ChaosAngelGeno

Cohort
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  1. I still miss Über Psychic Shockwave...
  2. How will we know when the refund will be given? Will we be given a notice via e-mail or should I just check my NCSoft or my PayPal account in the coming days to check that my refund on Paragon Points was given?
  3. Been playing League of Legends for the last 4 days. I'm hooked. Just logged on today and read the news...

    Guess I've already found my new game.

    Later Virtue.
  4. Quote:
    Originally Posted by Freitag View Post
    Yeah, closets never have spiders in them.

    ~Freitag
    Or Cthulhu. (Yes, kids he's in there...)
  5. The Complete Divine and the Complete Champion books. More commonly known in my D&D circle as: How to Break Clerics.

    They still won't let me play a Cleric...
  6. I do think we've reached the point where PvP IO's are now attainable for those that aren't hardocre marketeers or those who've farmed them. You can check Wentworth's/Black Market and see that they're are in a price range near purple IO sets, most are less than most purples. Also converters help alleviate the problem further.

    But I also would like to see the devs do something with reputation, like making it an alternate in-game currency... providing it would no longer decay as it does now.
  7. (Edit: I changed my mind, I went Leviathan Mastery.)

    Before I finalize my build, I just wanted a second or third opinion. (And thanks again Sentry for the help.)

    Hero Plan by Mids' Hero Designer 1.96
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Dark Blast
    Secondary Power Set: Energy Manipulation
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Leviathan Mastery

