So, I finally got Internet! =D
So While I've Been Away...
I've been doing some general opining and have been thinking a lot about NEWFS as I have deemed it. As we all know, this game is the best its ever been and is finally where we have wanted it to be. There are very few things that can be considered “crazy”, but in time that will lessen I'm certain as we get more cool new characters and their mechanics and support to add to this game.
To be honest, I'm not sure what all I will cover in this article, as I'm pretty much just freestylin' it as I still don't have Internet =/. But, anyways, let's begin.
#1 Discard
If there's one thing that bothers me, it's the fact that they printed War Between Sisters and Wipe the Floor in the manner that they did. Other Nina support required you guess cards, and Kisheri is almost entirely dependent on other support, AND has no playable effects while Ancient Burial Ground is in play.
Discard is one of the most powerful mechanics this game has, and anybody who has either piloted or faced Dhalsim*, **Ukyo**, ***Cassandra***, and other such characters can definitely nod their head to that statement.
But...why is discard (or blind/themeless discard, as I call it) so bad?
1.Everybody has access to it. Wipe/War have no theme, no real cost, no restrictions. If War's E was a Nina Williams E, or required an attack deal damage, or had some other interesting way of triggering it, then it might be fine. But as is, it's Charisma with a block, simply slide it into your A/D/V deck of choice.
2.Discard > Speed, every time. Discard does something speed bonuses are intended to do: bypass blocks. While you may be trying hard to speed pump your attack by such limited means of Close Friends/Twilight Castle, or the ever-fun Drossel-Robes, discard saves you the hassle of caring what is in their hand. No use speed pumping if they can't block.
3.Has no real drawback/thought behind using it. Now I know the first response is, “Um, if they're running anti-discard?” Discard is not prevalent enough to necessitate anti-discard, and as I've always said, and apparently always will, but if an anti-discard doesn't have a universally agreed-upon good second ability, people will only side it at best (unless the game did indeed become discard heaven). If somebody ever goes to their sideboard after losing to discard, it's safe to assume what they're siding in and adjust accordingly. While a Torn Hero may sit on a board wishing it was facing a Paul Phoenix, War Between Sisters, and other such discard, is good almost all the time.
Discard, henceforth, needs to be theme/character-specific, always. The fact that War is a costed **Ukyo** and an unbalanced Cassandra* is just shameful. Now, please note, I do realize our game is a bit different, and that War/Wipe aren't the be all to games. However, no matter what game we live in, discard will always be one of the most powerful mechanics in the game...
...Unless we get better anti-discard and/or more cards that allow you to block from top of discard pile/deck/momentum/staging area (Nina's one foundation does not really count).
#2 Stun
Stun, as a concept, needs an errata.
When I first saw a Stun card, it was Close Throw. It had a very “stunned”-looking E Honda, likely stunned by the fact he got thrown by a woman like Chun Li.
Anyways, as I was new at the time and didn't own a rule book, I assumed Stun worked as such:
E: If your attack deals damage, your opponent commits X foundations. X equals the Stun rating.
I also thought maybe it worked the other way, like maybe:
E: If your attack is blocked, your opponent commits X foundations. X equals the Stun rating.
I thought of games like Soul Calibur, and how if you hit your opponent with a hard enough attack, they kinda slumped/sauntered, as if “stunned” by it.
Stun, in UFS, does not function as it should.
Any attack in this game is instantly made better by Stun, because it serves a dual purpose of:
A. Giving your attacks +X speed, where X equals the total stun rating in the card pool.
B. Commits your opponent's resources
So, once again, we have yet another game mechanic that overshadows speed pumps =/
Stun is not meant to be a no-brainer, which is why cards like Hilt Impact and The Boot don't have effects.
Just curious but...
...am I supposed to be “stunned” by the fact that the attack is coming at me? Is that where the concept came into being? Because I don't know about you, but if I'm Kazuya Mishima, a hardened fighter with the devil's genetics, I don't think any attack is going to “stun” me, let alone a boot...
I know this might just sound nit-picky, but let's reflect on what this card game is based upon: FIGHTING GAMES! The concept of being hit so hard you fall, cower, crouch, etc, is implemented in many games.
Furthermore, as I said above, Stun serves as a way to freely non-choice commit their cards so that they may not even be used, and give your attacks speed pumps (do the math).
