concerns with where the game seems to be going

By rulemonkey, in UFS General Discussion

I dislike this thread. Some people are saying attacking over turns is bad, some good, some people are saying OTKs are bad, some good. Cant we all just accept the fact that in order for the game to be fun and interesting to the majority of people it has to appeal to all kinds of folks and therein all sorts of decks?

Card that punish people for blocking are only bad if there are not cards that punish people who punish people for blocking.

OTK decks are nessasary for the game to procede because otherwise hugo would win every fight.

Attacking over time needs to be nessasary to make the game feel like a fighting game.

Overall I would say the game is better now that it has been in a few sets. I would also say that if anything what the game needs is more variety in the spread of its cards so that even more viable deck types become available, not just new versions of old kill cards like chain throw.

- High Tide is a great utility card that encourages attacking over time because it allows you to run more attacks without dinging your overall control check ratio. I would say we need more 4 and 5 control check vanilla attacks. Would anyone say that an attack card that was 4diff 4 control 4 speed 4 damage is too powerful?

- Less momentum generation. We have enough, lets move on to something else.

- Alternate victory condiditons. Remember close to the edge or soul hive. Most didnt see play, but they were kinda cool werent they? Was there ever a real balance issue with them?

- stop holding ourself hostage to control checks that have to fall between 1-6. This paradigm was great in the inital set but i think its time to move on. I think that a card like Feline spike could have easily been printed with a 0 check and merited it. I think that if they printed a foundation with no abilities, unique, and 5diff 7check or something of that nature it would be fun, different, and see play.

- More characters that encourage merging characters and make it viable. Remember Cody? Look at Yi Shan, he totally should have had a 4 difficulty. Maybe a 5 control, a low block at +1. Im just saying mix it up is all.

Protoaddict said:

- stop holding ourself hostage to control checks that have to fall between 1-6. This paradigm was great in the inital set but i think its time to move on. I think that a card like Feline spike could have easily been printed with a 0 check and merited it. I think that if they printed a foundation with no abilities, unique, and 5diff 7check or something of that nature it would be fun, different, and see play.

i totaly agree. everyone i play says keep it like dice, but their are 8 difuculty cards so why can't their be 7 control cards.

Homme Chapeau said:

MegaGeese said:

Me, too. Criminal Past was one of my favorites from the moment I saw it. It's so ridiculously awesome. Well worth that 3 difficulty. But it makes you wonder why it has a 5 check, when Hulking Brute's two-card draw is a 4.

Honestly, I'd dare say it's because it could lend itself to moar abuse but when I look at Criminal Past... ugh. If I rework my Rainbow Mika deck in a monoEarth (which is more tempting by the minute because No Memories is NEVER on the table/in your hand when you need it.) I'll definitely include Hulking Brute/Huge Wrestling Army. Criminal Past's cost though... with 26 vit, it leaves me open to a one shot kill of not-so-epic proportions.

Attack, drop a foundation, draw like MAD, hand turn to opponent and proceed to reversal into your finisher like WRESTLER WHO NEVER EXISTED.

yeah, but if you make it mono earth, you can run Altered Mind and Body and Battle Prowess, that viatlity loss from CP becomes negligable. Hugo's support rocks with her because of exactly what you said. You build up on your turn, draw a ton of cards, and end your turn looking at having a full hand-size after playing 4-5 foundations.

Protoaddict said:

- Alternate victory condiditons. Remember close to the edge or soul hive. Most didnt see play, but they were kinda cool werent they? Was there ever a real balance issue with them?

No, mostly because they all sucked exception Close to the Edge.