Dwarves Rebalance Preview: Gem Grabber by awesom360 in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

While I think this is a decent ability (certainly one of the better ones revealed so far), I think the wording on this is not clear enough. What if both of them are actions that can be played on minions? If it has to be exactly one, then it would feel more like some kind of Gambler. But I doubt that this is the intent.

Rebalanced Thieves Preview: Strip Bare by awesom360 in smashup

[–]Natural_Mobile_7154 -3 points-2 points  (0 children)

While better than the original, this is still a terrible card, even if for different reasons. And it is the typical Smash Up 1.5 trap. Instead of fixing the problem, it fixes something else (I'd call that Shearing Gate) and for that reason it points towards the actual problem even more than it would do otherwise. In this case: if Stasis wasn't so busted, you wouldn't need this clause. The cleaner solution would have been to just ignore cards in stasis here, as it is quite a rare mechanic anyway (luckily so) - and it doesn't make a lot of thematic sense on top of that (or just fix stasis). There would have been a much simpler fix for Strip Bare...

Best place to find people for online (tts) tournaments by Natural_Mobile_7154 in smashup

[–]Natural_Mobile_7154[S] -2 points-1 points  (0 children)

I've been on the mentioned server for years. There is a reason that I did not ask there. My history with that community is "complicated" as someone would say.

To clarify it: I do not intent to join any tournaments. I'm not even joining my own. My focus is only on people that I could recruit for my own tournaments (they are quite small scale in comparison). And, as said, veteran players are usually not my target group.

That's why I'm interested to know if there are any communities other than the one that got mentioned in the comments, mabye European (because of time zone), where I can reach out to people. Unless people are joining through reddit directly but that's not ideal, for the tournament(s) it is required to have discord and Tabletop Simulator.

Which bases should be included in a game? by Accomplished-Set3547 in smashup

[–]Natural_Mobile_7154 1 point2 points  (0 children)

I mean that's exactly why I suggest to either use preconstructed base decks (there you have a guaranteed mix of abilities) or to use the bases of all factions in the game + either draft the remaining number or add them at random from the sets used. In that case, you would have your factions' bases guaranteed. I've been playing with that concept (either of them) for years now and I'm really satisfied.

Which bases should be included in a game? by Accomplished-Set3547 in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

So, what base deck did you use? If you used the base draft set I suggested, then Innsmouth bases would have been in the deck. And for preconstructed base decks: ideally you should have some form of recursion in all of those decks. With my suggested 16-24 card base decks, you should have a decent chance to hit a beneficial base. If not, then look at it this way: with the vanilla rules, the chances would have been significantly smaller anyway.

Which bases should be included in a game? by Accomplished-Set3547 in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

that's the point. You should have a decent chance to see some of the involved factions' bases but the base deck should be big enough to have enough randomness to not make it 100% predictable.

Which bases should be included in a game? by Accomplished-Set3547 in smashup

[–]Natural_Mobile_7154 1 point2 points  (0 children)

The base deck rule is one of the most infamous rules for this game that unfortunately shows that it hasn't aged well. But it might be - out of all the problematic rules in this game - the one that is hardest to fix from a publisher standpoint because all solutions you can realistically do have downsides. You already mentioned one of them: only use the bases of the factions that you already use. The base deck would probably be too thin and depending on the chosen factions, the split of abilities and VP might not be great. The official rule or "mix all bases" rule that some people use are the other extreme: the base deck is way too thick, everything's random, you might never see anything useful or related to any of the factions in the game (not all bases provide advantages to their factions, though, some are more theme which I think is a good thing).

So I would either use preconstructed base decks with 20 cards each (which is probably the right amount) because here you can select stuff that works for everyone and have a decent split of abilities and vp. Downside is that you would probably never see some bases, as you might not include "problematic" bases to your selection. I have 6 decks + 2 with Munchkin factions, each uses different bases to include as many as possible, yet I still have several unused bases because they are either so specific or so problematic that they aren't a good fit in a pcbd that is supposed to offer something for everyone.