I don't particularly care which errata they choose. The first one makes blocking that much more important, whereas the second one makes blocking a more important decision (take damage and leave ready staging area? Block and commit?). Whatever the case is, Stun is a concept that was not implemented properly, and for that reason alone it should change. That reason aside, Stun can also fall victim to the same treatment of discard, which is to be more character-specific and difficult to achieve.
#3 Speed pumps/speed reduction
When I first saw Rock Howard and Terry from the unreleased battle pack, I thought, “Wow, took them long enough.” Finally! A way to reduce speed!
...it's too bad that concept never mattered since we had +0-+2 blocks everywhere, so blocking was already easy enough. That, and both Terry and Rock could reduce speed...by discarding the presumed blocks from their hands =/.
For hours I've sat in my new apartment playing around with my jankass Siegfried deck versus my jankass Nightmare, and I gotta say, this game is stupid fun! Most games go to turn 4-6, most of them being epic comebacks at way below desperation for each of them. And while I've had games where both parties had giant gray walls and a full handsize, I've both blocked strings and pushed attacks through.
Rant aside: blocking is hard in NEWFS. It is. Statistically, you're gonna run about 14-20 attacks, and that isn't necessarily promising those attacks have good blocks (Tiger Claw, Dragon Lifter) or blocks at all (Crushing Embrace). Then you've got your 30+ foundations, all of which have no block or a +3, for the most part. The remaining 10 or so actions/assets are likely your best bet. Simply put, only about 1/3rd of your deck blocks well, maybe 2/3rds, but how many attacks are you really going to have in your hand? How many...do you want to use as blocks?
I realize most would say, “Well duh, that's where the strategy comes into play: block, and lose a valuable resource, or take damage but keep your attack.”
I don't think things should necessarily be that black and white. I think we need speed reduction reintroduced to this game, with abilities similar to Rock Howard when speed can go into negatives (or at least 0), and abilities like Jeff's Gloves where you can draw into blocks.
As far as speed pumps go, they truly do need to be the premier way of pushing attacks through, and NOT looking like Eiserne-Drossel, I might add. Eiserne should have been +1 speed, or a Tira E, because it's simply too stupid. Robes of the Grandmaster is the absolute most powerful a speed pump should be in this game (symbol-specific, 3/4 unique asset), and that's it.
Close Friends, Purified Body, From the Horse, Base Hold, these are all good speed pumps, and we need more things like them. Not even generic “+2 speed to your _____ attack”; make new ones that, again, are more themed, situation-specific, and character-dependent.
Speed pumps and speed reduction need to exist in harmony so that we don't have what we have now. My Siegfried build is jank, but nothing is blocked when I have Robes-Drossel and Tieh Lei Iron Thunder a hoopla of Tiger Claws into the momentum and Stun your board giving +4 speed to everything in the process (in addition to +4 damage).
Speed reduction needs to exist so +3 starts looking like a “balanced” block, and a Perfect Sense/MAC for speed pumps would be nice. However, like I said, speed pumps need to be THE way of pushing attacks through, not discard or stun, things that not just push attacks through, but deplete resources for basically free.
#4 Reprint Spiritual Center
I hate reprints. Every time a reprint thread comes up, I ignore it. I ignore it because a game moves forward best by not going back.
But as this game is attack-oriented like wow, we need some control, and Spiritual Center is one of those means of control.
I'm sure there are plenty more cards to reprint, and who knows? Maybe I'll come up with a list of them. But, for now, we need Spiritual Center. Couple of reasons:
1.First and foremost, it has yet another meaty +2 block on it
2.Doesn't stop a single character from crushing face, but slows down a lot of them to an extent
3.Has a good enough symbol spread
More about the spread, yes, I know, Death doesn't really need more. It has MAC and Cursed Blood and a whole host of top tier characters, I know.
But Death didn't top 8 SAS, doesn't have sufficient draw (it POM's the best though!), and could definitely use some more to handle with its common Flame counterpart.
Good and Void would love it. Good could always use cards to distinguish it from Earth/Fire/Life, and Void likes returning to its roots of depleting the opponent's options.
So, this is my one, and hopefully only reprint request: bring back Spiritual Center, and holofoil it =).
#5 Ban Path of the Master
...What? You're telling me you didn't expect this from a Shinji article?
I've already stated my purpose for banning this card a billion and one times, so really, I'm hoping there isn't much discussion (a simple agree or disagree suffices).
Just to reiterate, it's an accelerator. It isn't a card that works “on paper”; it's a card that works, every time, in practice. Plus, it has everybody's favorite symbol!