    Hero Profile:
    Level 1: Dark Blast
    • (A) Apocalypse - Damage/Recharge: Level 50
    • (3) Apocalypse - Accuracy/Damage/Recharge: Level 50
    • (3) Apocalypse - Accuracy/Recharge: Level 50
    • (5) Apocalypse - Damage/Endurance: Level 50
    • (7) Apocalypse - Chance of Damage(Negative): Level 50
    • (17) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    Level 1: Power Thrust
    • (A) Hecatomb - Damage: Level 50
    • (15) Hecatomb - Damage/Recharge: Level 50
    • (31) Hecatomb - Accuracy/Damage/Recharge: Level 50
    • (31) Hecatomb - Accuracy/Recharge: Level 50
    • (36) Hecatomb - Damage/Endurance: Level 50
    Level 2: Gloom
    • (A) Gladiator's Javelin - Accuracy/Damage: Level 50
    • (11) Gladiator's Javelin - Damage/Endurance/Recharge: Level 50
    • (36) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
    • (36) Gladiator's Javelin - Accuracy/Endurance/Recharge: Level 50
    • (37) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (37) Cloud Senses - Chance for Negative Energy Damage: Level 30
    Level 4: Build Up
    • (A) Adjusted Targeting - To Hit Buff: Level 50
    • (5) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (9) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    • (17) Adjusted Targeting - Endurance/Recharge: Level 50
    • (37) Adjusted Targeting - Recharge: Level 50
    Level 6: Aim
    • (A) Adjusted Targeting - To Hit Buff: Level 50
    • (7) Adjusted Targeting - To Hit Buff/Recharge: Level 50
    • (25) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
    • (25) Adjusted Targeting - Endurance/Recharge: Level 50
    • (40) Adjusted Targeting - Recharge: Level 50
    Level 8: Moonbeam
    • (A) HamiO:Nucleolus Exposure
    • (9) Gladiator's Javelin - Accuracy/Damage: Level 50
    • (33) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
    • (34) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (34) Sting of the Manticore - Chance of Damage(Toxic): Level 50
    • (34) Superior Blaster's Wrath - Recharge/Chance for Fire Damage: Level 50
    Level 10: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (11) Recharge Reduction IO: Level 50
    Level 12: Super Speed
    • (A) Quickfoot - RunSpeed: Level 50
    • (13) Quickfoot - Endurance/RunSpeed: Level 50
    • (13) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (40) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    Level 14: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed: Level 30
    • (15) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    • (42) Karma - Knockback Protection: Level 30
    Level 16: Conserve Power
    • (A) Recharge Reduction IO: Level 50
    • (39) Recharge Reduction IO: Level 50
    Level 18: Abyssal Gaze
    • (A) HamiO:Nucleolus Exposure
    • (19) Gladiator's Javelin - Accuracy/Damage: Level 50
    • (19) Gladiator's Javelin - Accuracy/Damage/End/Rech: Level 50
    • (21) Gladiator's Javelin - Chance of Damage(Toxic): Level 50
    • (23) Unbreakable Constraint - Chance for Smashing Damage: Level 50
    • (23) Gladiator's Net - Chance of Damage(Lethal): Level 50
    Level 20: Super Jump
    • (A) Springfoot - Endurance/Jumping: Level 50
    • (21) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance: Level 50
    • (50) Blessing of the Zephyr - Knockback Reduction (4 points): Level 50
    Level 22: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 30
    • (39) Karma - Knockback Protection: Level 30
    Level 24: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff: Level 50
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance: Level 50
    • (39) Gaussian's Synchronized Fire-Control - Recharge/Endurance: Level 50
    • (40) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (46) Rectified Reticle - Increased Perception: Level 20
    Level 26: Life Drain
    • (A) Superior Blaster's Wrath - Accuracy/Damage/Recharge: Level 50
    • (27) Superior Blaster's Wrath - Accuracy/Damage/Endurance: Level 50
    • (27) Superior Blaster's Wrath - Accuracy/Damage/Endurance/Recharge: Level 50
    • (29) Touch of the Nictus - Healing: Level 50
    • (33) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration: Level 50
    • (33) Touch of the Nictus - Accuracy/Healing: Level 50
    Level 28: Power Boost
    • (A) Recharge Reduction IO: Level 50
    • (31) Recharge Reduction IO: Level 50
    Level 30: Acrobatics
    • (A) Endurance Reduction IO: Level 50
    Level 32: Stealth
    • (A) Luck of the Gambler - Recharge Speed: Level 30
    • (43) Karma - Knockback Protection: Level 30
    Level 35: Invisibility
    • (A) Luck of the Gambler - Recharge Speed: Level 30
    • (46) Karma - Knockback Protection: Level 30
    Level 38: School of Sharks
    • (A) Accuracy IO: Level 50
    Level 41: Shark Skin
    • (A) Steadfast Protection - Resistance/Endurance: Level 30
    • (42) Steadfast Protection - Resistance/+Def 3%: Level 30
    • (42) Steadfast Protection - Knockback Protection: Level 30
    • (43) Aegis - Resistance/Endurance: Level 50
    • (50) Aegis - Psionic/Status Resistance: Level 50
