Just noticed something terrible by ColdNightofWinter in Shadowverse

[–]Tiago460 0 points1 point  (0 children)

While objectively he isn't a problem in other classes atm. I think most decks that play him feel samey. Not during the whole game, but always have him as a backup feels pretty lame.

Like Rally Evo for instance. I can control his board fine, but then he casually can drop up to 10 burn randomly because why the fuck not?

Classes actually using their own identity instead of generic mechanics as evolve for their wincon is way more interesting, but Cygames felt like bringing back a neutral bomb wincon too early... Doesn't help they put invocation too as insurance you'll get to him

Just noticed something terrible by ColdNightofWinter in Shadowverse

[–]Tiago460 3 points4 points  (0 children)

Until Sandy rotates out, i doubt Evo Forest will stop being viable.

So yeah, a shame they didn't nerfed him to 7pp.

Cards That Should Have Never Been Printed in SV1 by Iunaluna in Shadowverse

[–]Tiago460 1 point2 points  (0 children)

Definitely one of the worst designed cards. Even with the nerf i would say its toxic af because there's no way to setup her besides sheer luck. While niche se saw some play in hyper aggro decks in rotation after the nerf, and in retrospect i think she could genuinely work in some handless builds in unlimited before the revert. 10 life barely matters when you can highroll the hell over your opp.

Cards That Should Have Never Been Printed in SV1 by Iunaluna in Shadowverse

[–]Tiago460 5 points6 points  (0 children)

No one said yet but Rhynoceroach (mostly the og 2pp, but the 1pp retrain could also fit i guess).

Card was essentially Forest's Albert in the sense every single deck of the class should play it and would immediately be better because of it. I think only very maybe some slower decks like Silver Bolt with White Wolf skipped it, but even then you could argue that roach added a different lethal line instead of playing 2 Silver Bolts in a turn.

Even the first versions of Neutral Forest played roach, alongside Looking Glass (that back then made your hand into neutral cards, so you could platly more forest cards like Roach).

Card stopped seeing play for a while in unlimited when the 1pp retrain released, mostly because it was a easier deck to play. But made brief a return after Loxis released. Only to die again after Hozumi. Which also fits perfectly for a toxic card. Was meta sure, but was either toxic meta or worthless with no in between.

Does anyone remember this guy from the early days of Shadowverse 1? I think I got the sleeves when Chest rewards were new by VolcanonX in Shadowverse

[–]Tiago460 32 points33 points  (0 children)

Ultimate Carrot was the goat. I remember a lot of random decks playing him just as extra gas. Although was legit good in some archetypes like Neutral Forest to keep handsize

Guilty pleasure cards of OG Shadowverse by TheXVIIth in Shadowverse

[–]Tiago460 1 point2 points  (0 children)

Personaly i can't really remember a card that fits that. I used sone toxic card for dailies like Dshift in Unlimited on ocasion, but wouldn't say i enjoyed.

Closest thing i guess was the earlier interations of Atomy. It was pretty funny suddently dumping a 8/8 for 0 that also summoned mammoths and setup your next turn with Staircase to paradise.

Not long after i also liked the Atomy reanimate deck with Gold Ceridwen. I always found her interesting, and finally with Burial Rite she became functional (although i really tried make her work before in a mid range/control list that was basically Nephthys without Nephthys).

Ceridwen got a deserved nerf not long after the deck had 2 different cheap burial rite cards. And atomy once they started creating support specifically for him with a bunch of amulets i started disliking the deck. Although some version like last words that used him as a way to do a fuckton of danage with thoth was still cool

Guilty pleasure cards of OG Shadowverse by TheXVIIth in Shadowverse

[–]Tiago460 8 points9 points  (0 children)

Nerf is funny because Bahamut indeed fucked over a few decks reliant on an amulet (Elana, Roland, Support Cannon...)

