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Jonathan4290

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  1. I see what you're saying but in that example Goliath dies from consequential damage after the second attack, best case scenario after the third attack D:
  2. RORS requires the core set, source: the box. Some will say that you can kind of play it without the core set, but it means not having the standard encounter set (which every scenario explicitly requires and includes the only card that can bring in each hero's nemesis), Legions of Hydra modular set (which Crossbones requires), and making your own tokens and status cards (which is actually not that hard). To me it seems like playing Marvel Champions scenarios wrong but with extra steps. The good news is that the core set is amazing value with 5 heroes, 3 scenarios, 5 modular sets, tons of great staple player cards, and all the components you will ever need to play. Once you own the core set you can play any expansion with no issues. If cost is an issue, there are a bunch of used copies of core set available on BGG and Kijiji these days, depending on where you live of course.
  3. It also appears that players in that group play solo against Rhino for about 70% of their plays. I'm not judging, play what is fun to you, but it's weird how many opinions of heroes, cards, modular sets etc on that group are probably based just on playing Rhino without experiencing other villains. But yeah I can always find the correct answer to a rules question with supporting snippets of rules reference somewhere in the thread but there are often a few incorrect ones as well, which makes me wonder how many players are actually playing correctly (and not just for rare edge cases like Wonder Man having to discard a card to get rid of stun, how did Wonder Man even get stunned to begin with).
  4. I wonder if they will use the filler card positions to subtly reprint cards that get an errata down the line. Would make the normally filler cards more useful for sure.
  5. Probably in the minority. Just to be clear, your gripe is that there's a tiny handful of cards in each pack you don't want doubles of? Honestly, this seems like a very inconsequential thing to be concerned about. They design a bunch of new cards for a hero deck, add in some existing cards that fit with that hero, then they throw in 2-3 filler cards to get the hero deck up to 40 cards. They also ensure there is a completely new playset of cards for each aspect. Makes sense to me.
  6. Haha yes people should probably read the whole card before saying what it "essentially reads."
  7. And keep in mind the cost of removing 3 threat is usually 2 cost plus 1 card if we compare it to Surveillance Team and For Justice. So for the cost of 1 card and a minion, you draw 2 cards and get the effect of a 3 cost justice card.
  8. While there are tons of Avenger heroes I still want for sure, I hope we get some new archetypes soon so a Leadership deck isn't almost always Avengers synergies. The game is young so thats fine right now but some SHIELD or Defenders synergistic cards would really diversify things quickly. I'm thinking back to LOTR LCG days when the first cycle was basically Rohan and Eagle archetypes, but then you got dwarves in Khazad-dum and it just exploded from there with future sets adding a little bit to old archetypes to give them new life.
  9. When everything goes perfectly for Thor he is rocking a hand of 9 in hero form ( base 4 + Asgard 1 + engaging minions 4) and has access to 2 resource generation through God of Thunder, all from his signature kit. FFG did a stream where the designers played Mutagen Formula and you can see some crazy turns Thor had. He was using Do9R and Get Over Here constantly to gather minions and crush them all with his lightning. Math-wise, I consider Odinson to have a practical handsize of 6 given the shenanigans you can do with the hammer discard and recall. For Thor, if you engage a minion every 2 turns, your average handsize is 5. Now if you're against Ultron, you pretty much always have a minion engaging you and your handsize is basically 6 anyways but depending on scenario, difficulty, and modular set, you may not engage on average 1 minion every 2 turns. But that's why he has cards to help you engage minions. Also, Thor's ability gets better and better the higher difficulty you play at as you draw more encounter cards.
  10. Thor's alter ego action gets his hammer back which you should be abusing as often as possible, purposefully discarding it as a resource when you know you're not doing a basic attack, then scooping it right back up. Thors definitely weaker in solo, everyone agrees on that. I think his starter deck is also weak compared to others which also makes him look worse than he is (Why are there so many expensive basic cards for his lower hand size? Why are there 3 copies of Invulnerable, contender for most overpriced card in game?). Theres also currently only 2 scenarios with a significant amount of minions which Thor crushes. Keep in mind defender of the 9 realms removes 3 threat for 0 cost, and you get a minion and 2 cards. The one change I would make to Thor is instead of discarding cards until you get a minion, and getting closer to acceleration tokens, defender of the 9 realms should have you shuffle those cards back into the deck. The risk of discarding a bunch of cards before getting a minion is my main reason for not playing it that often. For something there is 3 of it really shouldnt be so situational based on how well you've counted cards to rain man how many minions are left in deck.