    Level 44: Knockout Blow
    • (A) HamiO:Nucleolus Exposure
    • (45) HamiO:Nucleolus Exposure
    • (45) HamiO:Nucleolus Exposure
    • (48) Hecatomb - Chance of Damage(Negative): Level 50
    • (45) Gladiator's Strike - Chance for Smashing Damage: Level 50
    • (46) Gladiator's Net - Chance of Damage(Lethal): Level 50
    Level 47: Boost Range
    • (A) Endurance Reduction IO: Level 50
    Level 49: Phase Shift
    • (A) Recharge Reduction IO: Level 50
    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance
    Level 1: Prestige Power Dash
    • (A) Empty
    Level 1: Prestige Power Slide
    • (A) Empty
    Level 1: Prestige Power Quick
    • (A) Empty
    Level 1: Prestige Power Rush
    • (A) Empty
    Level 1: Prestige Power Surge
    • (A) Empty
    Level 1: Sprint
    • (A) Quickfoot - Endurance/RunSpeed: Level 50
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run
    Level 2: Swift
    • (A) Run Speed IO: Level 50
    Level 2: Health
    • (A) Miracle - +Recovery: Level 40
    • (50) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    Level 2: Hurdle
    • (A) Jumping IO: Level 50
    Level 2: Stamina
    • (A) Performance Shifter - EndMod: Level 50
    • (43) Performance Shifter - EndMod/Recharge: Level 50
    • (48) Performance Shifter - EndMod/Accuracy: Level 50
    • (48) Performance Shifter - Chance for +End: Level 50
    Level 0: Portal Jockey
    Level 0: Task Force Commander
    Level 0: The Atlas Medallion
    Level 0: Freedom Phalanx Reserve
    Level 50: Pyronic Total Core Judgement
    Level 50: Reactive Radial Flawless Interface
    Level 50: Assault Radial Embodiment
    Level 50: Intuition Radial Paragon
    Level 50: Carnival Radial Superior Ally
    Level 50: Rebirth Radial Epiphany
    ------------
    ------------
    Set Bonus Totals:
    • 10.5% DamageBuff(Smashing)
    • 10.5% DamageBuff(Lethal)
    • 10.5% DamageBuff(Fire)
    • 10.5% DamageBuff(Cold)
    • 10.5% DamageBuff(Energy)
    • 10.5% DamageBuff(Negative)
    • 10.5% DamageBuff(Toxic)
    • 10.5% DamageBuff(Psionic)
    • 3% Defense(Melee)
    • 3% Defense(Smashing)
    • 3% Defense(Lethal)
    • 3% Defense(Fire)
    • 3% Defense(Cold)
    • 7.38% Defense(Energy)
    • 7.38% Defense(Negative)
    • 3% Defense(Psionic)
    • 7.06% Defense(Ranged)
    • 3% Defense(AoE)
    • 32.5% Enhancement(Range)
    • 60% Enhancement(RechargeTime)
    • 57% Enhancement(Accuracy)
    • 10% SpeedFlying
    • 167.2 HP (13.87%) HitPoints
    • 10% JumpHeight
    • 10% SpeedJumping
    • Knockback (Mag -35)
    • Knockup (Mag -35)
    • MezResist(Confused) 15%
    • MezResist(Held) 15%
    • MezResist(Immobilized) 16.1%
    • MezResist(Sleep) 15%
    • MezResist(Stunned) 15%
    • MezResist(Terrorized) 15%
    • 20% PerceptionRadius
    • 18% (0.3 End/sec) Recovery
    • 16% (0.8 HP/sec) Regeneration
    • 2.52% Resistance(Fire)
    • 2.52% Resistance(Cold)
    • 4.41% Resistance(Energy)
    • 4.41% Resistance(Negative)
    • 3% Resistance(Psionic)
    • 15% SpeedRunning
  8. If we're talking about how mezzes work against us how about also discussing a change in how mezzes would affect AV's in incarnate trials. I find mezzes are virtually useless against incarnate level AV's.
  9. Quote:
    Originally Posted by Ein_Dose View Post
    Synapse isn't much better, but at least it's trying.
    You're kidding, right?
  10. The way I play my Night Widow is much like how you would play a Claws/SR scrapper. Swipe fits nicely into my seemless attack chain of FU -> Lunge -> Strike -> Swipe. I still could have taken Poison Dart but I wanted more AoE damage so I went Mu Mastery. There really isn't a wrong way to play a Night Widow since there's several ways to do so, it all depends on your play style. I also think Gloom is also another great option for a ranged attack for DPS.
  11. Quote:
    Originally Posted by Neuronia View Post
    Cats of Ulthar are noisy around there I hear.
    I've heard that the raves that feature the Music of Erich Zann over there are legendary.
  12. He's been partying too much at the Strange High House in the Mist.
  13. Sounds like an Ascension-type card game.
  14. Use Cardiac if you plan on running lots of toggles, otherwise Musculature.
  15. I'm still not convinced with Inner Will, I think it needs a rework. I watched the video, but I'm scratching my head. If functions as a heal and a power boost like effect what benefit does the +special serve after I've already use my heal power? Wouldn't it make more sense for it to simply be power boost so you can get the benefit of a larger heal? Wouldn't be nicer be able to increase the duration of your mez powers at full health? It just seems counter-productive to me. I don't think as it currently stands makes a good use as panic button power.
  16. Quote:
    Originally Posted by MajorDecoy View Post
    It's a blaster power set. Are you high?
    Last I checked blasters use melee attacks.
  17. I haven't seen the powers yet, but here's my first impression.

