Wrecking Crew test play

Started by Bios, March 22, 2012, 01:24:49 AM

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drdeath25

What does "Child of Darkness" do? I really like the cloak  & dagger hero.


garose74


Nate Grey

Quote from: Bios on August 23, 2012, 06:33:00 PM




These are stunning! Love the backgrounds and totally geeked out at seeing Spidey 2099. I will admit I was a fan of the 2099 line.  8) What stats did you give him?

Bios

Quote from: drdeath25 on August 23, 2012, 08:07:35 PM
What does "Child of Darkness" do? I really like the cloak  & dagger hero.


Child of Darkness: Level 6 Energy attack. If successful, opponent is -4 to Venture total for this battle. (HO)


Quote from: Nate Grey on August 25, 2012, 12:17:01 PM
These are stunning! Love the backgrounds and totally geeked out at seeing Spidey 2099. I will admit I was a fan of the 2099 line.  8) What stats did you give him?


I was a fan too! I don't have stats for the character yet...

steve2275

Quote from: Bios on August 26, 2012, 11:08:51 PM
Quote from: drdeath25 on August 23, 2012, 08:07:35 PM
What does "Child of Darkness" do? I really like the cloak  & dagger hero.


Child of Darkness: Level 6 Energy attack. If successful, opponent is -4 to Venture total for this battle. (HO)
thats pretty sweet

Palatinus

Quote from: Bios on August 26, 2012, 11:08:51 PM
Quote from: drdeath25 on August 23, 2012, 08:07:35 PM
What does "Child of Darkness" do? I really like the cloak  & dagger hero.


Child of Darkness: Level 6 Energy attack. If successful, opponent is -4 to Venture total for this battle. (HO)


Quote from: Nate Grey on August 25, 2012, 12:17:01 PM
These are stunning! Love the backgrounds and totally geeked out at seeing Spidey 2099. I will admit I was a fan of the 2099 line.  8) What stats did you give him?


I was a fan too! I don't have stats for the character yet...

I would envision Cloak and Dagger doing something like "May defend Front Line with energy Power cards at +1 from Reserve."  Either way I definitely think they are a "from reserve" sort of character(s).

Bios

Quote from: Palatinus on August 27, 2012, 11:29:13 AM
...  Either way I definitely think they are a "from reserve" sort of character(s).

Indeed!

Hotobu

#23
Quote from: drdeath25 on August 11, 2012, 03:28:25 AMThunderball does seem very powerful, but i dont think its "too powerful".


You've got to be kidding. This card is completely broken. Their inherent already allows them to attack a battlesite with no penalty, and now they get a card everytime they make a successful attack? That's absolutely nuts.

Here's a plausible situation:

Wrecking crew player has 1 card, opponent has none. Opponent is way up in venture (let's say 11). Wrecking crew plays his last "2" power card against battle site. He draws a card. It's a 7. Now he attacks with the 7. Now he gets some other card that's 2 or greater. Player just made up an 11 point deficit with 1 card, and has done at least 1/3 damage to battlesite.

Under practically any condition with an inherent like theirs it's always best to attack the battlesite because it's going to have a heafty amount of specials. Every now and then an attack is going to get through, and now they get a card to make up for it? ... no... just no. Another problem is that this team suffers if it has to randomly play against teams wherein one can be an Any-Hero team. I've got some suggestions to make them more sane.

QuoteWrecking Crew (3E/ 5F/ 7S/ 3I) – I.A.: Successful attacks against Battlesite count toward Venture total.

I.A. is way too strong for a character with that good of a grid. Something more reasonable would be - Successful level 5, 6, or 7 strength power card hits against battlesite count toward venture total.

This way you can't just attack with whatever. If you want to take down the battlesite you'll have to consider sacrificing a level 5 fighting power card or two in your deck for a strength one. Also you can't just nickel and dime away with smaller hits.

QuoteSpecials:
- Bulldozer (GO) – Acts as a level 5 Strength attack. If successful, Wrecking Crew’s team’s Strength Hits against Battlesite are doubled when determining Cumulative KO for remainder of game.

Something like this should be OPD, but even then it's way strong. I hit with a 6, and now it's a 12?!

Something more balanced would be [OPD] - Acts as a level 7 strength attack (+2). If successful against battlesite add 2 to damage and battlesite must discard 1 card of opponent's chosing. This way it's still got some use if played against a character, it's still very good against a battlesite, but it isn't crazy.

Quote- Coward Beaters (BV) [OPD] – Play during battle and draw 1 card. On their next turn, Wrecking Crew may make as many attacks as possible.

Why do you get to draw a card? That was always the caveat to the BV specials. You can blitz someone, but you have to pay a card. Granted you could get a dup, and you could get a useless special etc, but chances are that wont be the case. It seems like it'd be a good compromise to make this card do a very small initial attack, like say a level 2 any power, but allow the follow ups even if it's blocked. Also waiting a turn weakens it because the player can just concede.

