Look, I really like Solforge. No, I really do. So you should probably just ignore this post.
But in the interest of typing out my thoughts: Solforge is utterly broken and imbalanced. There is a two deck meta. It is Steelforged Avatar decks or Nekrium/Tempys burn decks. I'm not even sure if these are the best titles for the decks.
In the case of N/T burn decks the power comes from the Flameshaper Savant and it's ability to toss out ridiculous amounts of direct damage from every card that gets played. Throw in cards like Master of Elements and Spark that allow for extra cards to be played each turn and it's trivial, at best, to win a long string of games against any other decks.
Well, except for Steelforged Avatar decks which are powered by, yep you guessed it, Steelforged Avatar. The Avatar cycle is very simple: X Avatar gains plus health and attack equal to the number of same-faction cards in hand. This is perfectly acceptable until you take into consideration that the Steelforged Avatar is the Alloyin faction's avatar. The same Alloyin faction that happens to feature Ghox, Metamind Paragon and the free to play after level 2 Energy Surge which means you can roll out 30/30 bad asses for the same cost paid by any other deck for a horribly, not even fucking close, equivalent cost in cards and investment over the course of the game.
Throw in Alloyin's dominant control cards like Energy Prison and Metasculpt or even more insane, the out of play card leveling cards such as Technosmith and you very quickly can see how insane a Steelforged Avatar deck can get with just the Alloyin cards. Throw in a splash of Chrogias and BOOM.
So whats at the root of the problem here? Is it deck synergy winning out in a small card pool? This would make sense as both Steelforged Avatar and Flameshaper Savants are part of their respective cycles and happen to be the only avatar and savant that gel perfectly with the current cards in game. Yet, I can't really seem to convince myself this is the case. It just feels like something else is amiss.
Tonight I think I've hit on the underlying issue. It's actually mechanics combined with the way these cards are built. Solforge does not have resources such as lands in Magic the Gathering or mana in Hearthstone. Regardless of the power level of the cards being played, a Solforge player gets to play two cards per turn. This means the cards that are chosen to be played need to always be high-value, best of cards because there is no "cost difference" between playing a level 1 Swampmoss Lurker and a level 3 Chrogias. With the limitation for playing cards being only the number of cards that get played, then it is only obvious that the few cards that give "extra" plays are thus going to be the most powerful and empower the most powerful combos.
Steelforged Avatar doesn't break Solforge, but the likes of Ghox and Energy Surge do. Both give draw advantage in a game where the player's deck infinitely recycles itself with stronger and stronger versions of cards. Steelforged Avatars almost always have the right card to play and a hell of a bomb to drop at any time in the Steelforged Avatar that benefits from Alloyin cards in hand.
Flameshaper Savant doesn't break Solforge, but the likes of Master of Elements and Spark do. Both give additional plays which in turn trigger additional direct damage hits from Flameshaper. Since Flameshaper's ability can hit the player it only takes a couple in play to quickly burn down any opponent.
So the question and debate that needs to be had for Solforge is whether or not cards that give power through extra plays can exist in the game without fundamentally breaking the game by being the dominant strategy. Right now, I can't even tell you the last time I faced a Uterra deck, let alone the last time I played a game that didn't feature Steelforged Avatar or Flameshaper. This is not good to have such a stale metagame this early in the game's life, especially one that feels like it is stale because of flawed mechanics which can only get worse the more and more cards that are released to be abused by these flaws.
Tuesday, December 03, 2013
Friday, November 29, 2013
Black Friday Gaming Deals 2013
Video Game Deals
Amazon.com video game deals (limited quantity, new deals cycling on all day/weekend)
Some of my personal picks:
EVE Online The Second Decade collector's edition (price reduced starting at 4:10p PST today)
Starcraft 2 Heart of the Swarm (price reduced starting at 8:10p PST today)
For those of you with Skylander-obsessed kids: buy 2, get 1 free Skylanders SWAP force characters
Steam Autumn Sale
General Steam sale rules:
1. Don't buy a game until the last day of the sale unless it is on a daily sale
2. Flash sales are often repeated
3. Don't hesitate to buy a daily deal as the available keys can run out
4. The best deals are usually repeated the last day of the sale
Board Game Deals
Amazon.com still has their buy one, get one half off deal for board games. See my previous post on the sales and my recommendations.