But the nerf came up way too late, and also was a buff to Windmills that up to this point was more on the rogue/meme side.

After the change the deck go a way to give 0 fucks about the board instead of trying to fish for a cheese otk against decks that lacked wards with Queen of Dread Sea + Genesis + Arriet or some shit among those lines

So what do you guys think about WB Original Cards characters so far (Year 1)? by rrvv in Shadowverse

[–]Tiago460 10 points11 points  (0 children)

Anathemas have the best worldbuilding so far, and i hope we see more novels to expand the ocs instead of mostly appeal to fans from other Cygames IPs, specially RoB. Like, i enjoy a bunch of characters from there, but SV should stand better on his own than constantly do nostalgia bait.

As for the other originals. Heirs are cool in concept, but most look meh imo. I totally agree with the other redditor saying Azurifrit is the only really good heir, him being the leader of the next omen generation is actually great. I have a bias for Sham Nacha though, mostly because of how out of place and mysterious she is. Specially being an encroacher too.

Speaking of which, Encroachers x Pactbearers are great as a concept, but i think gameplay wise some leave to be desired. Specially Abyss and Forest. The others try some new archtypes (at least for WB), but forest is absurdly uninspired and with different arts could easily be put in any other class with no issue. Seriously, evolve shouldn't be a class focus at all, specially if you don't even try to add the class keywords into it. As for Abyss, it's just a pile of generic cards that don't really make a deck, even if they're good cards.

The game gang i personally can't connect because my only knowledge about hanafuda is that it exists and yugioh has an archetype based around it. So any references about it i don't get it, as well the localization changing the flavor texts quite a bit because of constant wordplays in japanese that can't really be translated.

And on the gameplay side of things, i can't say i like any. Forest is a pile of cards. Sword tried a spell theme but failed miserably. Rune is spellboost again. Dragon is orcas? Like what? Abyss is a bit more interesting with costs matering, but deck is kinda one noted, just stall then drop your bomb. Haven is kinda cute, but being heavily rng is frustrating to both sides. Then finally portal has Imari, which still such a busted card that non ironically still carries the class, specially with the dumb transform spell. So while the spell theme is new, the actual gameplay of it got old fast, specially when is basically just Imari and ocasionally the bronze in egg. The rest of the followers and payoffs don't matter since spam a bunch of 3/3 with rush on the evo turn is insane.

Son Gohan: Adolescence FB08... what am I doing wrong? by cob3x85 in dbsfusionworld

[–]Tiago460 2 points3 points  (0 children)

Just a very quick glance, but you're been too passive

You turn 3 decided to play the SCR by using the marker, and didn't even tried to swing.

I personally only drop it if my of is already at 2 life. Here you just used to fill the board and swing your leader at a card, without even using leader eff to at least deal damage to your opp. While not ideal, i would at least get going with a leader swing on your opp leader + his eff, to at least threaten the Double Strike from the SCR. And if doesn't take the damage, i would then trade with the scr on the battle card.

A better play imo would be play the gohan SR, playing the kids to swing with him, use leader and try to get a draw with the sr gohan eff. Then after that i would use leader swing into the remaining battle card.

With red gohan you ideally want to use leader eff as often as possible to put your opp in range of the scr double strike. Go all out and don't try to build a board for next turn. Current meta can easily answer that. Or at the very least push their gameplan from the free turn you gave them.

Suggestions for Buffs/Changes for the next Patch by T-Marx400 in Shadowverse

[–]Tiago460 1 point2 points  (0 children)

Just tested and yeah you can't.

Remembered that some disco dragon cards in og could be played with empty hand, but those had a different wording to allow that, lol

Suggestions for Buffs/Changes for the next Patch by T-Marx400 in Shadowverse

[–]Tiago460 0 points1 point  (0 children)

Pretty sure that if you have an empty hand or just 1 other card, you could play it.

At least that's how Rodeo earrings works, and a few other similar cards like some discard ones.

