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Saikyo Cardfighter R
Fan-Cards Are Just Power Fantasies
Saikyo wouldn’t have a problem with cards designed by fans
if they weren’t just masturbating over flashy finishers.
I am of the mind that trying to argue with anyone on a
subject that they demonstrably know more about than you is
futile and more often than not going to be intellectually
dishonest. You wouldn’t argue with a professional
photographer over lighting, because odds are she’ll shoot
your arguments down in fucking flames. Unless you design
websites for others and are bound to the whims of retards,
in which case I would not blame you if you decided to call
it fucking quits. On that note, fan-designed cards.
I have only ever met like one person who regularly designed
cards and most of the time, it was simply because they liked
an idea but couldn’t ignore a fundamental flaw. Funny thing
is two of those cards actually got turned into real shit,
just under a different name (I do not believe they are
related but if someone on that forum is a Bushiroad spy that
would be awesome!). But most importantly, they weren’t just
fan-wanks designed to fulfil some idiot power fantasy; they
were made to help whatever they were supposed to go.
It usually starts when I come across a blog post, usually on
the Cardfight!! Vanguard wikia (the second largest gathering
of morons apart from the Vanguard Pojo forums. I’m sorry, I
love you guys really but it’s true) making up cards of their
own, and then inviting people to post fan-cards themselves.
Some are sensible, but most are just horrifying to watch.
But whatever, let’s assume I was called to judge these as
part of a contest or something. How would I deal with such
things?
Well first, as soon as I can get over the appalling grammar
on what is in front of me, I go reviewer-mode and look at
whatever skills they have. Most of the time, the skills are
stupid OP because of an extremely fundamental lack of
understanding of how a card ought to be properly costed.
Whenever a card is presented in front of me I break down
every skill in potential output in an average scenario.
That’s the main reason I (initially) declared Primavera as
shit in a shiny ribbon: her timing is frankly appalling.
People with no experience on what makes a card balanced tend
to basically mess up the timing of their skills (such as not
stating a rest, then lock clause for fan-designed Reverse
units that activate on attack) or just simply going beyond
the normal output for whatever cost you pay.
I would consider CB1 for a +1 to be a decent card; in fact
that’s basically what Bushiroad are basically doing with
their cost-ratios nowadays. For a large bulk of fan-cards I
see however, they tend to have skills that provide far more
than that when you break them down. Usually the cost is
something they consider to be high such as CB2 and a -2 in
some way, but then they immediately balls it up by providing
a skill that washes in advantage and then provides one of
the most bullshit finishers ever seen in Vanguard. Yes,
sometimes even worse than a re-stand. A re-stand without
context, usually, such as a G-Unit that doesn’t -1 in Drive
Check. Which is fuck dumb without a cost of -4 or
thereabouts owing to soft advantage of more trigger chance
forcing more guard.
Basically, if I were to declare a fan-card to be good, it
has to basically match my notion of cost-to-output ratio
that is the precedent of existing cards, and also, if it is
archetype specific, address a flaw that it has without
suddenly pushing it into ridiculous territory. Or if not
that, just make it relatively simple, since you’d be
surprised at what you can do with a small reward. People who
design these overpowered crap buckets tend to default to
Grade 3s or G-Units. A minor Grade 2 or something would be
something I’d rather look at if it means not having to watch
whatever stupidly flashy and ass-destroyingly powerful
finisher looks like, for those who actually APRECIATE
Vanguard as a game of wits.
It’s stuff like this that leaves me with little patience for
anyone who wishes to speculate on the skills of cards that
have been announced but their skills are not confirmed
anywhere. Whatever people usually come up with, it tends to
be boringly overpowered or nowhere near what anyone was
initially expecting. I cannot of course stop people from
posting shit, but I’m just saying it wouldn’t kill you guys
to research your game and make something that’s actually not
game-breaking. I don’t give a shit if you must overcost it
as a result. Just don’t make it an excuse to fan-wank over
something boring/terrible/already pretty crazy.
In case you’re wondering, this is basically me saying that
being a reviewer for Vanguard cards is actually pretty
piss-easy once you know how to compare outcome to cost.
Incidentally, why not email the boss and join us? Nanya
needs a friend and I need someone to vent my frustrations
on.
P.S
I know that as a card reviewer, I automatically default to
an initial opinion of it, unless I actually HAVE play-tested
the cards and know that they are either gods among cards, or
just a crock of shit. So having said that, I’ll re-review
some cards having re-read their skills again to correlate
with a few oversights.
It’s probably going to change nothing at all.
1.
Flower Princess of Spring’s Beginning, Primavera
Okay, at first, I thought it was pick two rear-guards to
clone one lane. I didn’t realise that it was cloning a lane
twice, so it could revive two rear-guard columns to attack
with. The more you know. Unfortunately, most of what I said
about her still holds true. Admittedly this can now mean it
can actually plus you even with a full board, but I’m still
not fucking paying CB3 for a crap Lambrose that only
generates a +1. Not to mention that if you’ve cloned your
way to a good board already it renders the skill sort of
redundant, especially if your clone targets are already out
of the deck because of all the other cards. I therefore give
her a .5 higher score: Not entirely shit but still not worth
the effort most of the time unless you need to push and
you’re actually desperate.
2.
Phantom Blaster Dragon
So this guy can unflip three damage and not two as I
thought. That’s literally it, though. I mean, it doesn’t
change a whole lot in the end, does it. You’re still losing
out if you want to use Phantom Blaster Overlord’s skill yet
lack 3 open damage initially. And I’m willing to bet that
save for something like new Macha you’re not going to have
anything that eats Counterblast that quickly before it’s
Break Ride time. And not being able to use the soul for
anything else is still a big minus to it.
There. You may now submit your desire to be a card reviewer
to the boss. I could do with a laugh.
Recommend a way for me to change my sales pitch at
saikyocardfighter@outlook.com
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