Target also has buy one, get one half off on their board games (slightly different selection than Amazon).
Cool Stuff Inc is running some good deals on board, card, and miniature games.\
Miniature Market started their sale yesterday and had some really great deals (like Netrunner data packs for $7), but it appears a ton of their stock is sold out already.
Amazon.com video game deals (limited quantity, new deals cycling on all day/weekend)
Some of my personal picks:
EVE Online The Second Decade collector's edition (price reduced starting at 4:10p PST today)
Starcraft 2 Heart of the Swarm (price reduced starting at 8:10p PST today)
For those of you with Skylander-obsessed kids: buy 2, get 1 free Skylanders SWAP force characters
Steam Autumn Sale
General Steam sale rules:
1. Don't buy a game until the last day of the sale unless it is on a daily sale
2. Flash sales are often repeated
3. Don't hesitate to buy a daily deal as the available keys can run out
4. The best deals are usually repeated the last day of the sale
Board Game Deals
Amazon.com still has their buy one, get one half off deal for board games. See my previous post on the sales and my recommendations.
Target also has buy one, get one half off on their board games (slightly different selection than Amazon).
Cool Stuff Inc is running some good deals on board, card, and miniature games.\
Miniature Market started their sale yesterday and had some really great deals (like Netrunner data packs for $7), but it appears a ton of their stock is sold out already.
Thursday, November 28, 2013
Wednesday, November 27, 2013
Android: Netrunner is an amazing game
I am a huge fan of card games (one of my favorites of all time being The Spoils TCG). I've played Magic the Gathering on and off since the 1990s in both physical and digital forms. I've tended to prefer board games with cards more than those with dice. There is just something soothing about holding a hand of cards and battling wits with an opponent. Android: Netrunner itches all the recesses of my mind and is one of the most amazing card games I have ever played.
First, this is not your 1990s Netrunner; I am here to talk about Fantasy Flight Games re-release and reworking of Netrunner under the title Android: Netrunner. Aside from theme, borrowed names, and a few core mechanics (corp vs runner), the two games can be separated from each other. For all intents and purposes when I am referring to Netrunner, I am referring to Android: Netrunner.
The core of Netrunner themed by a runner hacking the servers of a big corporation. This is brought to the game mat through asymmetrical game play where one player plays the role of runner and the other player plays the role of corporation. The corporation figures out ways of protecting their valuable servers via cards known as ICE while the runner figures out ways to break through that ICE (via icebreakers) to loot and plunder the wonderful rewards within. Alongside the main icebreaker vs ICE there is a slew of card types that have immediate or triggered effects. Cards are played through the use of "clicks" and paid for via the payment of "credits". The end goal is to collect 7 agenda points; which are scored after being advanced by the corporation or stolen by the runner via various means. An alternate victory condition is for the corporation to be run out of cards or for the runner to be dealt more damage than they have cards in hand (known as flat-lining).
What really sets Netrunner apart, in my opinion, is the play of the corporation. The corporation primarily plays their cards face down to the game table. Playing a card is know as installing. ICE is installed face down in front of servers to protect them from "runs" (aka hacking attempts). Agendas, assets, and upgrades are installed face down in the servers themselves. The cards remain face down, generally, until the runner attempts to access them (either through a run or card effect). ICE and most assets and upgrades have a "rez" cost that the corporation must pay to flip the card face up and reap its benefits.
The corporation is not forced into "rezzing" a card leading to a critical aspect of the game: bluffing. The potential for the corporation to bluff a runner is there and many a Netrunner game has been lost to a bad decision. At the same time, just like in Poker, a bluff is still only hiding an end result that can be broken down to a mathematical probability. A good runner is going to be able to look at their cards in hand and in play and know when the odds are in their favor. Between experienced players, bluffing does not play as big of a role as it does for new players learning the game, but the simple fact of having a bluff as a physical representation (face down cards) on the board is an amazing piece of the puzzle for this game.
By description it would seem that the game is tilted towards the corporation player, but that is anything but the truth. The game, in my experience, slightly favors the runner as the idea of playing offensively is more natural and the defensive nature of the corporation is something harder to learn and execute. The runner could always stumble into victory while the corporation will only find victory through appropriate planning.
