Yomi-O's now with 200% more fireballs (v3 wishlist)

Might be better to leave Eagle Totem at 1.2 then, and just give Gwen a better speed on K overall.

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I apologize for the topic rez…

…But 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!):

“Parrying 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 “Parry” 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 “Parry” and “Non-Parry” cards that have your character’s 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 don’t wish to Parry, play your combat card face-down with the option you wish to use facing your opponent and put your “Non-Parry” 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 shouldn’t 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. It’s very similar to a Dodge/Dodge situation, but it’s kind of a Build-a-Dodge Workshop! :gear::bear:

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 isn’t 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 they’d draw a card - as normal! :sweat_smile:) If you parried with a 3 or something & got hit with a Super Attack that’s an Ender and doesn’t 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 opponent’s Three-Ace Super Attack! If you don’t have enough Aces to Parry their Super but combat-revealed one anyway, it’ll 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 don’t 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 & I’ve not tested anything about it yet! I’m 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 Joker…? :cloud::eyes:

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! :smiley_cat::black_joker: But, I wonder what other people think about this! Are there other suggestions?

And maybe you could get a bonus by doing a “Perfect Parry” 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 that’d mess up the purity of Onimaru’s 1 CP. wat to do…? :crying_cat_face:

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 & I’m 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 it’d be better to have “Parry” and a “Non-Parry” cards with the character’s 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 “Parry” card. If you want to play Max Anarchy raw, then you’d face-down an Ace along with your “Non-Parry” card. That would allow Parries to be more fully concealed, though it might be too cumbersome for some… :scream_cat:

Right now I’m 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… doesn’t that mean that you shouldn’t ever play an attack until after you’ve seen your opponent set their card down, and if it’s horizontal then you put something else down instead? Either I’m missing something about this that would prevent this kind of interaction, or the rules need tweaked to disguise whether you’re making a parry attempt until it’s too late to change which card you’re playing.

Beyond that, I’ve read this over twice and I still don’t know what happens if you parry an attack successfully.

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Sorry, my phone died while I was writing my post… Here’s what I propose to be the rewards/risks of Parries:

That’s a really good point, @Hobusu! I was thinking about this myself… And I was trying to use only components Yomi already had, but maybe it’d be better to have “Parry” and “Non-Parry” cards with each character’s 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 “Parry” card. If you want to play Max Anarchy raw, then you’d face-down an Ace along with your “Non-Parry” card. That would allow Parries to be more fully concealed, though it might be too cumbersome for some… :scream_cat:

And, like I said, I haven’t tested this, but it at least seems pretty difficult to successfully parry even if the opponent isn’t 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!

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If nothing else it would make for an interesting variant.

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That would explain it! :smile:

If you’re adding extra components, maybe only have a single card with parry/no parry on it and you point the option you’re using toward the opponent like a normal card? Or maybe have them be like the Challenge/No Challenge mini cards in Pandante, where they’re small enough to easily hide in your hand until a simultaneous reveal.

Yeah, it seems like a fun variant, but I don’t think I’d want it as a part of the base game. Maybe it could be used for an arena card? :wink:

Arise, ancient thread!

I had a thought regarding Gwen’s 10*, Gloria’s 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 she’s hit by an attack or throw.

I was thinking of ways to make her better that don’t 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.

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I really like that idea

More dumb ideas, this one for Zane.

Put an ability on his ace that says: “Maximum Anarchy can only be played while you are knocked down.”

Think about it.

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How about, “if Maximum Anarchy is played but doesn’t hit and do damage, Zane dies?”

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Well, I was trying for something that might conceivably be used.

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We want a weird trickshot, not a suicidal last resort.

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It only does 10 damage but both players shuffle their hands into the deck and draw 3

That’s actually pretty similar to something I suggested in this thread at one point, heh.

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A fun thing to pair with that could be to replace Creation and Destruction with Travelers’ 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 “if Maximum Anarchy is played, but doesn’t do damage, Zane dies.” 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 “safe Anarchy”.

The threat of RAW anarchy is so strong that I don’t think it makes Zane a ton weaker. Especially if it gets people to use Special Block/Dodge/Goldburst vs Block. Most importantly the nerf isn’t 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, I’d like the wording to be “If Maximum Anarchy is played, but does not deal damage or block damage…” so that it’s 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. I’m personally not that keen on either version, but I did notice that the wording on JonnyD’s version could be made clearer.

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Okay that makes sense