I love Controller of Souls, I love Ancient Burial Ground. I do...
...but as I've always said, broken can never be made unbroken (it can only be smashed to pieces with THE BANHAMMER!).
The static effect takes away the intelligence from symbol-specific abilities (particularly the SSS loop, and other ways to abuse the three independently).
The R is free draw (even if its limited in response triggers), and as more symbol-specific abilities are printed (Toughest in the Universe, Mexican Sensation, SSS, Wipe the Floor, etc), the more it can get.
The E wins games as soon as it commits without interruption. Although my jank poor man's decks win just fine, I know that if I had some Paths in either, they'd win that much more. Hell, I don't even have my Christie built yet, but every time I look at it, I think, “Wow...Christie's really gonna suck when Path gets banned.”
I know “there are ways around it.”
I know “it doesn't always win games.”
I know “you can win without it.”
Still, I HATE knowing there's a card in my game that, as soon as I slide it into my deck, the chances of winning go up that much more (lookin at you too Drossel XD).
Now, let's not necessarily get that confused with “staples”, because really, a LOT of cards increase your chances of winning.
It's by how much we're talking. At this point in time, most characters run their own support, and if they don't, the rest of their support shares 2 symbols with it, for the most part.
This article has many more points than just Path, so, again, let's please refrain from circle argument about whether it's banworthy or not. I feel it is. I think that, in time, they will come to the same conclusion that it's just too much on one card, and that it creates similar scenarios to CSS and Feline Spike of past where people don't have to really think or work for their kill, they just spam enough attacks and brease through their opponent's gray board, then even throw so much as a Swing Kick or Fire Shadow and win the game like that.
#6 Symbol Discussion
I know, young game, but I still feel it necessary to discuss the symbols, if anything to conjure discussion. We'll go alphabetical:
Air: Like many other symbols (All, Good, Evil, Order, Water), Air is too often shared with repeating symbols (Death and Fire being most frequent) to the point where it makes running Air seem illogical. I first learned about Air when I built ::Taki::, or as I called the deck, “The Intelligent Deck.” I called it that because, like Air is modeled after (and the ninja that Taki is), the deck was about calculated strikes that required a lot of math beforehand, and I would constantly blow stuff up with Whereabouts to abuse both of Taki's Fs, and Ibis to discard cards from the pool. To me, Air needs to function more in that manner, where it has a very smart, not-so-brainless way about being the tempestuous wind that it is. While Zi Mei has given us some interesting cards that involve discard, the best one (Driven by Fear) doesn't really require much thought, and interesting ones like Always in Motion is too limited to be of much use right now. Air has some okay cards right now, but it really can't compare to the Skull and Flame it has on them.
All: All has some very niche uses...well...I mean it has only 5 characters with support, so it's pretty understandable. The only real use I can find for it, honestly, is All Paul/Steve, and maybe All Astrid for the daring. First off, All needs to lose the Flame, Coal, and Plant for obvious reasons. Second, All's going to need some universal cards. I know, I know, I'm a big preacher for theme and character-specific cards...but a little Genius Alchemist and Rivalry with a Bear never hurt nobody. I think it has the tools to be a standalone symbol, but it needs more, because boy are they far and few.
Chaos: Although most will tell you Chaos Heihachi is best (as would I), one closer look at Chaos will show you just how hard it is to run as a symbol. Algol, Cervantes, Zi Mei, and Zhao Daiyu's support really don't have too terribly many uses outside of their respective characters, with only Kazuya's support truly reaching-out. Furthermore, the damage output by Chaos is pretty much limited to the Mishima's and Kazuya's support. Chaos is just hard to run! But...it still has the most momentum generation (which is good for Dark Geo/Ancient Mariner/Fury).
Death: Death has a bit of everything. Damage and speed pump, foundation destruction, blanking, it's a **** good symbol. However, it really doesn't have any draw, and most of its characters wish they had better vitality (28 is pretty much the best right now). Still, Death has the best kill right now (not Path of the Master ), the best aggressive action (Unnatural Grace), best destruction action (DIHW), best speed pump (Eiserne), and access to stupid good damage pumps. It also has Ancient Burial Ground to oppose threatening Paths.
Earth: Earth is back in the flexibility business baby! It can control, counter-aggression, reduce damage (to the extent it can lol), pump damage, and Throw. Earth has a very impressive list of good characters with an aggressive and defensive prowess enough to make it the most “balanced” of the top 4. Earth either needs to block more or get more damage reduction, as that's really all it would need to keep up with the aggressive properties of Fire and Death.
