Dkrone said:“I don’t like using it so no one should be able to”? Come on, you can build winning decks without it.
Dkrone said:All of this talk about how it hurts the game and everyone uses it is junk. All I hear is “I’m losing games waaah”, so what.
Dkrone said:Don’t act like you guys are all about the purity of the game, you want to win every game and it bothers you when you don’t.
Dkrone said:The real issue that needs to be addressed is the crashes. That does actually impact everyone.
Theros said: Why not nerf lags and freezes instead? What about the screw ups Octagon has made to the gameI'm sorry but card balance is the least of my worries.
Theros said: There is no evidence that bsz offers competitive advantage to either Greg or the user for that matter. it doesn't even offer competitive advantage in events unlike Cycling which guarantied secondaries.Come to think it, all my loses from totps this week were not from bsz but prism array, unwalden hydra, rishkar and GR.
Theros said: In before mirror and killer instinct join the need to nerf list. It's just a matter of time since the set is relatively new. I'm not saying they OP, but scarier than bsz.
Gilesclone said: Days undoing gives half the mana. And it’s a very powerful card.
arNero said: My primary reason for supporting a nerf to BSZ is probably explainable by dragging Baral into this mess.Okay, I do understand that Baral is a mere mythic whyle BSZ is a masterpiece, but aside from that, the gist is the same: Those cards, even when played by a supposedly stupid AI, still have a disturbingly high chance of setting off infinite chains resulting in a very dead player (both from having -129 life and from having to sit through the LPS fuse), and in particular, this is regardless of how well or poorly the player plays 90% of the match. Those cards (and many of its kin) have reduced the game into a roulette game hoping you can get enough cascade to win on turn 1 (sometimes literally) or you get OTKed. There is no more strategy. There is no more planning. There is only speed.
starfall said: wereotter said:Especially considering how poorly the game balances other issues such as card power level I'm very surprised to hear you say this given you voted 'no' on the poll.
wereotter said:Especially considering how poorly the game balances other issues such as card power level
Theros said: There some interesting data I found about people who voted YES and NO despite the vote being 50/50.People who voted YES have:Total Points: 14603Total posts: 13921Total Badges: 267People that voted NO have"Total points: 3348Total posts: 4138Total Badges: 176This is interesting, people that voted NO have the least stats by a large margin.This is beautiful. If I had time, I could add date joined, number of likes and insights, number of visits to get some charts.
wereotter said: starfall said: wereotter said:Especially considering how poorly the game balances other issues such as card power level I'm very surprised to hear you say this given you voted 'no' on the poll. Some cards are indeed overly powerful. Blue Sun's Zenith in a vacuum is one of them, but in the greater context of cards in this game, you can't just point to that one, and ignore all the others. There needs to be a full overhaul of the power level of cards in this game if they want things to be more balanced. They also need to address the lack of disadvantage in playing a three color planeswalker versus a mono colored one. For starters, I think Sarkhan shouldn't be allowed to play any cards outside of his color identity, like Trostani or Bedevil, ditto Bolas for Razia or Journey to Eternity. Also I think three color planeswalkers should have, at level 60, -2 on their off colors for mana gains, and only +2 for their on color.But I digress....Revamp all the over powered cards and reassess all planeswlkers skills, mana bonuses, and health totals, and I'll get on board with including Blue Sun's Zenith in that group. Leave all the other cards as-is, and I saw leave this one too.
ZW2007- said: The easiest way to start rebalancing all overpowered cards is to start with the most overpowered card. Once upon a time it was Omniscience, which needed to be nerfed and never was. Now it is BSZ which needs to be nerfed and won't be. I've owned both for a very long time and advocated for Omni to be nerfed a very long time ago.Pointing to bugs and saying we shouldn't discuss game balance is nonsense. That's like saying WotC needs to solve the issue of foil cards warping before they bother with balancing a new set. Different guys do different jobs. I highly doubt that the person in charge of game design is the same person that is building code and fixing bugs.The existence of this card isn't a threat to me, it makes my enjoyment of the game lower because it is boring to jam the same shell into every single deck I make. The goal is to win games, which I typically do. The best way to ensure I continue winning games is to continue using the most broken cards I own. In events where rewards or losses are meaningless, I run more fun and experimental decks. In the competitive weekend coalition events, I stick to boring BSZ combo monstrosities that just win. Hardly the exciting game play I want for a game I love (to hate).
