Might be better to leave Eagle Totem at 1.2 then, and just give Gwen a better speed on K overall.
I apologize for the topic rezâŚ
âŚBut what if the potentially legendary Yomi 3.0, nectar from the Font of Yomise, included a new universal mechanic? Parries! :o
Unofficial Rules that may be Canon Someday (Now with extra, spicy, detail!):
âParrying is a way to negate & prevent an Attack without taking any damage. (Throws cannot be Parried.) All characters can Parry. To Parry, place a card of a particular rank face-down as your combat card. In addition, place your âParryâ card face-down next to it. If your opponent combat-reveals an attack of that rank - nice stuff - you Parry it. You start the game with âParryâ and âNon-Parryâ cards that have your characterâs unique card back on them in addition to the seven cards you regularly draw. These two cards allow you to signal Parry-or-Not without outright giving it away.
If you donât wish to Parry, play your combat card face-down with the option you wish to use facing your opponent and put your âNon-Parryâ card face-down beside it.
To prevent a 3 attack from Zane, for example, Quince could preemptively counter with a 3 of his own. The suit of the 3 shouldnât matter, imo, but maybe there should be bonuses for exactsies Parries in which rank & suit match.
If you both parry, no one wins combat & your combat cards are discarded. Itâs very similar to a Dodge/Dodge situation, but itâs kind of a Build-a-Dodge Workshop!
If you successfully parry, you draw a card and the opponent gets to face-down a could-be Joker - after which you can follow-up with any single move you could normally play or a full combo, if you prefer! (And I think many will!)
If your parry isnât successful, you get to face-down a maybe Joker if further hits are possible and your opponent finishes their combo. (If your opponent won combat with a Normal Attack theyâd draw a card - as normal! ) If you parried with a 3 or something & got hit with a Super Attack thatâs an Ender and doesnât allow for Pumps (Discarding cards for extra damage.) - you just take the damage from it right then.
In addition, if you parry with an Ace - and have two other Aces to spend - you may be able to successfully predict & parry an opponentâs Three-Ace Super Attack! If you donât have enough Aces to Parry their Super but combat-revealed one anyway, itâll be like you played No-Card in combat and you take the damage immediately and your Ace is discarded. (While playing in person this might sound challenging, but I think people would get used to it. In the online version it could be more restrictive and just not let that Ace get played as a parry, because you donât have enough to back it up.)"
I think this whole Parrying thing is a very interesting mindgame unto itself, but it definitely still needs to be tuned & Iâve not tested anything about it yet! Iâm just wildly imagining possibilities! It could shake up things if characters with slower Super Attacks could instead more often use them defensively through Parrying. Obviously, hit-confirming would then have more utility, but what if they have the JokerâŚ?
Right now, I think that Jokers should win combat against Parries, but can Jokers be used to Parry anything or what? They are sometimes wild! But, I wonder what other people think about this! Are there other suggestions?
And maybe you could get a bonus by doing a âPerfect Parryâ for actually matching the same rank & suit with your Parry card instead of just the same rank? Extra combo points almost makes sense, but then thatâd mess up the purity of Onimaruâs 1 CP. wat to doâŚ?
Also, thanks again to @Cerrus for fighting against this ridic fan character I was making who had an ability to parry. It was really dumb at the time & Iâm sorry for not changing it right then.
Edit: Thanks for the critique, @Hobusu!
I was really trying to use only components Yomi already had, but it is rather awkward to signal your Parry beforehand⌠Maybe itâd be better to have âParryâ and a âNon-Parryâ cards with the characterâs standard card back on them that you start the game with in addition to the regulation seven cards. Then, if you wanted to Parry with a 2, you could play a 2 face-down with your âParryâ card. If you want to play Max Anarchy raw, then youâd face-down an Ace along with your âNon-Parryâ card. That would allow Parries to be more fully concealed, though it might be too cumbersome for someâŚ
Right now Iâm struggling to understand how this would work in actual play. If you turn your combat card a different way before the combat-reveal to signify a parry attempt, and if parries only work against attacks⌠doesnât that mean that you shouldnât ever play an attack until after youâve seen your opponent set their card down, and if itâs horizontal then you put something else down instead? Either Iâm missing something about this that would prevent this kind of interaction, or the rules need tweaked to disguise whether youâre making a parry attempt until itâs too late to change which card youâre playing.
