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Ignithas

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  1. Like
    Ignithas reacted to Danwarr in Dear Design Team, let's talk about roles...   
    While well-intentioned, that is still a bit needlessly complicated. The simplest solution is to just let players pick whatever Roles they want, but it's going to take a decent amount of humility on the part of FFG to admit that the original system was a mistake, especially given that criticism of the Role system basically started before the game was even officially released at Gen Con. The Sunk Cost fallacy is real and will definitely be at play in FFG's future decision-making for better or worse.
  2. Like
    Ignithas got a reaction from LordBlunt in Future of the Core 12   
    Court Games> Banzai. If you or your oponent put a lot of fate on your chars (or have unbowing effectivly)) Courts can net you more str. than Banzai, the +1, -1 honor can be important, you can use it in offense and defense and a lot of cards synergieses with the honor/dishonored status.
  3. Like
    Ignithas got a reaction from Evilgm in Breath of the Kami   
    Dragon's row isn't sketchy, because 3 of the 5 provinces are gamebreakingly good. Most of the Dragon matches aren't decided by a province race, but by either big tempo/value plays (A voltron being long on board, Restoration discarding 5+ cards, Feast or Famine discarding an important character, Noble Sacrifice hitting a voltroned character, Raitsugu chipping away on important characters etc.). The Dragon provinces are the best way to generate those tempo swings.
    If you replace Shameful Display with the Alchemist, you effectivly made your deck worse.
    I get it that testing cards is interesting, but the row doesn't look good. Having the ability to play Resto and Feast or Famine in the row is so good right now and Night Raid isn't a good card.
  4. Like
    Ignithas got a reaction from Hinomura in Breath of the Kami   
    Dragon's row isn't sketchy, because 3 of the 5 provinces are gamebreakingly good. Most of the Dragon matches aren't decided by a province race, but by either big tempo/value plays (A voltron being long on board, Restoration discarding 5+ cards, Feast or Famine discarding an important character, Noble Sacrifice hitting a voltroned character, Raitsugu chipping away on important characters etc.). The Dragon provinces are the best way to generate those tempo swings.
    If you replace Shameful Display with the Alchemist, you effectivly made your deck worse.
    I get it that testing cards is interesting, but the row doesn't look good. Having the ability to play Resto and Feast or Famine in the row is so good right now and Night Raid isn't a good card.
  5. Like
    Ignithas got a reaction from Mangod in Multi-Clan Cards   
    I think that we will get at least dynasty cards that can be played by anyone that plays the Support card of the clan.
  6. Like
    Ignithas got a reaction from Duciris in Multi-Clan Cards   
    I think that we will get at least dynasty cards that can be played by anyone that plays the Support card of the clan.
  7. Like
    Ignithas got a reaction from LordBlunt in Elemental Cycle & Scorpion Pack Spoilers   
    I have no problem with role locked cards and strong cards that promote otherwise bad roles. But having them and only one role per clan that gets decided by which clan is stronger currently seems pretty stupid to me, especially if the locked cards contain checks and balance cards like Sabotage and Pathfinder's Blade. There is simply no way that playtesting can account for the different choices at Worlds.
  8. Like
    Ignithas reacted to Duciris in New L5R Player trying to pick a clan   
    First, I'm going to link in the Open Beta to the RPG.  Reading the Part I: Core Identity (Clan and Family) section of Chapter 2 gives a really good in-depth view of the clans and how each family within behaves.
    I'm going to arbitrarily separate them along in-game Military/Political lines.  We have 3 Military oriented clans and 3 political oriented clans.
    Lion are the most straight forward Military clan to understand and play.  They are honor bound and think with their swords.  In game the lean toward larger board presence, playing more and cheaper characters than their opponents.  They have a number of ways to cycle more cards in provinces (from their dynasty deck) faceup, allowing them to go through more of that deck than any other clan.  They have a number of ways to honor their own characters and are good at pressing for a honor victory.  They have very strong military options and suffer the most of any clan in political conflicts (by a slim margin).  Their starting stronghold can only be used in an offensive military conflict, and is only helpful if they have Bushi in the fray.
