Post by cripplerx on Feb 27, 2013 21:13:15 GMT 8
I know some of you will certainly disagree with me on this. But here's just an opinion of mine. [Pardon my long wall of text and some repeated pointer]
My first purchase of RD CCG was during Insurrextion. And yes, I bought The Crippler. Because my favorite wrestler (The Rock) back then was already being use by another friend, and we want to diversify the game with the introduction of a different wrestler. I didn't regret as I totally fall in love with his Superstar Ability (SSA) other than the fact it bores people to death with his almost endless recovery. That's how I eventually grow to love this wrestler, and decides to get Chris Benoit face card as well. Another SSA I adore. After opening a few booster packs, I got hold of Test, another SSA I absolutely love. One which I think would wreck havoc if we ever play backlash.
However, back then, we kept the game simple by excluding the backlash gameplay. It kinda make sense because back in those days, I'll probably go to the toilet or grab some drinks whenever the actual wrestling progress into commercials or backstage. When it's not in the ring, it's not interesting.
Eventually, the game progresses (or regresses) a lot from then. With the introduction of Throwback versions, it makes my previous purchases all seems very stupid. I spent 12 bucks for my 3 maintain holds, 4 bucks for Rabid Wolverine. But the Throwback version of Maintain Hold being a multi action makes my previous purchase seem a little redundant. The same goes for Rabid Wolverine TB, which is 0F and have the same ability as the original that cost 7F. How not to get pissed off? I got a choice to continue using my previous versions or be forced into buying the Throwback version of the exact same card. It's not that big of a deal, I calm myself thinking I am just suay enough to be affected when some of the uncommon/rare cards got reintroduced with throwback.
There are other cards which I bought and then got reintroduced. Half Crab (1.50 bucks ea) Boston Crab (2 bucks ea) is another example. I bought them to chain a series of manuveurs. If I have 1 half crab and 1 boston crab on my hand, I use half crab and my boston crab becomes irreversible. If I have 2 half crab, I use 1 to find a boston, and use the other half to make boston irreversible. Such a combo is restricted as I can only pack 3 of each. And the chance of pulling it off completely isn't a guaranteed. Now, there's a Throwback version of Boston Crab. But the main thing that make me ticks is the Technical series.
In the past, I had to hunt for specific cards to strengthen my deck. Buying Sleeper, Camel Clutch and Sharpshooter to find Maintain Hold. Buying Half Crab and Boston Crab to open up a series of chained manuveurs (Turn The Tide + Half Crab + Boston Crab + Kamikaze Headbutt and wait to reverse action with Surprise Dropkick before my Cripple Crossface onslaught). Using Chicken Wing or Ankle Lock with Maintain Hold for that looping recovery or the irritating discarding option that breaks my opponent down. But now, I could easily get like 12 technical crabs or a mixture of technical moves for their set up ability or manuveur ability? Besides, I can actually use it to find Great Technical Knowledge as well. Better still, I should just remove all my old arsenal of manuveurs and replace them entirely with Technical Series. Although it compliments my wrestler A LOT, it totally kills the fun part of the game. Cuz everybody is probably using the same moves and reversals. Where is the diversity?
It's not because having Technical series that dulls the game, it's the introduction of Technical, Dynamic, Chain, Volley, BASH. Those series totally make the classic movesets obsolete. Who still uses poke or slap or punch or standing headlock or wrist lock? In fact, I believe the introduction of those subsets are due to the increasingly number of players building their deck circling around reversals. I am not familiar with all the rules yet, but from what I see now. Those manuveurs are there to counter reversal centric decks. They don't counter directly, but they do it eventually. But to some players, those subsets only serves to open a can of new worms. Which is to make their older arsenal of moves a little obsolete.