The runner also has advantages in their favor, first being that they receive 4 clicks per turn to the 3 clicks of the corporation's turn (the corporation is allowed to draw a card for free every turn though as a compromise). Clicks are actions that can be taken during a turn. Secondly, the runner can "trash" corporation cards for a set cost after accessing them which allows the runner to really negatively impact the corporations play. Lastly, the runner does not need to spend actions each turn advancing agendas to score the related points. The runner simply needs to access an agenda played by the corporation to steal it and thus receive it's allocated agenda points towards their victory total (7 are needed to win).
The one big drawback to the runner is that their hand of cards is their life total in the game. Run out of cards and take one more damage and the game is over, victory going to the corporation regardless of the state of agenda points scored. This is a great mechanic which forces the runner to hold back cards and again opens up the bluff mechanic between the two sides. Could the corporation player be holding a card that will do one meat damage and thus bring the game to an end if the runner chooses to end the turn with zero cards in hand?
To further cement Netrunner as an amazing game it also allows deckbuilding via a living card game (LCG) model. LCGs, contrary to booster-pack games such as MtG, release sets of cards on a regular basis. In each set is a complete play set of every card in that release. There is no rarity or chase cards to worry about. If a player wants to play a deck, all they need to do is buy the appropriate "data packs" that contain the cards they want. Gone are the days of having 50 copies of that single common card while having only 1 of the rare. In Netrunner all a player will ever need is sold in each data pack release. Data packs average in cost about $10 to $15 and are released about every 3 months. There is phenomenal value in the LCG model and at the end of the day the core set is plenty to start out with and try some of the deckbuilding without having to invest anything else.
Now there are a couple areas I think the game could improve. First of all, the card layout and use of symbols needs work. It is hard, at first, to differentiate cards or determine values such as influence for use in deckbuilding. The card design appears to be artistic in nature more than driven by the need to present information. This makes for some stunning visuals on cards, but can lead to some agonizing card pile searches looking for a card of a certain faction or value that is not easily visible. Secondly, some of the terms used to describe aspects of the game are a bit hard to grasp at first. For example: the runner's hand is known as their grip, but the corporations hand is known as the HQ. While players adjust to these terms after playing the game, I am not sure what, if anything, is gained by calling a players hand (just one example) by another name.
Over all, Netrunner is a phenomenal game and quickly is rocketing up my chart of favorite card games. It is not for everyone, but for the core gamer out there seeking a challenging and competitive card game there is nothing finer than Netrunner currently. Add in the LCG model and it is friendly to the wallet. If you are interested in the game, the core set is currently on sale for $29 on Amazon.
First, this is not your 1990s Netrunner; I am here to talk about Fantasy Flight Games re-release and reworking of Netrunner under the title Android: Netrunner. Aside from theme, borrowed names, and a few core mechanics (corp vs runner), the two games can be separated from each other. For all intents and purposes when I am referring to Netrunner, I am referring to Android: Netrunner.
The core of Netrunner themed by a runner hacking the servers of a big corporation. This is brought to the game mat through asymmetrical game play where one player plays the role of runner and the other player plays the role of corporation. The corporation figures out ways of protecting their valuable servers via cards known as ICE while the runner figures out ways to break through that ICE (via icebreakers) to loot and plunder the wonderful rewards within. Alongside the main icebreaker vs ICE there is a slew of card types that have immediate or triggered effects. Cards are played through the use of "clicks" and paid for via the payment of "credits". The end goal is to collect 7 agenda points; which are scored after being advanced by the corporation or stolen by the runner via various means. An alternate victory condition is for the corporation to be run out of cards or for the runner to be dealt more damage than they have cards in hand (known as flat-lining).
What really sets Netrunner apart, in my opinion, is the play of the corporation. The corporation primarily plays their cards face down to the game table. Playing a card is know as installing. ICE is installed face down in front of servers to protect them from "runs" (aka hacking attempts). Agendas, assets, and upgrades are installed face down in the servers themselves. The cards remain face down, generally, until the runner attempts to access them (either through a run or card effect). ICE and most assets and upgrades have a "rez" cost that the corporation must pay to flip the card face up and reap its benefits.
The corporation is not forced into "rezzing" a card leading to a critical aspect of the game: bluffing. The potential for the corporation to bluff a runner is there and many a Netrunner game has been lost to a bad decision. At the same time, just like in Poker, a bluff is still only hiding an end result that can be broken down to a mathematical probability. A good runner is going to be able to look at their cards in hand and in play and know when the odds are in their favor. Between experienced players, bluffing does not play as big of a role as it does for new players learning the game, but the simple fact of having a bluff as a physical representation (face down cards) on the board is an amazing piece of the puzzle for this game.