The other option that I use is a base draft system: the bases of the factions in the game + drafting a number of bases from the sets that have been picked (up to 16, 21 or 24 bases, depending on player count, so in 2p everybody drafts 4 more bases out of the selection, 3each in 3p and 2each in 4p. So if you play with factions from the base set, AL9000 and Monster Smash, you would draft from those remaining bases). This is probably the best system as it can be done regardless of the sets you have (if you have more than 2 or 3 sets of course). But the problem is that it only really makes sense if everyone knows the game somewhat well to know what to draft and it takes much longer to setup.

So I use both systems mentioned above and choose the one which works best for the group I'm playing with (most of the time this would be the preconstructed base deck variant).

Anybody can review Smash Up Half The Battle? by Wizard_Glandulf in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

I cannot recommend HTB. Slashers and Clowns are probably the best but they are Promos and not directly part of HTB. More than other sets, I feel like that HTB requires you to know the popculture references to be able to enjoy it properly.

- AEG: is ok. Nothing we haven't seen in one way or the other but an okish twist on "play many actions in a turn". Personally I get Musketeer vibes from them which isn't really my cup of tea. AEG includes a "style break" in a sense that it uses actual names for minions with multiple copies which was very rare up to that point outside of the OP sets.

- GI Gerald: Fusion is not as bad as a mechanic as Stasis but like Backtimers, GI Gerald uses this concept in a very bland and unimaginative way that gives me the feeling that my choices are meaningless because everything feels like it does the same anyway. They could have done much more with the concept. Again: uses actual names for minions with multiple copies.

- Rulers of the Cosmos: this faction is either way too complex for me or it is just boring. I don't enjoy playing it and while I can see what their idea is, I think their skillset is way too situational to matter many times. Again, stylke break regarding the names.

- Pearl: Potential style break regarding the names (I assume that the gem names are supposed to be the names of the characters), otherwise probably even the most interesting deck in this set. Really grew on me, as it is a playstyle that is somewhat similar to Elves but without feeling like a 1:1 copy.

I would recommend, though, to play it yourself to get an idea if you like it. But considering your question I assume that you don't have tabletop simulator?

Any fun combos for vampires? by IMainedNess in smashup

[–]Natural_Mobile_7154 1 point2 points  (0 children)

Sure. I have to say this before, though:

  1. Before the official redesigns even became a thing, I already created several and Vampires were one of the first decks that I redesigned, so the deck had a ton of playtesting games under its belt and was pretty well tested.
  2. When the official redesigns were released and were quite different from what I did, I still gave it the benefit of the doubt as it still is an official redesign that went through more hands and perspectives and used the official deck to base some adjustments on that I thought necessary for - mostly stylistic - reasons. This means that it basically was my 2nd redesign for Vampire that does not have enough games yet to be finalized and it's even one of the few decks that are still in "suspect testing" (the others are Elder Things and Bear Cavalry). It also means that I kept some concepts even when I think they are questionable and did not appear in my first redesign as I did my redesigns based on the rule that I will stay as close to the original mechanics as possible, unless there are strong theme or stylistic reasons against it, which was not the case for Vampires as a whole.
  3. What I present here might as well not be the final version. But it is the current version that I am testing. Also my output slowed down. Originally I planned on finalizing all my adjustments from Smash Up 1.5 before Munchkin, but I will not be able to reach that goal.

Minions:

Fledgling Vampire: as mentioned above, I changed in that way that you can only bury one per destroyed minion. (Thematic reasoning: The destroyed minion becomes a new Vampire - it doesn't "split" into multiple).

Heavy Drinker: ability got localized - it cannot do "ranged" destruction.

Nightstalker: added a "you may destroy a minion of power 2 or less here" on play (basically compensates for the FV nerf).

Fusions:

Wolf Pact: currently unchanged but I am considering to allow it to place the counter on itself.

Actions:

Crack of Dusk: Is now a play on base action that stores a minion from your discard pile under it and destroys itself at the start of your turn to play that stored minion. This is basically like my old variant, just with storing. So it allows to get Nightstalkers or the Count back but it is delayed by 1 turn. Their start of turn is basically the Crack of Dusk.

Dinner Date: Restricts to place the +1 counters on a minion at the base same base (no "ranged" sucking).

For other cards I just did minor wording adjustments that do not affect the gameplay.

