Edited by KardKrazy, Jul 7 2015, 06:09 PM.
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| minivan987 | Jul 7 2015, 06:13 PM Post #438 |
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Granted I haven't taken much if any time to really bother to learn them but all of the new symbols they have in the cards now are also awkward to me. Why in the holy hell do I need a symbol to tell me if I can play a card during either players turn? The fact that somehow this game might need a symbol to tell me that about an effect just makes me concerned for the way the game plays. Additionally such symbols are not differentiated enough from the resource payment symbols as well. I'm sitting here right now trying to remember what the Red circle radar looking thing means and I honestly can't remember. |
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| Speedy92286 | Jul 7 2015, 06:22 PM Post #439 |
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My guess would be board control. If you have no way to defend youe MC you are bound to lose. |
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| Hank McCoy | Jul 7 2015, 08:59 PM Post #440 |
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Red stands for Skill. And the circle that says you can play during either turn is because by default you can only play plot twists (and use abilities) on your own turn. The circle lets you know you can use it during your opponents turn to interrupt what they are doing. |
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| -TK- | Jul 7 2015, 09:58 PM Post #441 |
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Again, the problem must be my english here. Cause you keep not getting what I mean. I think I stated it really clear: I DO NOT THINK THAT RANDOMNESS EQUALS BAD DESIGN. What I think is, instead, that a resource system that turn games into not-games is bad design. They are 2 completely different position and I honestly don't know how to explain it better. Can someone help me here? Cause It seems obvious to me but I can't get i throught. I never said the game needs to help me win. I said the game needs to let me play the game. Therefore, I do not dislike randomized resource system. I dislike Magic resource system cause it doesn't allow you to play the game at least 1 out of 4 match. Which is an insanely high %. All the games you mentioned keep a randomized resource system but minimize the chance that that randomness ends up turning your game into a solitaire. |
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| Psychotime | Jul 7 2015, 10:53 PM Post #442 |
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![]() https://www.facebook.com/VsSystem2PCG/photos/a.782119235229276.1073741828.762608663847000/790050471102819/?type=1 Daredevil is awesome and so is this card. |
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| plaid_warlock | Jul 7 2015, 10:54 PM Post #443 |
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Lol Psychotime beat me to it. Love this card. Easily should be in every Avengers deck.
Edited by plaid_warlock, Jul 7 2015, 10:55 PM.
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| Psychotime | Jul 7 2015, 11:28 PM Post #444 |
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Where are you getting that percentage from? I'll admit to using a tumblr weirdo as a source, so it's up to you if you want to believe them. Make sure to read it the whole way through. http://jtsmtg.tumblr.com/post/3480985388/data-dump-mana-screw-and-mana-flood-how-common According to their calculations, the odds of the average competitive Magic deck from being unable to draw any lands in four consecutive turns is 11.55%, and they believe that the average player's frustration over it are emotional exaggeration over legitimate factual data. Keep in mind that Magic was designed by a person with a PhD in Mathematics, and the odds of how their resource system works out would naturally be part of their decisions. Much more than your average game designer by a longshot. Edited by Psychotime, Jul 7 2015, 11:33 PM.
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| KardKrazy | Jul 8 2015, 12:39 AM Post #445 |
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"'I've got a huge" Member
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Holy mother of god...that Daredevil card seems a bit OP...and with so it is the first card I have seen that I will actually go and say "I love it.". |
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| Speedy92286 | Jul 8 2015, 02:16 AM Post #446 |
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Yeah, I know. He is sooo good. If you play him on your attack step you can almost guarantee a wound on the opposing character. Use Iron Man's ability on turn two with this guy and blam! Even late game 6 attack is nothing to sneeze at while going after a MC. With 3 drop cap you he is even better on later turns. |
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| OMB | Jul 8 2015, 03:39 AM Post #447 |
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I would think trying to keep fragile (one wound) characters alive for later turns mostly... :P |
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| Orange_Soda_Man | Jul 8 2015, 03:55 AM Post #448 |
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Yolo Boros
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Cap is sweet with the new combat rules - most MCs on level 1 can't stun him back anyways. Potentially puts Daredevil in a position to do a lot of work the turn you play him, then Think Again MNB-024 to save him on defense seems pretty legit. |
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| Psychotime | Jul 8 2015, 04:05 AM Post #449 |
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I don't know about that. In VS 1.0 I can see it, but with initiative gone there's not much incentive anymore to play defensively on certain turns. The days of turtling every other turn are over. You get to play your dudes and then attack with them immediately afterward! You'll never have to wait on your opponent to attack your new dudes before you get to use them! But with the other stuff gone, you put a melee dude in the back row, unless they have a static ability, they're literally useless. Edited by Psychotime, Jul 8 2015, 04:13 AM.
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| Dog | Jul 8 2015, 04:20 AM Post #450 |
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Bring in Daredevil on a later turn, put a token on him for Cap, then add three more with main Iron Man's Upgraded Armor. |
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