    Crab have been guarding the wall for ages, and they believe they will never get support from the other clans.  If you're a Game of Thrones person, we're pretty sure the wall in the north is based off this.  (It could easily not be, but people say the reverse a lot, not realizing that this is older.)  Crab are better at defending than anyone outright, and have abilities that only work on the defense.  They often pass one or both of their conflicts in early game to build board presence.  They break provinces with their beat-sticks and punish their opponents for playing cards from hand.  They often sacrifice their own people for advantage, and have ways to both sacrifice opponents and prevent their own characters from leaving play.  Their starting stronghold can only be used defensively and is more powerful the more characters they have defending.  They are the one of the 2 clans I know that always include their "The Way of..." card.  They are one of two clans that pay their honor to hurt their opponent; as so long as they don't lose due to honor loss, they don't care about their honor count.
    Unicorn have been the underdogs since the release, bringing up the rear of the meta.  That is going to change over the next 6 weeks as the devs have purported to included a boost to Unicorn's options.  (On that note, this is the first cycle that was created and playtested after the release of the game.  It is the first time they've been able to address the meta with new cards.)  Unicorn operate by mobility - switching which province they are defending if they feel the other province is more damaging/useful or if they wish to protect whatever card is on top of the defended province.  They also have a number of options to allow their characters to enter and leave in the middle of conflicts.  They have good conflict deck card draw and a number of options that allow them to react well to what their opponent is doing.  They have a card (Captive Audience) that allows them to preform 2 Military attacks rather than 1MIL and 1POL, and their "The Way of..." card allows them to retain the first player token.  Their starting stronghold allows for 1 Calvary character to enter or leave a given conflict.
    Crane is the political side of the Lion coin.  They are focus on honoring their characters as well, but are more focused on conflict deck cards - i.e. playing cards from hand.  I haven't really played as or against them, so my technical understanding is limited.  Their starting stronghold bows an opposing character with low political skill during any political conflict.
    Phoenix are less traditional in their seeking of rings.  They have bonuses when contesting specific rings, and some of their characters can treat any ring as a different, specific ring.  They can also manipulate unclaimed rings in unique ways.  Their clan pack has given them alternate options for gameplay, offering them offensive military options and a second stronghold.  Their starting stronghold gives bonus glory.  Phoenix have the greatest glory values, offering them greater options for Imperial Favor and are more potent when honored.  When dishonored, however, their characters struggle to offer any aid.
    Scorpion are the less attacking oriented than any other clan (in my experience).  They use character and cards from hand to dishonor themselves and their opponents.  They deny their opponent's play and honor run with manipulation, blackmail and poison.  They are the strongest at the "control" style of play, and if they can shut down your board game, they'll win by either dishonoring you or taking your stronghold.  They take their opponents' honor with their starting stronghold, provided that they are less honorable.  They are looking to remain ever so slightly less honorable than their opponent, until they can finish that opponent with dishonor.
    If we've seen the 3 Military clans and the 3 Political clans, the we must be down to Dragon.  Dragon aren't the best at Military, nor are they the best at Political.  They are, however, pretty good at both.  Dragon are very much the water clan - no, they don't seek the water ring as rule, they just have a lot of options for changing their strategy mid-game or at the outset depending on whom they are playing.  Dragon build "towers" by using attachments to beef up their characters - the so called "Voltron" character(s).  They are more prone to fielding fewer and more expensive characters and then winning with them than anyone else.  The bulk of their strength is two-fold.  First, they play unique characters (not necessarily unique, named characters) with formidable abilities, often adding extra fate to keep them around.  Second, they change the conflicts in which they are participating by adding permanent boosts, via attachments, to those characters.  To achieve this second component, they try to draw as heavily as they can from their conflict deck while watching the honor change hands.  They do have a few ways to search their deck for attachments or draw additional cards, but this is the crux of their conflict options so they do draw as much as is safe.  Their starting clan-specific province punishes their opponent for the size of their hand (forcing them to discard down to 4 cards).  Until it is revealed (or discovered not to be present), their opponent may very well hold off on drawing cards, which plays counter to Dragon's previously named need to draw their own cards.  Their starting stronghold boosts one of their characters during a conflict by +1/+1 or +2/+2 if they have one or two-or-more attachments respectively.
    The core set gives a really good feel for how each clan behaves.  Most of the product since then has supported those play-styles or added new play options for the clans.  The consensus I've gathered (more from other people on these forums than from my own observations) is that the clan packs are opening up new avenues for their given clan, rather than giving them more power.  The first (Phoenix) clan pack has offered good options for the other 6 clans as well.