By description it would seem that the game is tilted towards the corporation player, but that is anything but the truth. The game, in my experience, slightly favors the runner as the idea of playing offensively is more natural and the defensive nature of the corporation is something harder to learn and execute. The runner could always stumble into victory while the corporation will only find victory through appropriate planning.
The runner also has advantages in their favor, first being that they receive 4 clicks per turn to the 3 clicks of the corporation's turn (the corporation is allowed to draw a card for free every turn though as a compromise). Clicks are actions that can be taken during a turn. Secondly, the runner can "trash" corporation cards for a set cost after accessing them which allows the runner to really negatively impact the corporations play. Lastly, the runner does not need to spend actions each turn advancing agendas to score the related points. The runner simply needs to access an agenda played by the corporation to steal it and thus receive it's allocated agenda points towards their victory total (7 are needed to win).
The one big drawback to the runner is that their hand of cards is their life total in the game. Run out of cards and take one more damage and the game is over, victory going to the corporation regardless of the state of agenda points scored. This is a great mechanic which forces the runner to hold back cards and again opens up the bluff mechanic between the two sides. Could the corporation player be holding a card that will do one meat damage and thus bring the game to an end if the runner chooses to end the turn with zero cards in hand?
To further cement Netrunner as an amazing game it also allows deckbuilding via a living card game (LCG) model. LCGs, contrary to booster-pack games such as MtG, release sets of cards on a regular basis. In each set is a complete play set of every card in that release. There is no rarity or chase cards to worry about. If a player wants to play a deck, all they need to do is buy the appropriate "data packs" that contain the cards they want. Gone are the days of having 50 copies of that single common card while having only 1 of the rare. In Netrunner all a player will ever need is sold in each data pack release. Data packs average in cost about $10 to $15 and are released about every 3 months. There is phenomenal value in the LCG model and at the end of the day the core set is plenty to start out with and try some of the deckbuilding without having to invest anything else.
Now there are a couple areas I think the game could improve. First of all, the card layout and use of symbols needs work. It is hard, at first, to differentiate cards or determine values such as influence for use in deckbuilding. The card design appears to be artistic in nature more than driven by the need to present information. This makes for some stunning visuals on cards, but can lead to some agonizing card pile searches looking for a card of a certain faction or value that is not easily visible. Secondly, some of the terms used to describe aspects of the game are a bit hard to grasp at first. For example: the runner's hand is known as their grip, but the corporations hand is known as the HQ. While players adjust to these terms after playing the game, I am not sure what, if anything, is gained by calling a players hand (just one example) by another name.
Over all, Netrunner is a phenomenal game and quickly is rocketing up my chart of favorite card games. It is not for everyone, but for the core gamer out there seeking a challenging and competitive card game there is nothing finer than Netrunner currently. Add in the LCG model and it is friendly to the wallet. If you are interested in the game, the core set is currently on sale for $29 on Amazon.
Monday, November 25, 2013
Board Games: Buy one, get one 50% off
Amazon.com is running an amazing pre-Black Friday deal on dozens of popular board games: buy one and get one half off.
There are some great games on sale. Here are a few of my picks for games worth getting.
Ticket to Ride
Blokus
The Resistance
Castle Panic
The Settlers of Catan
Munchkin
Dixit Journey
Apples to Apples
There are also some add on packs (aka DLC of the board game world) for some popular games:
Munchkin Zombies 2 Armed and Dangerous
Munchkin 7 Cheat With Both Hands
Munchkin Clerical Errors
Battles Of Westeros: Wardens Of The North
Tannhauser Single Figure Packs: Gorgei
There are some great games on sale. Here are a few of my picks for games worth getting.
Ticket to Ride
Blokus
The Resistance
Castle Panic
The Settlers of Catan
Munchkin
Dixit Journey
Apples to Apples
There are also some add on packs (aka DLC of the board game world) for some popular games:
Munchkin Zombies 2 Armed and Dangerous
Munchkin 7 Cheat With Both Hands
Munchkin Clerical Errors
Battles Of Westeros: Wardens Of The North
Tannhauser Single Figure Packs: Gorgei
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