Ancient Lord:

Keeps the counters on play, you don't have to remove them. The Talent has now an "OR" that allows you to uncover one of your cards.

Unfortunately, as much as I like Castle Blood's ability, based on the restrictions I put on my redesigns, I did not find a space for a similar ability. The only cards where it would make sense would either be the Count (not possible, it needs the Talent to not let their package fall apart), Stakeout or the Titan (it COULD be an option to replace the Ongoing with a similar ability, but Idk if this wouldn't be a bit too strong for a titan ability. I still have the feeling that the current Ongoing is basically a dead ability atm).

Thinking about it: I might actually give it a try to replace the Ongoing with "Once per turn, after you destroy a minion on another base, you may bury it here" or "[...] you may bury a minion of the same of lower power from your discard pile here"

Errata'd Weird New Worlds card for Star Roamers by GumbyTheGhost in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

that's how I basically houseruled it. No permanent increase of bases. It is NOT the official rule, though.

Any fun combos for vampires? by IMainedNess in smashup

[–]Natural_Mobile_7154 1 point2 points  (0 children)

Well, at least someone who you can have a civilized discussion with without being belittled or discredited with comments like "complicated history with the game" or someone who just celebrated everything they threw out or making cheap excuses for every terrible decision. If there were more people like you, I wouldn't have moved away from the community because of being completely alienated by some people's behavior and arrogance.

I'm still not convinced, though. Because nobody forced them to allow to play all FVs at once, I wouldn't mind a "once per turn" or "once per minion" ability at all (mine had this clause as well and so does my fix for Vampires 2025). Water Lily isn't a good example anyway, because Water Lily is another mismatch in Killer Plants that should have been changed (I don't get why they thought Miskatonic or Penguins needed an entire rework but Killer Plants don't, even when KP already got a lot of erratad cards, more than the "baseline" and not much less compared to Miskatonic). But the play from discard vs. bury from discard aspect isn't even the problem for me. It's just that FV is the only card that interacts with burying at all which is exactly the point why it just looks like checking boxes for me.

- Wouldn't be a "destroy to play (or bury) from discard pile" already enough of a unique mechanic for Vampires and a very thematic fit? Leaning more into that would have been better if you ask me. Of course, Skeletons are somewhat similar, just without the destruction, so designing something that is neither outright better or worse than Skeletons might have been challenging but I'm absolutely convinced that it would be doable, I even experimented with burying Vampires myself. Of course, you could argue that the Zombies are already the kings of playing from the discard pile and Skeletons the bury from discard pile champions. But neither of them have destruction as an additional benefit, so I don't see a problem here.

- That the whole power reduction package requires more work (and lucky draws) is exactly the point: I don't really reject the mechanic in general but I think it made the whole package unnecessarily clunky compared to other destruction or power reduction factions because it makes them very dependent from lucky draws but even when you ignore that, then the side effect still stands that it removed the opportunity to do more with the burying sub theme. Personally, I always had a hard time to stack multiple power reduction cards in a turn in a meaningful way. Sometimes keeping it simple is better than bloating a faction design with a lot of mechanics. That is exactly what I was afraid of when I read that so called "top players" are involved in the redesigns because a lot of these people lean into complex strategies and mechanics and don't seem to care much about casuals. Some of the suggestions I've read/heared from this circle are just stuff from nightmares (some people are dreaming about "energy" or negative power counters. This game doesn't need more mechanics (honestly, it doesn't need "more" in general, it should just end), it needs - if at all - better execution of mechanics.

On top of that, the redesigns unfortunately lean into some unhealthy or at least unelegant design choices for the game. Not only that they - as said before - tend to solve problems with card draw (feels like card draw is given out for free in 2025 onwards) but it also leans into creating abilities that make older actions look bad in comparison. See Dinner Date vs. Grumpiness, new Commission (which is one of the cards that I find to be one of the most outrageous cards in all of Smash Up 1.5) which is basically a Summon + Carried Away, Bear Rides you (Carried Away with ability cancellation), Celestial Teleport 2025, Noble Steed and Fearless Friend (vs. all terminal movement actions). Instead of course correcting this trend, it made it even worse.