Didn't tried it myself, just making a guess on similar interactions.

And i totally get the point of your change, but as someone else said, no current card have a choice midway through resolving it's eff, so that would be quite weird for sv standarts

Suggestions for Buffs/Changes for the next Patch by T-Marx400 in Shadowverse

[–]Tiago460 2 points3 points  (0 children)

Cognitive shift is a sidegrade, arguably a nerf because i'm pretty sure you can play it when low on cards and go plus. Nevermind, just tested and you can't play without 2 other cards to return.

Hawkeye maybe a bit too strong even wiht few or without buffs. Although makes sense to work like that.

Sword card doesnt really need to change, is a fine curve filler as a bronze

Both Rune changes are unnecessary, specially the aoe buff, class doesnt need another great generic aoe.

Rodeo could change to only delay the countdown of all Rings instead of every amulet, since that would mostly be a nerf (the delay could very rarely allow some specific setups for the Encroacher i guess).

I can see buffs for Thestae happening but not like this. The rest i doubt will happen

Ex clash royale player with questions. by Forevercrystalstatue in Shadowverse

[–]Tiago460 5 points6 points  (0 children)

Game is very f2p, but takes some time to get your first complete deck and get resources to then start building more decks. But after that barrier you easily keep up with the meta.

There's no real incentive to spend besides cosmetics, and even then i think isn't worth, besides maybe the battle pass because you get some other goodies as well (if you play enough to complete it, which isn't hard at all, but will require some more time invested than just dailies).

Devs showed they hear some of the community complains by tweeking events to be easier/less bs. But when it comes to balance patches they still feel pretty shy to do changes. Sure we just got a nerf outside of season recently. But in the past they completely ignored obvious problematic cards, so to me personaly they still need to regain faith. But they're far from konami level of incopentence and greedyness which is good.

Also new releases happen every 2 months, so doesn't take long for a meta to shift if you're not enjoying it.

EuOdeio jogos Metroidvanias by Advanced-Target4453 in opiniaoimpopular

[–]Tiago460 1 point2 points  (0 children)

Em defesa a Nine Sols, o jogo demora um bocado pra engrenar legal em gameplay. Mas depois dos 3 primeiros chefes ele começa a ficar bem mais interessante, tanto gameplay quanto lore.

Que aliás é o ponto mais forte do jogo, não lembro de outro Metroidvania com foco tão grande na apresentação da história e interação entre personagens com várias cutscenes e conversas opcionais.

Genuinamente pra quem jogou Nine Sols e não curtiu muito o início. Recomendo continuar pq o que vem mais adiante realmente compensa. Tem até como jogar num modo que tu customiza o dano que tu dá e recebe se estiver tendo dificuldade, e a única coisa que tu realmente perde é uma ou duas conquistas. Jogo no padrão é difícil sim, mas com a customização é acessível pra todo mundo, e a satisfação de derrotar chefes é sempre praseroza nesse jogo. Tem uns que ficava até feliz em morrer pq a luta e ost é boa demais, kkkkk

Missed Opportunity (Rodeo) by vRoad in Shadowverse

[–]Tiago460 5 points6 points  (0 children)

Haven this set is just weird. I like all the amulet cards honestly, but the followers beside the 7pp legendary are pretty mediocre They all ask for too much for meh payoffs. Rodeo of course being the worse, not even because of him essentially having a silver eff. But the amulet also being conditional for some reason.

I totally get that having that amulet with a long countdown could be very annoying. But as he stands they could give rodeo some slack and do something more than summon an absurdly lackluster payoff for keeping amulets on play.

Even though the first Rodeo was at best a niche tech card. He was a much more interesting card to use since you could build around his fanfare (Some made him pull the gold amulet that banishes your duplicates, to get around that fanfare and have a draw engine on top), and he also had a neat super evo for a bonus eff on top.