    That should summarize my findings on game play, and the Beta should give good fluff (fiction and backstory and motivation) for the given clans and their families.  The starting fiction (Core Set Fiction and the fluff in the Learn to Play) give a really good entry point for Rokugon, the Clans, and their champions.
    I chose my clan based on the old fiction and their families (Dragon).  To date, I have yet to want to play any clan more than them, although I also want to play a few of the other clans as well.
  9. Like
    Ignithas reacted to Shosuro Teri in Elemental Cycle & Scorpion Pack Spoilers   
    I feel like people are focusing too much on the example and missing the root of the argument. He made a theoretical scenario of an actual threat that this card being locked in a single role presents. The presence of a card like this is essential for a healthy metagame. At it's current iteration, it's extremely undercosted (not counting it being role locked) but the ability to interact with a holding is a welcome addition. People have already been made aware thru examples here of some powerful holdings that would warrant an inclusion of a card like this. With FFG's track record so far, I'd expect more powerful holdings on the horizon. The role locked restriction should not be thrown around willy-nilly like this and justify it being a 'cost'. People should be able to have the option to include a card like this, especially if the meta demands it. Throwing a role restriction and calling it a cost in a card that should be available to anyone for the health of the game just screams lazy design.
  10. Like
    Ignithas reacted to tortugatron in Phasma   
    Obi-wan isn’t even in the game. Check your privilege. 
  11. Like
    Ignithas reacted to Sunitsa in What Was The Most Broken Thing In 1.0?   
    People memories are so fickle, I can't beleive so many people are saying Harpoon while we had some way more broken stuff for far longer time.
     
    -Manaroo: passing all his tokens to any friendly ship in the mat?!? Was it seriously a thing?
    -Palpatine: change one die at turn after all modifications were done anywhere in the mat?!? How that passed any kind of test?
    -X/7: it doesn't matter what you did, you got an evade. On a 6 hp 3 green dice ship.
    -Biggs (pre-first nerf): it doesn't matter what you are planning to do, every other ship of my list now has 5-6 extra hp protected by 2 green dice and r4d6 who occasionally can even shoot back at you.
     
    Those were the big offenders, then there is also a plethora of other broken things (like cloak, c3po on Han, Miranda, Zuckuss and more), but they are a step behind the big 4
  12. Like
    Ignithas reacted to HamHamJ2 in Duty should be restricted before it is released   
    In my experience you usually draw more than 50% of your deck. 5 turns of bid 5 plus 4 to start is already 24. Add to that Secret Cache, Niece, Sincerity dude, the Earth ring. I think 75% is a much more realistic number than 50%.
  13. Like
    Ignithas reacted to LordBlunt in Duty should be restricted before it is released   
    Not only this but his answer/reply is scary. I don’t think that he is properly gauging how certain cards such as this one might seriously hamper the environment for the worse. (competitive, casual and everything in between)
    For me it’s really perplexing that L5R was being touted as having enough gravitas to be able to challenge well established card games such as MtG, yet the lead developer thinks it’s fine if some cards are broken because, well, ‘frustrating cards are what makes the game great...’ ?
    He’s just not getting it. Even after the RL, there seems to be a disconnect among developers (and their card designs), the gaming public (and what we strive to be able to play with in the cards and games we choose) and the competitive scene (with top players actually stating what and where the pitfalls of specific cards/combos are). 
    Part of me seriously wishes for Scorpion players to take Worlds, choose Seeker, get Backhand and equally broken cards for Scorpion, and just run the competitive field into the ground.... then, maybe, there might be more true focus placed on objectivity. (ain’t holding my breath on objectivity) 
     
  14. Like
    Ignithas got a reaction from Hos in Official Twitch livestream May 30th 12pm central   
    Scorpion even sucks the fun out of being right.... Most impressive.
  15. Like
    Ignithas got a reaction from Duciris in Official Twitch livestream May 30th 12pm central   
    Scorpion even sucks the fun out of being right.... Most impressive.
  16. Like
    Ignithas got a reaction from LordBlunt in Official Twitch livestream May 30th 12pm central   
    Scorpion even sucks the fun out of being right.... Most impressive.
  17. Like
    Ignithas got a reaction from Taki in Heroic Resolve (Lion Preview)   
    Kaiu Envoy and Eager Scout don't need 2 fate.