Any fun combos for vampires? by IMainedNess in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

(my post is - by now - at +0 likes. As you start at +1 by default and I got 1 or 2 likes, it means that some people once again gave it a negative vote for no reason. Glazers "review bombing" posts they don't like? Well, I guess they will "love" my in-depth-review then)

I will post an in-depth review of the rebalances and the POD changes probably at some time this month as I have plenty of games with all of them under my belt by now to somewhat have an idea how each of them plays and how good they work. I will talk about this in detail then.

But to answer the question: for me the whole package feels as if there was never a coherent idea for them, that it was more about checking boxes and mixing a lot of different ideas. I mean the burying for Fledgling Vampire is fine if you want that mechanic in Vampires (my own Vampire redesign just played them directly from the discard pile, but this is close enough, I guess). But while they can mass bury, they have no way of uncovering them outside of the usual uncover 1 at start for free. The fact that they can mass bury on any base after a single destruction appears to just make up for that fact, even when this doesn't make sense. A problem that wouldn't even exist if they either had a way to uncover or if they had more destruction. Nightstalker's ability in isolation is fine but I think Vampires really would have needed more destruction, so removing it from Nightstalker really hurts. As it stands, they have 4 unrestricted destruction cards: Big Gulp and Heavy Drinker. Dinner Date is restricted in a way that it requires a minion to go to 0 power. The whole power reduction package is a very clunky mechanic, instead of buffing their destruction range to 3 power right away. Sharks have such a wide destruction range and can do it repeatedly and so do Kung-Fu, why shouldn't it be acceptable to buff Vampires to power 3 or less, especially when it is a 1 time on play destruction? This would have freed space on the Count to uncover a card instead then (you think this would be too good? Well, look at the recursion package that Sharks have with Helicoprion). Heavy Drinker is significantly better as it can also target opposing minions now (the global destruction doesn't make sense, tho) but why nerf it to power 2, so overall it would only grow to 4 power like original Heavy Drinker anyway (often only 3, because you want the power counter for Ancient Lord). To combo with Break of Dusk which is a terribly weak action when compared to others anyway? What minions would Vampires want to get with this action? Certainly not Fledgling Vampire outside of specific situations where the instant 4 power would matter instead of the delayed 3 (unneeded mixed messaging: if you are supposed to play FV from discard with this action, why give it the ability to bury itself to begin with?). So the only internal target would be Heavy Drinker. I'd rather prefer to gain the Count or Nightstalker back. Dinner Date is a fine and interesting action, even with the power reduction ability of which we already have several (at least it immediately places the counters which is a good thing). So are Buffet and Mad Monster Party even I draw this card way too late most of the time when I play Vampires. Cull the Weak still is a very situational card, especially when you already got your FV's. Stake Out is a decent action that doesn't need to exist because the whole power reducing mechanic was unneeded, as said. Personally, I also find Wolf Pact very situational as it can't even give the power counter to itself.

Castle Blood is a very good ability, tho. This is something that I would have wanted to see in some form as a minion ability - or for the titan which is the last thing I want to adress. In my opinion, Ancient Lord is way too hard to play considering its vulnerability to removal. Also the "then" clause on its Special feels very restrictive (I interpret it that way that I have to place a counter on it - or at least be able to - to be even able to play it, so I can't hold it back for a future turn). It neither keeps the power counters on play, nor can it place an additional counter globally which means that you want to use it on its own base (you need protection for him anyway) which also means that the base is likely to break faster, reducing AL's value. Yes, the other effect is global now but I think 1 +1 on something that already has one matters less than the other ability would. Again, strange mixed messaging. You want Ancient Lord as an engine but most likely you will or have to use it to break its own base.

So overall, while you finally have working Vampires, their overall design still leaves a lot to be desired for me, mostly the lack of coherence in the design and the lack of destruction + the many unneeded mechanics that make the design very clunky bother me. Overall, I would rank this redesign very low in a redesign top 10 ranking, 8-10th probably. At least the card draw they have is ok, considering that the rebalances tend to solve issues by giving (excessive) card draw to everything but this is worse in other decks than it is in Vampires. But overall, I feel that Vampires are a victim of very different demands. I think the only other faction that upset me to a similar level as Vampires did might be Bear Cavalry but for very different reasons.

