How Would You Amend OP?

Started by DoktorSleepless, February 03, 2015, 02:17:13 PM

Previous topic - Next topic

steve2275

#15
to take a play out of op3's playbook id make basic and training support the power pack

and give nightcrawler the i a of may play prehrnsile tail from reserve :)
of course kurt (like black widow and sabertooth) is too good to be a reservist

OP3

Quote from: steve2275 on February 08, 2015, 01:52:47 AM
to take a play out of op3's playbook id make basic and training support the power pack

I'm working on a new Tactic card to compliment my Universe: Affiliation cards that does something very similar to this...

department_J

Quote from: justa on February 07, 2015, 08:02:29 PM
As for cards going to power pack if not played, well, almost everybody has their own house rules.  Back in the day ours was that "no"s & "only"s could be played defensively, to make them useful.  Whatever works for the local population.  But for the game as a whole, the nuances of conceding, discarding cards from hand/draw pile, etc. make the game constantly variable.  It increases the potential effect of such cards, and one has to plan accordingly.  It works both ways; sometimes for the best, sometimes not.  I think if you implemented your house rule on a grand scale, it would just further cement in "winning" tournament teams as opposed to others.

In what way would they be cemented. I think it makes max-6 characters with cool specials more of a threat. Winning tournament teams need to be built to win even when they get to powerpack. Imagine having some specials in there and being able to seriously consider someone like Hobgoblin or Mojo for your team. To each their own for sure, but I love this rule. Thanks for the input.

justa

If every special is a "must play", certain characters will provide consistently better results, thus decreasing the possible "winning combinations".  This is somewhat true even with discarding them to the Dead Pile.  The added variable of some cards being "taken out" without being played can really screw over some characters, and help some other charaters/teams.
I'm probably not expressing my thoughts on it properly, so if anyone agrees and can say it better, please do.  Either way, its justa my opinion, and if your house rules make the game more enjoyable for you & yours (as it did for me & mine), go for it.

MHC

Three main things:
1/ Remake Spawn so that there are no 8-stat characters with team-wide avoids.
2/ Remake Dr. Strange so that there are no 8-stat characters with avoids that can be played from reserve.
3/ Add a character with a negate that has a 7-stat in fighting and is 19 point or less.

Reasoning:
1/  Spawn is the only 8-stat character with a team-wide avoid.  This makes him very good because he has both good offense (8 and 7 in his grid, three reasonable specials) and he can protect his team.  No other 8-stat character can do this.  I think he is one of the main reasons why energy decks are so strong.
2/  Dr. Strange is the only 8-stat character with a team-wide avoid that can be played from reserve (Sabretooths' fighting only avoid does not count).  All of the other characters with such an avoid (spider-woman, silver sable) are max 6 characters.  He is far better than those (even though his avoid is worse) just because he has an 8-stat. He is another big reason why energy decks are so strong.   
1+2/  I really think that Spawn and Dr. Strange have warped the game quite a bit.  A good way to build a deck is to have 2 8-stat characters, one character that can defend the team (e.g., Daredevil), a character that can do something from reserve (e.g., Hawkeye or Silver Sable), a character that can generate card advantage (e.g., Ghost Rider or Starjammer) and a character with a negate.  If characters can only have one of each of those characteristics, then you would need 6 characters on your team to satisfy all of the requirements.  However, Spawn and Dr. Strange each allow you to get two characteristics in the one character.  No only that, but Spawn and Dr. Strange get team-wide avoids (which protects everyone) and they can use 8's to defend themselves.  No other stat type can build a deck that satisfies all of these characteristics in a way that gives the team and the 8-stat characters that much defense.
3/  Energy, Fighting, and Intellect have 19-point or less characters that have a 7-stat and a negate.  Fighting is the only stat that does not have this (Fighting has 7-stat Reavers at 21 points and max 6 Mojo (3), Beast: The Brute, Serpent Society, and Dark Beast).  In comparison, Energy gets Scarlet Witch and Holocaust (both 17 points), Strength gets Beast: the brute (17 points) and Morbius (15 effectively), and Intellect gets Dark Beast, Donald Piece, and Beast (19, 19, 20, respectively).  When building teams, I find that this really limits what I can do with a Fighting based deck since my negate character cannot defend themselves with a level 7 power card. 