    Quote:
    Originally Posted by enderbean View Post
    These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:

    Martial Combat (blaster secondary)
    •Chi Push (repel followed by knockback (cool new animation)
    •Storm Kick (melee)
    •Dragon Kick (melee)
    •Dragon's Tail (PBAoE melee)
    •Burst of Speed (AoE self TP)
    •Reach for the Limit (Build up auto power—Chance for +dam and +To Hit on every power)
    •Reaction Time (toggle—+absorb over time, +recovery, -move on enemy; 10 seconds of +speed on toggle off)
    •Inner Will (self heal and mez break—only useable under 50% end or health or when mezzed)
    •Throw Sand (cone foe stun)
    - Chi Push. KB sounds bad for a melee-based set. I know you have a new animation, but Web Grenade would have been fine.
    - I honestly would like to see some variety in the attacks. Three kicks looks boring, how about Cobra Strike?
    - Dragon's Tail as your PBAoE? Great.
    - Reach for the Limit, Burst of Speed, Reaction Time sound good. I'd like to see a +Regen or +Defense component is Reaction Time or a temporary +Defense boost for a period of time for using Burst of Speed.
    - Inner Will if published as is, sounds like a power to skip. I don't want a power that has a conditional usage. Powers like those need to really wow me or have larger benefits like Vengeance. I'd rather use Aid Self or have another attack.
    - Throw Sand = Touch of Fear. (Oh look...skip.)
    -I'd like to see Eagle's Claw as the T9 attack. To match the other T9's the other secondaries have and it looks sexy to use.

    So something like this:

    T1: Web Grenade
    T2: Storm Kick
    T3: Cobra Strike
    T4: Dragon's Tail
    T5: Reach for the Limit
    T6: ???
    T7: Reaction Time
    T8: Burst of Speed
    T9: Eagle's Claw


    Quote:
    Originally Posted by enderbean View Post
    Martial Assault (secondary for Dominators)
    •Shuriken Throw (has a new animation)
    •Thunder Kick (melee—MA port)
    •Trick Shot (chain power—shuriken bounces between targets)
    •Spin Kick (front facing cone like the incarnate power without the teleport)
    •Envenomed Blades (build up power; adds toxic damage to all attacks for a time)
    •Dragon's Tail (PBAoE melee)
    •Caltrops
    •Masterful Throw (snipe; chance for DoT damage)
    •Explosive Shuriken (single target with chance for splash DoT)
    - Shuriken and Thunder Kick. Ok. Maybe Storm Kick instead?
    - Trick Shot. Why not Dart Burst? or a throwing knives effect? Something to break the chain of kicks and shuriken.
    - Spin Kick. Too many kicks...Cobra Strike.
    - Envenom Blades. Nice.
    - Dragon's Tail. Good.
    - Caltrops. YES.
    - Masterful Throw...it's seems unimaginative. Again I'd like to see more melee. Eagles Claw.
    - Explosive Shuriken. OK. Matches your close range, high damage T9's.