The game had seen itself revolves mostly on reversals (high teens) in the past already. Now it is probably skewed towards having more reversals (high 20s to early 40s) than manuveurs + actions in a deck. And even backlash deck would have loads of reversals. Because using a manuveur could get reversed. But using a reversal is a surefire way to gain fort and make your opponent overturn (2D from elbow or 1D from rev) cards and do a discard (unsuccessful manu goes to ringside pile which is almost equivalent to a discard).
I haven't been playing RD since a long time ago, but I wouldn't be surprise if a game now finds itself having a lot of Red Cards in the beginning. And it'd probably take like 4 turns or more before anyone could even land a proper hit. Where's the fun in that?
Personally, I find the Revolution does make a lot of sense. Cuz you're suppose to wear down a body part and eventually that injury will affect the wrestler as the game progress. In the classics, you need specific cards for those effects. Unfortunately it was introduce after people got used to the classic style of RD. And then after the classic style was the Tech, Dynamic, Chain, Volley and BASH, which imho, is there to counter reversal decks. However, this means players have to be forced to get used to newer playstyles. It could have been a good thing, except they're totally rendering older cards almost useless with each new series. As such, player base just drop over and over with each releases.
It is suppose to be a game for those age 10+... However, to get competitive in the game, you gotta constantly check for their new release or risk being restricted from playing. Imagine someone bought Revo and their friends are playing classics. That poor kid can't play at all. How could this be a right direction at all?
Every series being release seems to have cards that would make the previous series obsolete. Cards that feature a major revamp or improvement, or cards that totally restrict the use of previous cards. There are even SSA that nullify set up moves if I remember correctly. If 1 card can counter another card or a few cards is being produce, I can understand. But if 1 card can counter a whole lot of cards, and they're easily being used such as those in Backlash deck, I'd say it's a bad bad move. Nobody likes a game where they can't win.
That said, I am also curious how many of you actually play RD without backlash? The RD game is already waning, only a handful are left. I am glad to have found this forum and know there are still players out there keeping the game alive. I just do not understand the need to be paying for an almost dead game. If comic image ever return to produce RD cards, and if they do not steer too far away from the classics, I'll be supporting. However, as of now, I find it a little drained to still be paying hefty prices for cards which makes the game playable at best. But not competitive enough to make it interesting.
My first purchase of RD CCG was during Insurrextion. And yes, I bought The Crippler. Because my favorite wrestler (The Rock) back then was already being use by another friend, and we want to diversify the game with the introduction of a different wrestler. I didn't regret as I totally fall in love with his Superstar Ability (SSA) other than the fact it bores people to death with his almost endless recovery. That's how I eventually grow to love this wrestler, and decides to get Chris Benoit face card as well. Another SSA I adore. After opening a few booster packs, I got hold of Test, another SSA I absolutely love. One which I think would wreck havoc if we ever play backlash.
However, back then, we kept the game simple by excluding the backlash gameplay. It kinda make sense because back in those days, I'll probably go to the toilet or grab some drinks whenever the actual wrestling progress into commercials or backstage. When it's not in the ring, it's not interesting.
Eventually, the game progresses (or regresses) a lot from then. With the introduction of Throwback versions, it makes my previous purchases all seems very stupid. I spent 12 bucks for my 3 maintain holds, 4 bucks for Rabid Wolverine. But the Throwback version of Maintain Hold being a multi action makes my previous purchase seem a little redundant. The same goes for Rabid Wolverine TB, which is 0F and have the same ability as the original that cost 7F. How not to get pissed off? I got a choice to continue using my previous versions or be forced into buying the Throwback version of the exact same card. It's not that big of a deal, I calm myself thinking I am just suay enough to be affected when some of the uncommon/rare cards got reintroduced with throwback.
There are other cards which I bought and then got reintroduced. Half Crab (1.50 bucks ea) Boston Crab (2 bucks ea) is another example. I bought them to chain a series of manuveurs. If I have 1 half crab and 1 boston crab on my hand, I use half crab and my boston crab becomes irreversible. If I have 2 half crab, I use 1 to find a boston, and use the other half to make boston irreversible. Such a combo is restricted as I can only pack 3 of each. And the chance of pulling it off completely isn't a guaranteed. Now, there's a Throwback version of Boston Crab. But the main thing that make me ticks is the Technical series.