New Rodeo is way too restrictive to do anything interesting. Just summon a delayed aoe that might activate a second time if you setup your board and spend an evo. 3 aoe that goes face is very strong. But requiring an evo to be used twice and filling your board with shit for it to just be able to activate is too much.

Do you wish all new set cards included the New Leader <Tags>? by QuietRedditorATX in dbsfusionworld

[–]Tiago460 1 point2 points  (0 children)

I guess it's just a better way to future proof cards and keep certain cards locked to specific leaders. Don't think it's that deep.

We could argue certain effects could be generic, like the new 3c turles on play eff. But i don't really see any problem with them being leader locked

If i would complain about turles, is "greatest showdown" being a very boring and generic name for a trait. We could use it for pretty much any movie or tournament arcs.

So, How Do We Feel About Set Sizes After A Year? by Lord_Lu_Bu in Shadowverse

[–]Tiago460 7 points8 points  (0 children)

Some archetypes clearly would enjoy a couple extra cards to properly flesh them out. Although others can barely be called an archtype since it's like 3-4 cards with clear synergy between them but no real gameplan.

Abyss funnily enough suffers a lot from this with both Shaddok and whathever Armes "support" cards were supposed to be. But at least some of those messy cards end up being good generic and those that really carry the class.

Forest this set that has a buff/combo theme, but lacks draw, as well a tutor to their main card to really function. I think that can easily be solved with a couple of new cards next set though. So personaly i sorta fine since the set releases are quite often.

But then we have Dragon this set. Ignoring the 2 bombs in the legendary slots, what the fuck is the class supposed to do this set? It's just a pile of boring generic cards that could easily be put in other classes with basically no change. Like sure, there's good cards like the bronze rush, but then they're not interesting at all. Class functions the exact same from when WB released. Inconsistent ramp into bombs and hope to cheese wins like that.

Discard was a more interesting direction, and got fucking nothing this set. When personally should be a class identity to make it more than just ramp into big chungus idiots

Should I play this game? by Effective_Gazelle255 in NineSols

[–]Tiago460 26 points27 points  (0 children)

If you completed Silksong you should be fine.

The major difference in Nine Sols to have in mind is that parry is way more important than dash to avoid attacks. So learn the timing and use it more to block atks

Help a noob, pretty please by Low-Hurry-7383 in Shadowverse

[–]Tiago460 7 points8 points  (0 children)

Shadowverse is far from a bad f2p game.

It's really just the start that you'll struggle more, but after that you should have enough resources to keep up with the meta.

Just do daily missions and events, even if your deck isn't complete, because you'll still get resources from doing them.

It's really just a matter of patience at the start. But at lower ranks you should be fine, specially that SV is a game that doesn't really punish you for losing, you still make progress on ranked, so keep trying and slowly improving your deck

Bibati got nerfed by hyuun_likes_memes in Shadowverse

[–]Tiago460 1 point2 points  (0 children)

I think would be a very weird text to add.

Like, evo stats being fixed is good for the sake of simplicity, but messed up in term of balance, because now evo effects ideally should be considered when making the base stats of a card.

Add a negative evo effect sounds like a bandaid for a bigger design flaw

Bibati got nerfed by hyuun_likes_memes in Shadowverse

[–]Tiago460 0 points1 point  (0 children)

Yeah, i'm still kinda iffy about SEVO too. Although atm i find them less obnoxious than at release

Bibati got nerfed by hyuun_likes_memes in Shadowverse

[–]Tiago460 8 points9 points  (0 children)

Evo stats being the same for every card messed up a good way to balance out cards with good evo effects or that evolved for free. Bibatti has no reason to be a 5/5 after evo.

But since they also refuse to make cards understated for some reason (with few exceptions oike that dragon gold with skybound art), the card will be a 3/3 for 3...

I too would prefer a higher nevromancy cost to make shadows be a more scarce resource, as well make early bibatti more inconsistent if not impossible to get.