    So something like this:

    T1: Shuriken
    T2: Thunder Kick (or) Storm Kick (whichever looks cooler)
    T3: Dart Burst (Kunai Knives or Throwing Knives would look cool)
    T4: Cobra Strike
    T5: Envenom Blades
    T6: Dragon's Tail
    T7: Caltrops
    T8: Eagle's Claw
    T9: Explosive Shuriken

    Notice it's similar to Thorny Assault's powers.
  18. Damn, my hands ARE tiny...will you hold my Double Cheeseburger for me?
  19. What do we know about Energize for /Nrg Blasters? Does it heal? Is it enhanceable?
  20. Quote:
    Originally Posted by The_Cheeseman View Post
    Yes, the Magic tournament scene is dominated by meta-gaming, but WoTC has stated that their primary goal is to make sure that individual decks do not dominate the format. They don't always succeed, but they do their best.
    So...unless Wizards does it's job, Standard might be a healthy format?

    Quote:
    Originally Posted by The_Cheeseman View Post
    Standard is a rotating format, so only the two most recent blocks are legal for play, which rather eliminates power creep as an issue.
    No it doesn't. Cards may change, but there is always be chase rares and now mythic rares that cost the most and dominate the format. Then when those cards rotate out, they lose their value in favor of new content. That is power creep according to the definition in the video. A loss of playability in favor of new content.

    Quote:
    Originally Posted by The_Cheeseman View Post
    Modern is an eternal format, with every block after Mirrodin being legal and no rotation. That format has a very heathy metagame right now, with many viable decks. Currently, Legacy also has a variety of decks to choose from, with no clear winner among them. Many of those Legacy decks have been contenders for over a decade, showing little effect of power creep.
    Modern is dying format that no one plays. It was a last ditch effort from Wizards to create something for the Extended format players who were angry when Wizards destroyed that format with faster rotation cycles. Wizards failed. Now the only viable options are Standard or Legacy. And Legacy is even more broken than Standard. Meanwhile, Vintage is expensive, and barely anyone plays it these days. There is not one single healthy format! Despite whatever the Wizards and anyone who writes about Standard will tell you...one deck...does not...make a healthy format. When more than half the field is Delver, can you honestly say it's a healthy format!?!

    Quote:
    Originally Posted by The_Cheeseman View Post
    Cards from Alpha have been broken since Alpha was released, it didn't take any newer cards to break them. The entire Power Nine are banned in every format except Vintage, and rightly so. Even the slightly less abusive cards like Sol Ring and the Dual Lands tend to show up in literally every deck that can play them. Then you have other game breakers from early sets, stuff like Mana Drain, Necropotence, and Survival of the Fittest (and that isn't even talking about Urza block). Those cards are just broken, by themselves. You can look as hard as you like, and you will not find recent cards at similar power levels, because WotC has gotten better at their jobs, and doesn't (usually) print stuff like that anymore. Of course they occasionally make mistakes, but they're human and that will happen.
    So because nothing because nothing matches the power of nine restricted card, in dead format have been printed, there's no power creep in this game? That's your argument?

    Quote:
    Originally Posted by The_Cheeseman View Post
    Mythic rares have actually had the effect of lowering the prices of normal rares on the secondary market. According to most of the research I have read, the overall price of a top-tier Standard deck, when adjusted for inflation, really hasn't changed all that much. The difference is that the cost is consolidated more into a smaller set of cards (mythic rares). So rather than buying a bunch of rares for $10-$25 each, you buy a some rares for $5-$10 each, and a few mythics for $25-$50. I agree that mythics cost way too much, but that is the secondary market, which WotC has no control over, and from which they derive no profits. Also, keep in mind that Magic has gotten a LOT more popular over the past 5 years or so, which means that prices for popular cards will be higher.
    An argument often posed from people who sell cards a business. I've heard Ben Bleiweiss from StarCityGames make the same point as well as other writer whom he pays to write on his website make the same claim. So I question the source of the argument. But C'mon... 1 and 2 dollar rares are that price, because no one plays them in Standard. And the reason why cards the cost the way they do is because Wizards offers no other legitimate option for constructed play other than Standard!