In the past, I had to hunt for specific cards to strengthen my deck. Buying Sleeper, Camel Clutch and Sharpshooter to find Maintain Hold. Buying Half Crab and Boston Crab to open up a series of chained manuveurs (Turn The Tide + Half Crab + Boston Crab + Kamikaze Headbutt and wait to reverse action with Surprise Dropkick before my Cripple Crossface onslaught). Using Chicken Wing or Ankle Lock with Maintain Hold for that looping recovery or the irritating discarding option that breaks my opponent down. But now, I could easily get like 12 technical crabs or a mixture of technical moves for their set up ability or manuveur ability? Besides, I can actually use it to find Great Technical Knowledge as well. Better still, I should just remove all my old arsenal of manuveurs and replace them entirely with Technical Series. Although it compliments my wrestler A LOT, it totally kills the fun part of the game. Cuz everybody is probably using the same moves and reversals. Where is the diversity?
It's not because having Technical series that dulls the game, it's the introduction of Technical, Dynamic, Chain, Volley, BASH. Those series totally make the classic movesets obsolete. Who still uses poke or slap or punch or standing headlock or wrist lock? In fact, I believe the introduction of those subsets are due to the increasingly number of players building their deck circling around reversals. I am not familiar with all the rules yet, but from what I see now. Those manuveurs are there to counter reversal centric decks. They don't counter directly, but they do it eventually. But to some players, those subsets only serves to open a can of new worms. Which is to make their older arsenal of moves a little obsolete.
The game had seen itself revolves mostly on reversals (high teens) in the past already. Now it is probably skewed towards having more reversals (high 20s to early 40s) than manuveurs + actions in a deck. And even backlash deck would have loads of reversals. Because using a manuveur could get reversed. But using a reversal is a surefire way to gain fort and make your opponent overturn (2D from elbow or 1D from rev) cards and do a discard (unsuccessful manu goes to ringside pile which is almost equivalent to a discard).
I haven't been playing RD since a long time ago, but I wouldn't be surprise if a game now finds itself having a lot of Red Cards in the beginning. And it'd probably take like 4 turns or more before anyone could even land a proper hit. Where's the fun in that?
Personally, I find the Revolution does make a lot of sense. Cuz you're suppose to wear down a body part and eventually that injury will affect the wrestler as the game progress. In the classics, you need specific cards for those effects. Unfortunately it was introduce after people got used to the classic style of RD. And then after the classic style was the Tech, Dynamic, Chain, Volley and BASH, which imho, is there to counter reversal decks. However, this means players have to be forced to get used to newer playstyles. It could have been a good thing, except they're totally rendering older cards almost useless with each new series. As such, player base just drop over and over with each releases.
It is suppose to be a game for those age 10+... However, to get competitive in the game, you gotta constantly check for their new release or risk being restricted from playing. Imagine someone bought Revo and their friends are playing classics. That poor kid can't play at all. How could this be a right direction at all?
Every series being release seems to have cards that would make the previous series obsolete. Cards that feature a major revamp or improvement, or cards that totally restrict the use of previous cards. There are even SSA that nullify set up moves if I remember correctly. If 1 card can counter another card or a few cards is being produce, I can understand. But if 1 card can counter a whole lot of cards, and they're easily being used such as those in Backlash deck, I'd say it's a bad bad move. Nobody likes a game where they can't win.
That said, I am also curious how many of you actually play RD without backlash? The RD game is already waning, only a handful are left. I am glad to have found this forum and know there are still players out there keeping the game alive. I just do not understand the need to be paying for an almost dead game. If comic image ever return to produce RD cards, and if they do not steer too far away from the classics, I'll be supporting. However, as of now, I find it a little drained to still be paying hefty prices for cards which makes the game playable at best. But not competitive enough to make it interesting.