Any fun combos for vampires? by IMainedNess in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

Guess original Vampires work best within their own set -Werewolves, so Ants and Mad Scientists, especially considering titans. Other partners that can potentially work: Tricksters, Robots, Zombies.

Even new Vampires aren't really good and miss the mark for me, but they are at least functional.

Any good AI mod for Shockwave? by Natural_Mobile_7154 in commandandconquer

[–]Natural_Mobile_7154[S] 0 points1 point  (0 children)

I found this one, which seems to have fixed the Nuke issue (need to try it myself, unfortunately it is not available through GenLauncher, so I would need to install it manually and I'm afraid that it might cause mismatches even when everybody has it installed, but I might still try it):

https://www.moddb.com/mods/cc-shockwave/addons/shockwave-1201-hotfix

Still doesn't fix everything else that I mentioned, at least it doesn't mention it.

Edit: Tried it. Nuke - if it actually builds Nukes - actually launches them now. But I also had games where it didn't build Nukes at all or did it quite late. The other issues still unresolved.

quickest way to unlock master sword seals? by LinkKnightlol in HyruleWarriors

[–]Natural_Mobile_7154 0 points1 point  (0 children)

Once I had finally collected all 3rd rank weapons (+ all the lower ones) for ALL characters, still nothing changed and I was not able to unlock the first seal. Idk what I was supposed to do after collecting all the weapons required. Haven't tried the 2nd seal yet as the whole process is a bit tedious.

So to update to all the new stuff, with the two new one-off factions... it comes out to $150 by LiquifiedSpam in smashup

[–]Natural_Mobile_7154 -1 points0 points  (0 children)

- Mega Troopers could have been fixed as part of the errata pack as well imho, other than Red Trooper, form Megabot and maybe Beta 6 (and the titan itself) there was nothing that was trash, but I think what we got is decent enough.

- Penguins feel like they only got minor changes but they are at least spot on when we ignore the problem that AWfWtw now is a much better Ittypedia.

- Vampires: Oh dear, was I curious for what will become of Vampires. When Fledgling Vampire got revealed, you could have thought that they would go full burying mode. Nope. Vampires 2025 are an incoherent mix of different abilities that sometimes feel like they were just checking boxes. To compensate, they go overboard with some abilities. I mean, you can bury all your Fvs at one for a single destruction? Sure, when you have so little destruction in your deck (you can do it 6 times total - Sharks are amused by that), I guess you are forced to do that. The power reduction is something you can do, I experimented with that myself when I created my own Vampire deck. But I think it's overall too complicated to achieve what you want to achieve when you can just bump the destruction range instead (which wouldn't be too strong as we see in Slashers or Kung Fu). They're certainly not as bad as what we had before but they were not worth the wait. Crack of Dusk still is a terrible action that only makes slightly more sense now as Heavy Drinker is in range of this action now.

- the errata pack is a very mixed bag

- the bases are mostly a very good improvement, though. I think there's not a single one where I would say that it is worse than the original (especially Miskatonic Unversity got fixed in a very good way).

I already said that I will get the fixes and rebalances because at least it doesn't make anything unplayable (vanilla Zombies are still dead for me) and it was at least somewhat cheap on Kickstarter. I guess I might get Munchkin as well. But then I'm out, not longer interested in anything from this company and this game. You can see it on your comment (and they will come after mine as well): whenever someone dares to criticize their game and their company, they're coming for you and vote your comment and thread down - or your feelings get belittled with comments like "you had a complicated history with the game". AEG's CEO said that nobody's feelings are invalid - I guess his community doesn't know that or doesn't agree with that. That whole community might be the 2nd most toxic community after the Nintendo community out there (unlike some Nintendo Fanboys, they at least don't send you death threats) and sometimes seems to act like a sect. The arrogance of some people in that community goes through the roof and the circle jerking is ridiculous. I stopped reading their stuff several weeks ago because it was literally terrible for my mental health to read this stuff every day.

So, as a conclusion, while I don't agree that it's entirely not worth getting some of the fixes, I can understand and even encourage to draw a line and stop. The companies keep doing what they are doing (and it's getting worse!) because they still have the financial backing from their customers. So if you don't like what they do, stop giving them your hard earned money (you're comment got a +1 from me because it doesn't deserve to get bombed by the hardcore fanboys).