Tussin

yeah, either we gotta show the love across the board to every stat type, or revisit current characters that fill too many roles of overpower's meta at the point cost they provide.

something has gotta give for balance

i would prefer to give other people love in the stat/special department since people have gotten used to how the mechanics and characters they prefer, so spread the upgrades out :)

DoktorSleepless

I think you raise some good points here MHC, so I'm going to jump on your train and put this question out there:

Based on comics, which characters do we feel OUGHT to be the 7-stat, low cost characters? And which character should be a 7-stat Fighting and have a negate?

I'll jump in on this first. I'd like to see Psylocke get the nod; I've always felt she should be 7-7-2-4. Her fighting skills are amazing; she's a ninja, she trained with captain britain, and she knows how to make a psi-blade. If you read X-Men, she's held her own while sparring with Wolverine or fighting hand to hand with Sabretooth (both 8F), and Archangel chooses her to become his death when he ascends, based purely on her ability to kill like a ninja mofo. That plus her psychic abilities says to me "7F with a negate".

department_J

I say Black Cat gets 3-7-3-4 and a negate. She beats the shit out of Spider-Man and Daredevil all the time and her specials are lacking.


MHC

Quote from: DoktorSleepless on February 11, 2015, 12:06:37 AM
Based on comics, which characters do we feel OUGHT to be the 7-stat, low cost characters? And which character should be a 7-stat Fighting and have a negate?

I had never thought about this question before (even though it is the natural question to ask).  I'll think about it and get back to you.

Quoteyeah, either we gotta show the love across the board to every stat type, or revisit current characters that fill too many roles of overpower's meta at the point cost they provide.

This is something that I have thought about for 8-stat characters.  It would be nice to have more strong characters in the stat types, but I think it would just create similar problems.   If you want to build an energy deck, Spawn and Dr. Strange are a really good, and maybe the best, starting point. I think that making equivalent characters with different stats will just result in the same problem for the other stat types. (e.g., instead of playing Hulk or Thing, you'll just play the Strength equivalents of Spawn and Dr. Strange).  In order to make more characters playable, I think that the really powerful characters should be nerfed (given errata so that they are weaker) and then guidelines should be established that limit how powerful characters can be.  I think my first two guidelines would be: (1) 8-stat characters cannot have team-wide avoids and (2) 8-stat characters cannot be given defensive specials that can be played from reserve.  Obviously, these need a bit of work because no one is saying that Sabretooth's avoid is too good. But, I think capping the strength of 8-stat characters a bit and adding specials that make other characters better (e.g., black cat) would be really good for the game.

Tussin

yeah those are great points, i would rather see deck building opened up for characters in competitive gaming

ojcart

I always question why there were never any Thanos, Ultron or Kang Character and special cards.

chuu

Ya, classic should have at least included these characters.  I think maybe they were deemed too powerful?  like onslaught was given a hero card, 23 points but he hardly ever got used because of this, maybe they thought the same would happen with Thanos, Ultron and Kang.

BlueFire

I have seen multiple people saying that overpower had a Knockout stat during game development.  Everyone always assumes that it meant that cumulative KO numbers for each hero were different, this is an incorrect way of viewing that stat.   The hits KO stat came from the power players game which was the beginning of what is today overpower.  There was no venturing in this game originally and when venturing was added some things had to change.  Before venturing was part of the game a hit was a hit, it did not matter what size it was other than for attack or defend playability.  Once a hit landed a 3 counted just as much as an 8.  So hits to KO for a hero may have been 3 or 4.  No hero had hits to KO of 25 like you guys may be thinking.