    Quote:
    Originally Posted by The_Cheeseman View Post
    Overall, though, I don't see any Mythic rares that are more powerful than the broken rares of yesteryear, they're mostly just undercosted creatures. The minority of mythics do tend to show up heavily in Standard play, but that's true for any card that is good, regardless of its rarity. Heck, in Standard right now, there is a top-tier deck based around a common, just because it happens to work particularly well with the strategy.
    Jace, the Mind Sculptor, Baneslayer Angel, Griselbrand, Batterskull, Sword of War and Peace, Sword of Feast and Famine, All is Dust, Blightsteel Colossus, Progenitus, Bonfire of the Damned, Huntmaster of the Fells, Iona, Shield of Emeria, Jin-Gitaxias, Core Augur, Karn Liberated, Kozilek, Butcher of Truth, Liliana of the Veil, Linvala, Keeper of Silence, Mindbreak Trap, Mox Opal, Temporal Mastery, Tezzeret, Agent of Bolas, Ulamog, the Infinite Gyre, Vengevine, Wurmcoil Engine, Elesh Norn, Grand Cenobite, Emrakul, the Aeons Torn.

    All of the these were printed recently. All of which you needed to have an answer for. If you didn't, you lose. Never in history of this game has there been a multitude of cards printed in such a small window of time that these cards shook the formats in which they were played and not just in tournament settings. Power crept into into the basic styles of "Johnny" type Magic players. I can't walk ten feet without running into a 10 year old who asks, "Do you have an Enrakul?" The casual game suffers because of Mythic rares.

    I honestly wish it were five years ago, when there wasn't this broken crap running rampant in the game.
  21. Quote:
    Originally Posted by The_Cheeseman View Post
    I can assure you, I am familiar with the entirety of Magic's history, and more than capable of making judgments based on the span of multiple blocks. I just don't agree that Magic suffers from power creep. I think they make fewer obviously terrible and worthless cards these days, but they also manage to produce far fewer broken, overpowered cards that warp entire tournament formats. Basically, most of the cards produced these days are at least playable, and most are actually good in the right situations, as opposed to the more "Jekyl and Hyde" feeling older sets, which were full of total garbage that hid the occasional game-breaking bomb.

    I don't see that as power creep, for the same reason Arcanaville doesn't see the Incarnate system as power creep: it didn't obsolete anything. The most powerful and expensive cards in Magic are all still from the first set: Alpha. The majority of the most powerful and dangerous decks in Vintage are based around old cards. Heck, they even created an entirely new tournament format, Modern, just to exclude the broken old cards that made play balance too challenging. Newer sets are better balanced, but for the most part, they merely allow additional options, without making old stuff any less valuable (except in specific cases such as newer creature cards, as I mentioned previously).

    I personally think that including an outside example like Magic makes for a more interesting discussion of power creep, but if people want to stick specifically to CoH, I totally understand and will stop.
    (Mods feel free to jump in if I get too far off topic.)

    I'll first start off by saying I do not believe Magic is a balanced game at the tournament level. In my experience one deck usually dominates for a period of time, then sets rotate out in favor of the most newly printed cards and cycle repeats. I can only recall a few times where there was a diverse field of archetypes in an tournament settings of the past. I remember years by decks Rebels, U/G Madness, Psychatog, Tinker, Astral Slide, Affinity, Faeries, Caw-Blade, Delver. Nothing changes only the deck.

    The deck to play.

    New mechanics come they often breed new thing not previously done in the past. But Wizards fails to test how they cause non-interactivity, balance issues, or weaken the viablity of older cards. Examples like Storm, Infect, Hexproof, Equipment and Phyrexian mana are examples overpowered abilities that weaken contemporary strategies. Storm...its something players wish Wizards would just dis-invent. It creates non-interactive games where you play a bunch of spells ending with the card with the Storm mechanic...and then the opponent loses. Infect effectively cuts your opponent's starting life total in half where creatures with Infect deal damage in posion counters. Ten poison counters is lethal, a far cry from the poison counter effect from way back in the day dealing one poison counter at a time. Creatures with the Hexproof mechanic make creatures with Shroud mechanic obsolete. Equipment cards are far better than Auras. Phyrexian mana breaks the color pie allowing any deck no matter what color they use, to use cards with Phyrexian mana in their costs. The "best" deck is usually the deck that finds the most synergy with the newest mechanic than the rest of the decks in the field. You see this deck in multiples of the top 8's of tournament reports and they become copied and played by everyone else. This how it goes.