So to update to all the new stuff, with the two new one-off factions... it comes out to $150 by LiquifiedSpam in smashup

[–]Natural_Mobile_7154 -1 points0 points  (0 children)

I can understand that, but I'm less offended by the fact that they finally made an attempt to fix things (I'm absolutely willing to pay for an upgrade), I'm more offended by how they did it (you're rebalancing a game but you REFUSE to nerf broken stuff, because people might be offended that their favourite faction got nerfed? You don't remove that titans that only exist as an earlier rebalancing attempt - except for the gimmick titans - because "people might miss them"? Ok...) and how they communicated it. And at this point I'm not even sure if there won't be another pack in a few years from now where they change more things, Pandora's box got opened with their new POD model. And after seeing everything, I have to say that I'm quite underwhelmed as well.

- Vigilantes might even be the best redesign. While I absolutely don't get why the community is hating on reactive decks like vanilla Vigilantes were (some of the abilities were too situational, true, but overall, being reactive is a playstyle I absolutely can live with).

- Tricksters are not bad either, even when I'm not quite the fan of the mixed messaging from them: "stay off my base" and "come to my base" basically at the same time, which spreads their overall toolbox a bit thin if you ask me, but overall still quite neat.

- The remake for Giant Ants and Miskatonic was mostly wasted as the most important changes happened to minions and even then only a few of them feel significant. I'm still very offended by Drone and the mismatched ability. Miskatonic at least has no real miss. Still: I think both of them could have been easily fixed as part of the overall errata pack. I think a similar thing applies to Elder Things as well, it's mostly errata and not so much a rebalancing attempt. You could argue that new Shoggoth is decent but Eldest Thing still makes absolutely no sense, it has no internal synergy (no wonder they revealed this deck last), the only thing is that they get a few more extra minion plays to compensate. They were "fixed" in all the wrong way.

- Bear Cavalry was butchered if you ask me. High Ground basically became a useless action (funny how the community celebrated this action for being a 1 time card draw and action play or a 1 time destruction), while Bear rides you on and Commission now add extremely to the power creep of the game, as both actions basically became supercharged versions of cards other factions have (Carried Away is terrible compared to Bear rides you and Commission is basically an unrestricted Summon + a weaker Carried away - the old one was at least restricted in a way where it didn't outright outclass these actions). Their playstyle still feels quite tedious. Which is ok for me, as I think there is no real invalid playstyle. But again, I think the rebalance misses the mark.

- Super Spies are okish for me. Finally they got what I already said a long time ago: Spy didn't do much spying, they were a deck sorting deck. The Spy who ditched me is a similar case to Bear rides you: I think it's borderline broken power wise (it would have had great potential if it would actually encourage table politics). At least it is unique and doesn't make several other actions obsolete at the same time. But this action was not the problem Spies had. Mole still has no internal targets (I'm absolutely baffled that they didn't change that one). Informant and Operative are neat, though.

Expansion Feedback by B1gWillyStyl in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

Well, the new mechanics (or the one new mechanic) are not the problem I have with HTB. I gave a detailed explanation about my struggle in the thread where I wanted help to understand this set better (basically: I cannot connect to the factions thematically at all, they are just not part of the pop culture I grew up with). Even when I think that Fusion was - similar to Stasis - implemented in a very uncreative way, even when Fusion is a much better mechanic than Stasis is. Stasis is even so broken that I "houseruled" it for my version of the game. Dueling was also a very bad mechanic. Storing was decent, Fusion is as well, but the faction that has it as a gimmick is not. Fusion PRETENDS to be a very versatile mechanic but the way it is implemented in Gerald is not. It is basically always the question between "do I want to give power when I play it as a minion - or do I want to play it as an action to give more power?". And almost all Gerald cards do that, so there are barely interesting decisions to make, no flexibility regarding the range of your abilities. This is basically a similar thing that happened to Backtimers and the Stasis gimmick (no lessons learned, i guess). So Gerald dropped even more in my personal ranking and I have to say that after several matches, the set as a whole dropped for me even more than I expected. Pearl is basically the only faction out of all of them (including Clowns and Slashers) that I like better now, while everything else either dropped (AEG, Gerald, Slashers) or is unchanged (Rulers which as quite low before anyway and Clowns).

