Ideas for an anti-DoW aspect

Started by BasiliskFang, December 12, 2012, 06:50:33 PM

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breadmaster

yeah, for the most part, i think people believe it's balanced

nic doesn't like that it's impossible to defend, and i despise it altogether

Jack

If you absolutely rely on the Battlesite to make up for shortcomings of your deck (namely defense) then you're just as susceptible to a Battlesite KO strategy.

KObossy

Quote from: Jack on January 20, 2013, 11:55:11 PM
If you absolutely rely on the Battlesite to make up for shortcomings of your deck (namely defense) then you're just as susceptible to a Battlesite KO strategy.

^^^^^^Couldnt have said it any better myself. Defensive battlesites are always asking for it. Personally I liked the game more without battlesites. But if I use my battlesite deck that is built to destroy AH decks I'll win more times than with my AH deck that is built to destroy battlesite decks. When tournaments were a regular event (in the 90s), at least in SoCal, I do not remember the AH decks winning all the time because they kept getting DOW early in every round of the tourney. Actually it was battlesite decks owning towards the end because they were always more consistent & dependable. :o

gameplan.exe

Quote from: KObossy on January 21, 2013, 03:06:26 AM
When tournaments were a regular event (in the 90s), at least in SoCal, I do not remember the AH decks winning all the time because they kept getting DOW early in every round of the tourney. Actually it was battlesite decks owning towards the end because they were always more consistent & dependable. :o

this has been my understanding, too. so, I don't think DoW was "enough" to balance the versatility and consistency of Battlesites.

in our group, we tend to make AHDecks mostly, because they're easier in our Partner Play system. for myself, I like them both, just depends on the deck's overall strategy.
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

Quote from: Jack on January 20, 2013, 11:55:11 PM
If you absolutely rely on the Battlesite to make up for shortcomings of your deck (namely defense) then you're just as susceptible to a Battlesite KO strategy.

The thing is that you get a whole new world of teams to play simply because of a battlesite.  Without them, you're limited in what you can even play.  All Fighting, or energy, or you have to play a team that has a million defensive cards, or negates, and that's all you really get.  With a battlesite, you can actually play a team of characters that you WANT to play, not just the teams that have a chance at winning. 

Having a way to beat the battlesite is fine... such as a KO strategy.  I believe that's fine, and the best balance.  Maybe battlesite hits should count to venture total.  That might have been a good rule to put in place.  DoW being non negateable was probably because they knew the battlesite would probably have one.  Maybe DoW should read "may not be negated from a battlesite."  Thatmight have helped out a bit.  I dunno... I just think battlesites are a great way to allow for good deck ideas with characters that don't stand a chance on their own.  Maybe they should've printed more defensive cards for any character, and then battlesites would have lost some of their appeal.  Maybe an LO anyhero, or a numerical attack avoid.  If symbiote healed a hit from current battle, that would give any heroes a huge boost, I think.  But I dunno... I just think DoW is a bit much.  I'll play it, I'll play against it.  But I don't like it.  It takes all the fun out of a game when it's played... which I think someone mentioned was it's biggest crime. 

I kinda like getting slammed by Clobberin' Time or Don't Lose Your Head.  It's a superhero battle!!!  You want those big finishers!  Here's what I'm trying to say I think:  It's not that you can't have fun while losing... it's that you can't have fun when you don't get to play cards.  DoW prevents you from doing anything.  And that's no fun. :'( :'( :'( :'( :'(
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

KObossy

Quote from: thetrooper27 on January 21, 2013, 06:14:22 PM
It takes all the fun out of a game when it's played... which I think someone mentioned was it's biggest crime. 


You got to remember all the fun taken from thee Takey is equaled in fun given to thee Giver. So the fun factor still evens out! Its all that action/reaction mumbo jumbo. :o

thetrooper27

Well, unless one is just a sore loser, losing can be fun.  We can SHARE in the fun when you Clobber me with Thing.  When you summon Galactus, that's not shared fun... but it's relative to the ones playing and that's just how I see it.  DoW seems unfair, but alas, it's a part of OverPower.  And more often than not, I have fun playing OverPower.  Discussing these topics on this message board is as much fun as playing to me.  So lets debate.:)
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

gameplan.exe

Quote from: thetrooper27 on January 21, 2013, 06:14:22 PM
I kinda like getting slammed by Clobberin' Time or Don't Lose Your Head.  It's a superhero battle!!!  You want those big finishers!  Here's what I'm trying to say I think:  It's not that you can't have fun while losing... it's that you can't have fun when you don't get to play cards.  DoW prevents you from doing anything.  And that's no fun. :'( :'( :'( :'( :'(

I agree with this. That's why, when I printed up my Proxy (and we adopted this for our play group), I gave it wording that allows multiple Activator attacks at once. Then, it's acting more like a BY Special that targets Activators, but it's exactly 4, not all from a single hand.

I really have 3 issues with DoW.

1) with the card's effect, (and I think we've all experienced this) that you can draw a hand with 6 activators and 2 other cards, and you're struggling to keep afloat while burning through - not just 4 cards - but 4 turns trying to get rid of DoW. There's just nothing fun about that scenario, having to fight off Galactus while your opponent is also pummeling you.

2) with the card's canon, that it completely disregards who Galactus is and what he means to the Marvel Universe. I mean really, when Galactus shows up, he's a threat to ALL earthlings. There aren't too many Overpower matchups that wouldn't immediately come to a halt in the comics if Galactus suddenly showed up, and it'd take a lot more than 4 "activated" heroes to get him to go away.

3) the card's immunity to defense / safety of play, which is a broken mechanic in any fighting game.

having said all of that, I think I've kinda come to terms with the card. Even with it's threat, and it's pain-in-the-ass status, I still use Battlesites because of some of the ultra-fun mechanics, and expanded rosters they allow. I can make a team that makes double use of the KO Event while providing a way to "double" resurrect (!), or creates a "Tank" out of Rogue to absorb 40+ points of damage (!). I can build the entire X-Men Blue team (Cyke, Wolvie, Jubes, Psylocke + Danger Room: Beast, Gambit, Rogue), or I can make an Old/New X-Factor team (Havok, Polaris, MultipleMan, Quicksilver + TheShip).

Any Heroes still offer 3 great cards that are hard to replicate in a single Battlesite (BQ, BY, EN), so I really think of them as an altogether separate option.

It's all good, really. That's why we all still play, right?  8)
"i was thinking again about the balance/realism issue... and despite the grids, i DO really like this game"
- breadmaster

"Even comics arent' as much fun as OverPower."
- thetrooper27

thetrooper27

For sure.:)  You know what?  Bring on Galactus.  He can defeat me, but he can't steal my sunshine. ;)

::) = Bill Cosby
"wow...never notice how JACKED pym is in that pic before!" -breadmaster