-Acts as a level 2 anypower attack. Wrecking Crew may make as many attacks as possible. This seems to be a good compromise.

Quote
- Thunderball (GP) [OPD] – Play during battle. For remainder of game, Wrecking Crew’s team may draw 1 card after making a successful attack against Opponent’s Battlesite.

This is the one that I think is nuts and just completely imbalanced. Getting this in the first hand is basically game over unless this card is taken out, and while negates are common, not every deck has them, and they don't come up every round. With this in play it'd be damned hard to lose without a lot of bad luck.

Here's something far more reasonable - [OPD]  Opponent may not play activator cards, or any hero/any character until this card is attacked twice. This card may not be defended. Opponent may not play affected cards in the battle in which this card is played. Affected cards may not be discarded.

This is much more reasonable. it shuts down their activator cards for one hand, and they have to pay a cost to get them back. The opponent doesn't have to discard because that still adds a bit of mystery to the hand. You have no idea how many activators they have. Also the opponent can chose whether to attack the card immediately (but still not be able to use their activators this hand at all), or wait until the next battle when they've got more resources.

This is still a great card, and not nearly as insane as it is in its current form, also it works no matter what deck it's played against.

TGW

A lot of interesting points brought up by Hotobu, but I wanted to reply to agree with the suggestion to revise Thuderball. I like the idea of a mini-DOW card for a character, it's not game breaking and it still ends up being a very powerful card to play.

thetrooper27

I like that it affects AnyHeroes as well as activators.

Also, maybe the mini DOW idea would work for a character in the Ultimate Evils set. 
"wow...never notice how JACKED pym is in that pic before!" -breadmaster

Hotobu

Quote from: thetrooper27 on December 14, 2012, 05:56:06 PM
I like that it affects AnyHeroes as well as activators.

Also, maybe the mini DOW idea would work for a character in the Ultimate Evils set.
Give it to the Brood and call it "Overwhelming Infestation" or something like that. I like the idea of the Wrecking Crew having it because... well they're the wrecking crew, but anyone else should be a max 6.

gameplan.exe

I think you guys are missing the point.

The Wrecking Crew WREAKS STUFF. They should be a devastating character against a Battlesite. It's not like a Battlesite cannot be defended, it's just that people aren't used to doing it. This basically makes the team a One Trick Pony with a very cool, very unique trick.

Also, who cares if a home made is a new top-tier character? It's not like there aren't other top-tier characters in the game.
"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

Hotobu

That's beyond top tier. That's one card that completely breaks the game. That one card within the 1-3 rounds not negated is basically a win. Also using someone's role in comics to justify their use in a game where the X-Babies, Hawkeye and Sentinels are better than Silver Surfer, Superman, and Galactus is silly. They can still be a good character against a battlesite without being completely broken.

As for other top-tier characters the reason why they're that way is never solely because of 1 card. Take away Thunderball and they'd be playable, but a marginal annoyance. Take away any special from Starjammers and they're still good. X-babies without the negate are still strong, Mr. Fantastic is still a target without his HQ, Heroes for Hire can still be nasty without Iron Fist etc. Giving a character one ridiculous special to make them top tier is not good balance in this game.

gameplan.exe

Quote from: Hotobu on December 15, 2012, 05:53:19 AM
That's beyond top tier. That's one card that completely breaks the game. That one card within the 1-3 rounds not negated is basically a win. Also using someone's role in comics to justify their use in a game where the X-Babies, Hawkeye and Sentinels are better than Silver Surfer, Superman, and Galactus is silly. They can still be a good character against a battlesite without being completely broken.

As for other top-tier characters the reason why they're that way is never solely because of 1 card. Take away Thunderball and they'd be playable, but a marginal annoyance. Take away any special from Starjammers and they're still good. X-babies without the negate are still strong, Mr. Fantastic is still a target without his HQ, Heroes for Hire can still be nasty without Iron Fist etc. Giving a character one ridiculous special to make them top tier is not good balance in this game.

nah, not completely broken. at the very least, it's completely lost against an Any Hero deck. Plus, it can still be negated. Plus, you can still defend your battlesite with the cards from the battlesite, which gives the battlesite/activators use.

I think if I were using a Battlesite deck, and I came across a Wrecking Crew deck, they'd be my first target. Beyond that, if my opponent gets Thunderball into play early, it would alter my approach, but it's not like I'd venture 7 and then concede. It's tough, but I don't think it's completely broken.

Also - these are homemades - if I am creating Overpower cards, I don't randomly assign the strength of a character (as they seemed to do with so many people). I would try to get that character to match their comic book counterpart as closely as possible, even if it severely alters the landscape of the existing Overpower tier list. In my opinion, it could use a good shake up anyway.

Also, as a side note, anyone ever marvel at the strength of the Monumental set? Mentioning Xbabies and 'Jammers together, and then me thinking of Marauders in that same vein... it's a funny thing. You think it was intentional?
"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