    While Wizards does have the power to ban cards deemed too strong for the metagame in an effort to breed diversity, they have taken this act very often in recent memory across several formats not just Standard. You've also mentioned the Modern format. How many cards were banned after the first professional Modern format tournament, hmm? And those broken cards you are alluding to from Alpha were indeed strong, but here's the thing: They did not become broken until years later when the "modern" game developed. The faster, non-interactive games of Type 1/Vintage only developed when cards like Tolarian Academy, Yangmoth's Bargain, Goblin Welder, Oath of Druids, and Tendrils of Agony existed to break those cards you allude to. Cards that were printed years after the ones in Alpha were printed.

    This is the part where design fails to breed diversity, and that why I don't believe balance truly exists in the game. But in fairness Wizards cannot truly fix older eternal formats with such large card pools to build from so I can only fault them for Standard, Modern, and Extended (a format that is practically dead).

    This does prove however that new cards do make old ones better, not outdating them as you say, but overall Magic being balanced? I disagree. Diversity to me is the better sign of balance. Having options other than, "Play this deck" or "meta against it" don't breed healthy formats. But where does the game fall victim to power creep? Go back to 2008.

    For those that do not know, Mythic Rares are rarer than Rares in booster packs. You are guaranteed a Rare in every pack, but Mythics only appear at ratio of 8:1 in booster packs. Many mythic rares are so strong that they defined tournament metagames. While not all Mythics are good or even playable, but some do break the game. They are far stronger than what is or what was legal to play in tournament format settings depending on the format.

    Standard used to be and affordable format to play. There were only a few chase rares to get and the average price of a competetive deck for Standard was far less that what they cost today. Not that is game was ever cheap to play, a hundred or two would get you there, nowadays five hundred dollars...easy. A year or two ago, one deck was over a grand. This what Mythic Rares have done to the game. They've elevated the cost to play and inadvertingly raised the price of the normal rares, even commons can cost a dollar each and uncommons can cost over five. Inflation, inflation, inflation as far the eye can see...and it all began to happen when they started making Mythic Rares. Since Magic is a collectible game and thus it is subject to secondary markets...they are very expensive, which makes the packs more valuable. What Wizards did was find a way to generate more cash and inadvertingly inflate the secondary market that surrounds the game increasing the value of the better cards.

    This is power creep.

    An inability to break into a format and be sucessful due the constraints of money and a lack power in card availibility. I have a full time job, with the normal bills and payments we all face. I could not afford to play Standard if I wanted to. Cards in the Standard and even the Modern format eventually rotate out, reducing the value of most of the cards overtime. Why would I invest in a format where 90% of the cards I invest in lose value, unless the get reprinted (knowledge I wont have until later...) B) The immediate expense. I could just buy the cards I need, but then you are buying power and an advantage over those who cannot afford them or who aren't lucky enough to open them in their packs.

    If they had not added a new rarity of cards. This would all be a mute point, then the money factor would not be strong. There wouldn't be such a disparity in power due to the cost/value of the more powerful cards.

    The only comparison that I can make between Magic and CoH would be Mythic Rares in Magic and Incarnate Powers in CoH. Compared to CoH, design-wise some of Magic's Mythic Rares are creatures and spells that are at an Incarnate level-like strength. They do absurd things in a game. Give me a deck with the right Mythics against one without and I have a large advantage. It would be similar to running non-incarnate story arcs or missions with them, they just aren't as challenging.