  11. Hawkeye and Squirrel Girl REALLY help against Ultrons minions and give you time to set up so I try to bring a Leadership hero.
  12. Yeah I can see why you wouldn't want the discussion to end there. But they do show a lot that is worth discussing. Yes there are biases that skew some win rates one way or the other but there are currently over 3000 plays recorded, which helps even out some of those players that only play a certain aspect or hero or only have access to core set, and we are looking at one variable here with modular sets, which helps a little more. I too would like to see these broken down more so we can see these factors more clearly. It will be interesting to see how these stats change as new cards and heroes come out. You're 100% correct on Masters of Evil being a lot easier now with all the recent minion busting cards. The biggest bias in both these stats is the fact that 2/3 of games logged are solo one handed games, which definitely makes some modular sets more difficult than others. You'd think the modular sets dont have a big effect and yet theres a pretty big gap between some of the modular sets in difficulty, which is a little surprising given they're only like 6ish cards out of an encounter deck of 30ish. But some of the effects of these modular sets can be pretty significant. Doomsday Chair and Legions of Hydra are two that come to mind when it comes to game-altering side scenarios. I'm glad the modular sets have an impact though and aren't just flavour as they may been intended. New modular sets might be the best way to breathe new life and challenge into older, easier scenarios by designing more difficult modular sets that synergize well with certain villains, similar to how LOTR LCG designed nightmare packs. Rhino with Running Interference is a lot of fun for example. Overall, I think you're spot-on in your tiers. I too always underestimate Power Drain before it slaps me around. Mess of Things can also really mess with your expectations of how many attacks you will take with that extra Gang Up. Goblin Gimmicks is both super easy and a weird modular set because it's hard to thematically account for why Ultron is throwing goblin bombs or using a glider. I wish it had a Green Goblin minion for when not playing against Green Goblin villain.
  13. I am not sure why you want to have a discussion about difficulty of modular sets but want to completely ignore all quantitative stats about that exact topic and instead just discuss it based on which "feel" more difficult. How exactly are they "not sound?" There is obviously a selection bias as more experienced players are going to be more likely to log a game but that doesnt in any way invalidate comparing different modular sets. I am referring to the BGG stats for clarification. I wont post a link but you can search them pretty easily. There's literally thousands of logged games, breaking each game down into all meaningful gameplay variables. For modular sets, each one has been played and logged between 107-792 times. Now my stats class is almost 10 years ago and I cant recall how to calculate the confidence level but a game designer could only dream of that kind of playtesting. Think of how different Wrecking Crew would be if the designers really knew how easy it was based on hundreds of game plays with all different heroes, aspects, and modular sets. There are great discussions to be had about those stats. For example, how much easier is Bomb Scare than the stats show, given how players often play it as their first game, hence the high frequency of playing it? Why does Power Drain feel so difficult if the stats dont support that feeling? TL;DR: not sure what the logic is behind ignoring all quantitative stats about this exact topic when they help answer the question but also raise new interesting discussions.
  14. You are spot-on with the Wrecking Crew. It's a cool concept and I am glad they experiment with mechanics but the scenario is way too easy that it is dull, and the super expert mode only makes it a lot longer and duller. I think a simple fix to make Wrecking Crew more challenging is to start main scheme with 2 threat per player, and maybe even an acceleration token. This makes it feel like a true jailbreak you need to thwart immediately while still trying to tussle with 4 villains.
  15. Consistency in a deck where you draw cards randomly is a huge factor. An even simpler reason to keep decks as low as possible is because your best cards are your hero cards, which are fixed at 15 cards, and you want to draw those as often as possible. Basic and aspect cards are less cost-effective because they can be played by any hero. Compare Spiderman's swinging kick to uppercut or Captain America's super soldier serum to any of the enhanced (blank) resource cards. I want to draw my more powerful hero cards rather than basic and aspect cards. Some hero cards are absolutely essential too and need to be drawn as soon as possible. For example, as Thor if I don't draw Asgard I mulligan most if not all of my hand. More cards means more turns without those key hero cards in play.
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