Beyond that, Iâve read this over twice and I still donât know what happens if you parry an attack successfully.
Sorry, my phone died while I was writing my post⌠Hereâs what I propose to be the rewards/risks of Parries:
Thatâs a really good point, @Hobusu! I was thinking about this myself⌠And I was trying to use only components Yomi already had, but maybe itâd be better to have âParryâ and âNon-Parryâ cards with each characterâs unique card back on them that you start the game with in addition to the regulation seven cards. Then, if you wanted to Parry with a 2, you could play a 2 face-down with your âParryâ card. If you want to play Max Anarchy raw, then youâd face-down an Ace along with your âNon-Parryâ card. That would allow Parries to be more fully concealed, though it might be too cumbersome for someâŚ
And, like I said, I havenât tested this, but it at least seems pretty difficult to successfully parry even if the opponent isnât playing off-standard things. If, for some reason, the opponent Attacks with a 3 instead of a 2 that you expected you potentially get full-comboed. Maybe that 2 would have been better as an attack?
Anyway, this might never make sense to be added to Yomi, but I thought it could be an interesting wrinkle & wanted to share it!
If nothing else it would make for an interesting variant.
That would explain it!
If youâre adding extra components, maybe only have a single card with parry/no parry on it and you point the option youâre using toward the opponent like a normal card? Or maybe have them be like the Challenge/No Challenge mini cards in Pandante, where theyâre small enough to easily hide in your hand until a simultaneous reveal.
Yeah, it seems like a fun variant, but I donât think Iâd want it as a part of the base game. Maybe it could be used for an arena card?
Arise, ancient thread!
I had a thought regarding Gwenâs 10*, Gloriaâs Remedy.
What if it worked a bit like a reverse Bubble Shield?
That is, after triggering it (in addition to healing 6 hp) Gwen no longer takes damage from her innate. This buff goes away the next time sheâs hit by an attack or throw.
I was thinking of ways to make her better that donât streamline away the things I find interesting about her. Making 10* better seems like a good place to start, and I thought this might be a better change than just making it heal more hp.
I really like that idea
More dumb ideas, this one for Zane.
Put an ability on his ace that says: âMaximum Anarchy can only be played while you are knocked down.â
Think about it.
How about, âif Maximum Anarchy is played but doesnât hit and do damage, Zane dies?â
Well, I was trying for something that might conceivably be used.
We want a weird trickshot, not a suicidal last resort.
It only does 10 damage but both players shuffle their hands into the deck and draw 3
Thatâs actually pretty similar to something I suggested in this thread at one point, heh.
A fun thing to pair with that could be to replace Creation and Destruction with Travelersâ Tax: the opponent discards a card. You recur a card from your discard of the same rank if possible.
it does 5 chip damage so its fine. I think replacing with âif Maximum Anarchy is played, but doesnât do damage, Zane dies.â could lead to some interesting things like if you dodge into it the read on blue burst matters a ton. It also makes Wake Up Goldburst a very viable option against Zane playing âsafe Anarchyâ.
The threat of RAW anarchy is so strong that I donât think it makes Zane a ton weaker. Especially if it gets people to use Special Block/Dodge/Goldburst vs Block. Most importantly the nerf isnât super bad in the Troq matchup due to only having 8 dodges and a very valuable 9*. + Dodge Anarchy vs Troq is a pretty hard read.
If we were to go that route, Iâd like the wording to be âIf Maximum Anarchy is played, but does not deal damage or block damageâŚâ so that itâs 100% clear what the conditions are.
I meant that Zane had to win combat AND deal damage to not die from playing MA
I think JohhnyD knew what you meant, and was offering a different take on the same idea. Iâm personally not that keen on either version, but I did notice that the wording on JonnyDâs version could be made clearer.
Okay that makes sense