    (Example: Griselbrand compared to Yawgmoth's Bargain. Take a broken enchantment that net's you large amounts of card advantage at the cost of your own life points, then, make it a creature, give it wings, lifelink, a 7/7 power and toughness, and that Mythic rare status.)

    I will stipulate not all Mythic Rares break the game, just the really good ones. (The one's you see one every tournament report, if you follow Magic)

    The video specifically stated the Standard format, which is where I strongly disagree. I don't think there is a single format for Paper Magic (at least that I've played) where Magic is no affected by power creep. Magic's: Duel of the Planeswalkers online card game might have been the better choice to describe a game where power creep isn't a factor.
  22. Quote:
    Originally Posted by The_Cheeseman View Post
    I have also been playing Magic for about 16 years, and I have to vehemently disagree with your appraisal. There are aspects of Magic which have grown in power, but that has mostly been a re-balancing of the game's mechanisms, not straight power creep. As an example, creature cards tend to be a lot more powerful in modern sets, because early in the game's life, creatures were relatively weak and had little effect on the outcome of matches. On the other hand, many types of non-creature spells, specifically counter-magic and fast-mana, have been significantly reduced in power in recent years. This has lead to games being more focused on interactive elements such as creature combat, rather than one-sided permission control or turn 1 auto-win combo decks.

    As somebody who does a LOT of research regarding games (INTP personality, I tend to spend more time reading about games than actually playing them) I have a great deal of genuine respect for the team at Wizards of the Coast. They really know what they're doing.

    As for City of Heroes, I also think this game has done very well combating power creep, at least compared to most other MMOs I have played (UO, EQ, EQ2, FF11). I think the core virtues that set CoH apart are the sheer volume of power choices--which allows for many varied approaches to each combat encounter--and focus on replayability.

    Even though, as Arcanaville has pointed out, CoH's reward structure does rely almost entirely on killing MOBs, it is also one of the most open-ended MMOs I have experienced when it comes to the actual means of achieving that goal. Many games, such as the Everquest franchise, restrict each character to filling one of four basic roles: tank, healer, DPS, and support. While CoH obviously does include those roles, it is much less reliant on them, and allows far more freedom to blur the lines. You don't need a healer, or even a tank, if your buffs/debuffs or controls are strong enough. The content in CoH doesn't force you to build your teams in a specific, predetermined fashion, allowing people to get more creative with their character choices and making it so even less-optimal builds can still be fun and useful.

    Since there are so many possible fun and useful builds, it's a good thing that CoH focuses heavily on playing multiple characters through content designed to be repeated. While some may see the lack of depth available for individual character advancement in CoH as a flaw, it undeniably has advantages as implemented. It is true that a seasoned MMO vet could easily acquire every mechanically-relevant advancement option on any given character within a month or so, a far cry from the years of possible development characters in games such as EQ2 would provide. However, by not requiring such a massive investment on any given character, players are more likely to create new ones and experiment without feeling like the opportunity cost to their "main" is overly severe.

    So, essentially, CoH avoids the deadly effects of power creep that runs rampant in the more "traditional" MMOs by providing more variety in viable playstyles, while simultaneously encouraging starting new characters. While EQ2 (for example) is stuck in an endless spiral of ever-worsening mudflation and content obsolescence due to the need to continually provide avenues of advancement for 8-year-old characters, CoH isn't afraid to say,
    "Okay, you're done. Play again?"
    I'm sure you and I can go into a long discussion about modern Magic, it's game balance, interactivity, it's power creep (or lack of) but this isn't the place to do so per forum rules. I don't want to go off on a long rant about another game. But in terms of the subject of power creep, look at the current block of cards, then go back another block, and then another, and another, and what I see is steady increase in power as you move forward to today. Magic is too big to look at in terms of set to set, you have to look at it in terms of block to block or year to year.
  23. I remember reading your previous project Organica, I look forward to this one as well.