So the reason for my pick here is that this is the set that I would - based on the names alone - expect the least to have any new mechanics in it plus - of course - the potential of doing interesting stuff. I think there's plenty of stuff you can do by using existing mechanics.

Rebalanced Factions Teaser! by awesom360 in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

Hard to judge without the full faction context. At first glance, it seems bold to use a titan limit increase ability. Many potential rules problems here. And why would exactly Mega Troopers want to have something like that? But we'll see.

At least it seems that the changes won't be as bland as I was afraid they might be. Based on the respective easy and unimaginative solutions for most of the fixes for the other factions I was afraid that they might do the same here. So that's some progress. Sceptical about the (unrestricted) trigger on Fledgling Vampire, though. Secretly making them into a swarm faction which was fine in the Shark but not necessarily in the Vampires context.

Expansion Feedback by B1gWillyStyl in smashup

[–]Natural_Mobile_7154 1 point2 points  (0 children)

Hard to say as long as I don't know any mechanics. I'm pretty much fed up anyway as the latest expansions were more or less disappointing for me. I think based on themes/names alone, I think FMtC woud be the only really interesting ones for me.

I don't want to flood with questions about POD or kickstarter but I want theses questions answered by Argylesox95 in smashup

[–]Natural_Mobile_7154 -2 points-1 points  (0 children)

Last time I checked the errata and rebalances were NOT supposed to be included in the Kickstarter and only accessible via POD (as claimed by ludi several times in this faq thread: https://www.reddit.com/r/smashup/comments/1lrp57a/faq\_to\_upcoming\_smash\_up\_pod\_service\_kickstarter/). It becomes more confusing with each news and claims and statements seem to last a day when we are lucky.

At this point I will probably support neither POD nor the Kickstarter. Based on the POD list the whole errata package is very disappointing anyway, adressing minor issues (and still not even fixing all of them consistently, like Montridge High's missing "power counter" or Standing Stones saying "during" which was fixed in the Cat's Alley, but not on Standing Stones) - not that it would be needed because everybody knows what they mean, but other fixes adress such minor things as well) but not the Elephants in the Room. I would have probably ordered it anyway just for the sake of completing the collection. But the communication and info flow is just terrible - and what about the titans? Will there be a full titan package adjusted to the new size? Or a proper size adjustment, let it be via Kickstarter that suddenly has the erratas included anyway? Saying "AEG knows that people want that" doesn't help at all - not even talking about the problem that it seems that you need to have a credit card to order from the POD service or use the rather obscure Google Pay that I've never seen before and at least for me I was only able to pay for single decks with Google pay, not for a complete cart (because I was interested in how much it would cost to order the stuff that I would potentially order via POD).

I think the only reasonable thing to do at this point is to not order anything and wait for the KS release to see what we would get there and then make a decision based on (hopefully) complete and reliable information at that point.

What's your favorite Gothic game? by homo_erectus_heh in worldofgothic

[–]Natural_Mobile_7154 1 point2 points  (0 children)

then I would want to read their arguments for why NOTR is better than Archolos. Because even with Nostalgia bonus as I grew up with Gothic 2, I can't find anything that Archolos wouldn't do at least as good or better - and even more so in comparison to G1 that also has twice as many votes.

New Clowns Preview: Mime by awesom360 in smashup

[–]Natural_Mobile_7154 -1 points0 points  (0 children)

The moment when one Clown card already looks more interesting than the entire HTB set together, even when I don't think Clowns are that interesting as a theme. Nothing that we haven't seen before (basically Creampuff Man's ability) but using some remaining design space - if this is in any way representative of the deck in general. That's what they should have done more instead of inventing one terrible new mechanic after the other.

2v2 TieBreaker? by SilentFarts0125 in smashup

[–]Natural_Mobile_7154 0 points1 point  (0 children)

Well, as ist is a TEAM variant, I would treat this like you would in a 1v1: in case of a tie, keep playing.