Evil: Evil isn't on top, but don't worry, it's still scheming until it can come back again. While most people consider Evil bottom tier (understandable with almost every Evil character having Chaos and Death), Evil has more flexible cards than Chaos does, has draw and momentum in the form of Wonderworld Comics, a bunch of finishers, and an aggressive maniac (Bryan Fury) who chunks out Upper Claws and Lion Slayers for 9 damage minimum a piece! It looks hard to justify running it, but off Evil, you've got damage pumps from Astaroth, destruction from Nightmare, CCHax from Cervantes, Grace from Daiyu, and a bunch of stuff from Kazuya. It simply is not as bad as people say it is. Evil needs to just get more characters, hopefully ones without Chaos, Death, or Fire.
Fire: Wow...what really needs to be said here? Well...for starters, Fire needs to stop having All characters (Mitsurugi adds another to the list) lol. Otherwise, I think Fire's characters having lower health (usually 26) is a good thing being what it is right now.
Good: Ah...my favorite symbol is just barely its own symbol right now. Good simply...does not do much of anything right now. Every Good character has a Mountain, a Plant, or a Flame on it, again, making it hard to justify running, especially when you've got such characters as King, Siegfried, and Hilde to compete with. Good needs more Reversals, of course, and more aggressive cards such as Savage Fighter (although maybe not to that extent) or Pirate from Ryukyu. It also needs a bit more of a face in countering the meta, which is generally what Good's been best at.
Life: More damage pump, which is why I feel Siegfried is Life's best character. Life's staging area is a bad place to touch, it has the best speed pumps, but its characters are pretty much limited to Sieggy and Tira. Nevertheless, Life just needs some damage pump, which, looking at Mitsurugi's asset, it might just get some, and at that point, it'll still be in top 4, but may rise above Death.
Order: Has Cursed Blood and Bloodline Rebellion (plenty of Blood, but thankfully none that runs true...), and that's pretty much it. Besides the obvious getting non-Flame characters? Hmm...well, as of now, Order is pretty much completely aggro, which, as most people know, I feel Order's truest spirit is when it is Order-Control. Order's always had really badass control tactics, but I feel those are best abused with badass aggro tactics. With its Cursed Blood and Bloodline, it has a certain speed to it, as well as obvious top tier stars Astrid and Paul Phoenix. What Order needs now since it already has draw and damage pump is something like Perfect Sense and Ka Technique, and maybe a lil Robes' Lu Chen E (something like it) to bring it out to shine.
Void: Void is definitely a fun symbol in that it's...well...interesting. Right now, Void is probably the best control symbol with Controller of Souls and MAC to literally control stuff (by negating it), and Ka Technique and No Mercy to somewhat control the flow of the game. It isn't much on the aggressive front, but hey, that's what running King's for =). Void...hmm...it's definitely pretty good, but it's just...it's slow. It has no real kill button to speak of, so when it can up its aggro capabilities to more than just Throws.
Water: Is worse than Order is, which is saying everything. Water has two things right now: Jon Herr and Patriot Games. Water not just needs to lose Life, it needs to lose Air. What do I mean? Water has been paired with Air on far too many cards (every Chun-Li, Kilik, Billy card, plenty of others along the way), and really, they play similarly. While Air is more aggressive, Water is more technical, generally with adding stuff to momentum rather than discarding it, and playing more attacks rather than stronger ones. Water needs more generic good cards, and really, just more options in general.
#7 Conclusion
So, blah, just some rantings n' ravings just to have **** to say until Soul Cal finally ships out.
All-in-all, no matter how much people ***** about Fire, or how much I ***** about Path, I love this game, and look forward to seeing it expand, and how we won't see a cycle until 2011 (unless we need another 'drastic change' ).
Anyways, I'll go ahead and conclude there and let people comment as they will. For those interest, I've updated my tier list =) (arranged alphabetically)
S Tier
Astrid
Heihachi Mishima
James Hata
Jin Kazama
King
Paul Phoenix
A Tier
Bryan Fury
Cassandra
Hilde
Kazuya Mishima
Nightmare
Ragnar
Rashotep
Siegfried
Steve Fox
Tira
Zi Mei
B Tier
Astaroth
Christie Monteiro
Ivy
Jon Herr
Lu Chen
Omar Chavez
Padma
C Tier
Algol
Cervantes
Nina Williams
Temujin
Yi Shan
Zhao Daiyu