  18. Like
    Ignithas reacted to LordBlunt in SERIOUS Concerns   
    @twinstarbmc while I share your concerns, I don’t think there is a perfect way to go about multiplayer rules and make it so that there is ‘balance’ among all players in the match. 
    I’m scratchimg my head with these rules, especially with all of those rings in play, but gotta give it a fair shake, IMO. 
    Even with our home brew rules we tended to gang up on the Scorpion player, remove him first, then go about and finish the game.... ?‍♀️
  19. Like
    Ignithas reacted to Ishi Tonu in Treaties   
    These seem very open-ended and like they could be a major time sink.  While negotiations are generally a very integral part to multiplayers games, I think there should be some specific pre-determined options you can choose from.
    "aid in military/political attack"
    "aid in military/political defense"
    "peace treaty or pact of non-aggression"
    "trade fate for honor / trade honor for fate...........maybe?"
    etc.
    Just several preset options so player A can turn to player B and say I'd like to enter into a "treaty of military aid for attack" then player C knows that a military attack will be coming their way, so maybe they try to make some other treaty let's say, "non aggression" with player b.  This allows the players to try and use the treaties to manipulate honor/fate depending on which treaties are kept and which ones are broken, without a long drawn out process of negotiating all the specifics of the deal from scratch.
    Maybe even have preset honor/fate costs to enter into the agreement.
    Mostly to streamline the process.  I love playing the game, but, I'm not sure I'd be interested into spending upwards of 3 hours playing one game where most of the interaction is figuring out clever ways to word treaties so you can break them without penalties. 
  20. Like
    Ignithas reacted to Suzume Tomonori in Treaties   
    My only concern about treaties would be situations where player A insists player B broke the terms of the treaty, but player B insists that they do not. The first solution that comes to mind is that the non-participating players make a decision about whether a treaty has been broken or not, but beta testing will determine if an official way to determine whether treaties have been broken is necessary.
    That being said, they are an interesting addition to the game when all parties are dedicated to fun and fair play. I know at least a few players are going to laugh maniacally and gleefully throw their honor tokens away as they declare the attack the promised they wouldn't.
  21. Like
    Ignithas got a reaction from Tabris2k in Heroic Resolve (Lion Preview)   
    The card is still broken and it  massivly restricts design space in the future.
  22. Haha
    Ignithas got a reaction from kempy in I Knew That I Couldn't Trust the Designers   
    While I think that there were some questionable design choices in the LCG, the design of the CCG was much worse. I really like the world and lore from L5R, but whenever I tried to pick up a competitive deck to compete at tournaments, the game was ridiculously unbalanced, to a point where there were only 1-2 decks that are a good idea to play (with according card prices). The design of the cards felt like if the Designers were throwing darts at costs, stats and abilities, which resultet in cards/combinations being unreasonable opressive.
  23. Like
    Ignithas got a reaction from LordBlunt in I Knew That I Couldn't Trust the Designers   
    While I think that there were some questionable design choices in the LCG, the design of the CCG was much worse. I really like the world and lore from L5R, but whenever I tried to pick up a competitive deck to compete at tournaments, the game was ridiculously unbalanced, to a point where there were only 1-2 decks that are a good idea to play (with according card prices). The design of the cards felt like if the Designers were throwing darts at costs, stats and abilities, which resultet in cards/combinations being unreasonable opressive.
  24. Like
    Ignithas got a reaction from LordBlunt in Restricted List   
    Dragon is by far the clan I played the most in the past (followed by Scorpion) and I think that the restrictions for Dragon seems heavier then they actually are. Charge was overrated in Dragon and the build with Satoshi+Censure and no Charge and Charge+ Yaruma/Tadakatsu are pretty equal from a powerlevel standpoint (but the Satoshi build is more swingy). The two cards that hurt Dragon are Miromoto's Fury and Policy Debate. Dragon was probably the best clan to play Policy Debate, because they don't have a natural event cancel and balanced stats made it easy to play it on mil without attacking/defending suboptimal. While Miromoto's Fury certainly hurt, I think that it was overrated in tempo decks that are attachment heavy.
    I don't think that Phoenix is a good splash for Scorpion, because Display of Power (while a good Card), lacks the impact of the best splash choices.
  25. Like
    Ignithas got a reaction from Soshi Saibankan in Restricted List Scorpion   
    It really depends on the metagame, but Scorpion/Dragon Dropbears with TW instead of MF looks solid.
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