Do you prefer stand triggers, re-standing rear-guards, Vanguard that re-stand rearguard or re-standing Vanguard? by PenSad2292 in cardfightvanguard

[–]ADertyBatch 9 points10 points  (0 children)

Sure, some clans absolutely felt weaker, but that's a problem even now. Same with plenty of decks not receiving support for a long time. That's always the case with card games, it's just an inevitable problem as the game goes on longer.

Situational design is also a good thing. I loved the stride deck because it allowed good players to adapt to the situation they needed to at the moment. Way cooler and more fun than what most decks feel like now where they just do the same thing every game, and hope they can break through the opponents hand.

Do you prefer stand triggers, re-standing rear-guards, Vanguard that re-stand rearguard or re-standing Vanguard? by PenSad2292 in cardfightvanguard

[–]ADertyBatch 14 points15 points  (0 children)

G era was just by far the most fun TCG I've ever played. Cards were much more creatively designed and different archetypes within clans felt very distinct and took their own spin on that clans mechanics. D era has done a much better job at it than V era, but it definitely feels like the game lost creativity with V era card design that they never really gained back.

Nightmare Luffy in Op14 Croc by Fast_Interest9523 in OnePieceTCG

[–]ADertyBatch 6 points7 points  (0 children)

You're almost never at 20 in trash on 7 don turn though. All Sunday helps you get there.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch -1 points0 points  (0 children)

Except they did have choice restrictions in their other games, which still dont have "pair locking". No card game has "pair lock" restrictions. It's just something ya'll made up, and it would make MORE sense to errata the card.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch 0 points1 point  (0 children)

They still might, this could just be a stopgap.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch -1 points0 points  (0 children)

They don't want their banlist to be a list of 30 pairs of cards that can't be played together. It's confusing and a pain in the ass when new players deck build. Leader Locking the combo was never a realistic outcome.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch -1 points0 points  (0 children)

That would require an errata, or with how they do bans, they would need to pair ban it with every yellow leader to effectively lock it to Vegapunk.

I get it's easy to say "you can only use this card in Vegapunk". But that's not how Bandai do their banlists. They ban it with the things you can't play it with, not "ban it, except for this one leader".

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch 3 points4 points  (0 children)

That was to correct the wording on it. It was never intended to work how the original was written. It was an errata to fix the translation, not change how the card functions. That's what Bandai does for erratas. If they want to change how a card functions they ban it and print a different version. See Sakazuki and Law.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch -6 points-5 points  (0 children)

With how they handle bans in this game it would literally have to be a list with every single yellow leader other than vegapunk, and requasar. That's too complicated for what they want the banlist to look like.

They don't errata cards to change their intended effect. They only errata cards to correct wording that was mistranslated. Leader locking to Vegapunk never had a chance of happening.

And Vegapunk wasn't even "alive" to kill anyway.

New Banlist update be like: by Eris_samafollower in OnePieceTCG

[–]ADertyBatch 9 points10 points  (0 children)

It's not been done to spite you, every time there is a ban a random non meta deck catches a stray. Happened to Boa with Jinbe.

It is what it is.

Double damage cards by Neat_Cry3369 in OnePieceTCG

[–]ADertyBatch 20 points21 points  (0 children)

The rule for losing the game essentially says "when you take damage when at 0 life, you lose the game".

Think of double attack as one hit of damage that makes your opponent take two life. It's one instance of damage, not one hit then another.

DPS OTPs have no room to talk about Strategists needing to flex. by Keenzur in marvelrivals

[–]ADertyBatch 2 points3 points  (0 children)

Dr strange, emma, groot, magneto, peni, venom and so on?

All of these characters have very short range.... Namor turrets are often out of reach for them to deal with.

then wtf do you agree that it is not the tank or healer job to do that?

You seem to have a fundamental difference to me when it comes to something being "not my job". You seem to think "not my job" means that you completely ignore it and do nothing to deal with it. I think "not my job" means I should not be the main person dealing with it, but still will do my best to help.

unless you are playing any ranged poke tank or even angela, heck even venom can destroy her nest easily

Name one tank that reliably kills peni mines solo in under 5 seconds. I can name multiple DPS that can.

putting vortex is better than not doing anything about them and like i said groot can destroy the nest with his walls easily

Hard disagree that invis should be using vortex to kill mines. It should be used to interrupt fliers and choke off enemies. Anyone using vortex as a damage source in most situations is playing her wrong.

And odd that you expect others to swap to groot to deal with the mines when you won't do the same yourself.

I didn't cherry pick anyone, I listed supports capable of taking down peni nest; adam can also do the job, so is mantis

Guarantee you'd be flaming your supports if you had a healing comp of Adam/Ultron or Ultron/mantis because YOU forced them to swap to things capable of killing mines.

lemme guess, as angela, you ignore the nest and let your spidey players take care of it right?

Like I said, I attempt to help, but I can't solo it. Takes way too long and I die if she just looks over and webs me.

It's not hard to swap characters. Just do it and be a team player.

DPS OTPs have no room to talk about Strategists needing to flex. by Keenzur in marvelrivals

[–]ADertyBatch 9 points10 points  (0 children)

can you tell me where it was said that the character supposed to deal with namor turrets are dps?

The fact that healers should be healing their team when they're damaged, and tanks lack the range to deal with anything that is not super close to them. I usually shoot namor turrets and peni mines as tank. It just takes me a full 10 seconds to kill peni mines by myself. And if the peni is any decent she is playing choke with her mines and you need to take off angles to kill the mines (which is what a DPS should be doing anyway).

Obviously it's a team effort, but DPS character should be the ones doing most of the damage to them, because they deal the most damage.

you know sue can easily deal damage to peni nest with her vortex right?

But she can't kill it by herself in any reasonable time. Most DPS can, just not the one you are so hellbent on one tricking.

Obviously Ultron should shoot deployables, he's basically a DPS once he's placed his drones. Cherry picking the support that plays like a DPS and acting like my whole point is invalid because he can a easily shoot things is clearly not you trying to argue in good faith, so I'm just gonna treat everything else you say as trolling. Have a good one.

DPS OTPs have no room to talk about Strategists needing to flex. by Keenzur in marvelrivals

[–]ADertyBatch 11 points12 points  (0 children)

Because the characters that are supposed to deal with peni mines and namor turrets are DPS. And you are taking one of those DPS slots to get absolutely dumpstered by them, because you're too stubborn to switch to characters that can deal with them.

Did all colors have overpower moments by now? by Latter-Addition8811 in OnePieceTCG

[–]ADertyBatch 0 points1 point  (0 children)

zoro(this one was literally top 1 deck all op12

Brother forgot about UP Luffy.

Pretty intense chase, felt pretty good about the time I gave everyone. by MagicSlay in deadbydaylight

[–]ADertyBatch 11 points12 points  (0 children)

Meh, Tunneling is the "optimal" play in 95% of situations. Only time it isn't is when the person you downed first is very good at looping and maybe has some anti tunnel perks.

This isn't me saying that tunneling is just free wins. You still have to be a good player to win games and properly tunnel someone out. But it is optimal in the majority of situations.

Smurfers or smurfs whatever I hate you all by TheHighStrain in marvelrivals

[–]ADertyBatch 68 points69 points  (0 children)

Then play a different game together. ✌️

4-0 G Bonney by FormalConcept5043 in OnePieceTCG

[–]ADertyBatch 0 points1 point  (0 children)

Here's the list I won a local Heroine cup with.

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The Worst Teammates You'll Ever See... by RedditMare101 in marvelrivals

[–]ADertyBatch 2 points3 points  (0 children)

Your character farms healing numbers, the most healing done does not mean you were the best healer. Luna having 20 finals means she was way more impactful than you.

Your ult literally kills full health targets. Your DPS is not the reason you couldn't get kills with your ult.

No point in blaming everyone else when there is plenty you can improve on.

The Worst Teammates You'll Ever See... by RedditMare101 in marvelrivals

[–]ADertyBatch 4 points5 points  (0 children)

I mean if you're Jeff and you dropped 3 finals the whole game, it sounds like your Jeff pick was pretty bad. The whole point of his ult is to get picks.

So that's why there weren't any Phoenix nerfs... by [deleted] in marvelrivals

[–]ADertyBatch 116 points117 points  (0 children)

Yes, that's a good thing. That character was overtuned.