wereotter said: ZW2007- said: The easiest way to start rebalancing all overpowered cards is to start with the most overpowered card. Once upon a time it was Omniscience, which needed to be nerfed and never was. Now it is BSZ which needs to be nerfed and won't be. I've owned both for a very long time and advocated for Omni to be nerfed a very long time ago.Pointing to bugs and saying we shouldn't discuss game balance is nonsense. That's like saying WotC needs to solve the issue of foil cards warping before they bother with balancing a new set. Different guys do different jobs. I highly doubt that the person in charge of game design is the same person that is building code and fixing bugs.The existence of this card isn't a threat to me, it makes my enjoyment of the game lower because it is boring to jam the same shell into every single deck I make. The goal is to win games, which I typically do. The best way to ensure I continue winning games is to continue using the most broken cards I own. In events where rewards or losses are meaningless, I run more fun and experimental decks. In the competitive weekend coalition events, I stick to boring BSZ combo monstrosities that just win. Hardly the exciting game play I want for a game I love (to hate). I speak from owning both, and I would say Blue Sun's Zenith is hardly the most powerful card in the game. I'd put that at Killer Instinct. I can play BSZ and it gives me a lot of advantage, but that's all. On the other hand, I never have lost a game after getting Killer Instinct in play.Also I find it interesting you support nerfing it because you think it's boring... and from what I'm reading, because you aren't willing to do anything different or creative in events, and just do "stuff my deck full of all the monstrosities" Changing Blue Sun's Zenith won't change your issues if that's how you play as once this is lower in power level, then I would expect you to just play whatever is the next most powerful, and then new threads will pop up calling for those to be nerfed too.If we do the cards one at a time, we're just going to be playing whack-a-mole with these cards. There needs to be a large-scale adjustment of cards rather than one at a time.
Mburn7 said: wereotter said: ZW2007- said: The easiest way to start rebalancing all overpowered cards is to start with the most overpowered card. Once upon a time it was Omniscience, which needed to be nerfed and never was. Now it is BSZ which needs to be nerfed and won't be. I've owned both for a very long time and advocated for Omni to be nerfed a very long time ago.Pointing to bugs and saying we shouldn't discuss game balance is nonsense. That's like saying WotC needs to solve the issue of foil cards warping before they bother with balancing a new set. Different guys do different jobs. I highly doubt that the person in charge of game design is the same person that is building code and fixing bugs.The existence of this card isn't a threat to me, it makes my enjoyment of the game lower because it is boring to jam the same shell into every single deck I make. The goal is to win games, which I typically do. The best way to ensure I continue winning games is to continue using the most broken cards I own. In events where rewards or losses are meaningless, I run more fun and experimental decks. In the competitive weekend coalition events, I stick to boring BSZ combo monstrosities that just win. Hardly the exciting game play I want for a game I love (to hate). I speak from owning both, and I would say Blue Sun's Zenith is hardly the most powerful card in the game. I'd put that at Killer Instinct. I can play BSZ and it gives me a lot of advantage, but that's all. On the other hand, I never have lost a game after getting Killer Instinct in play.Also I find it interesting you support nerfing it because you think it's boring... and from what I'm reading, because you aren't willing to do anything different or creative in events, and just do "stuff my deck full of all the monstrosities" Changing Blue Sun's Zenith won't change your issues if that's how you play as once this is lower in power level, then I would expect you to just play whatever is the next most powerful, and then new threads will pop up calling for those to be nerfed too.If we do the cards one at a time, we're just going to be playing whack-a-mole with these cards. There needs to be a large-scale adjustment of cards rather than one at a time. Hmm, I don't find Killer Instinct nearly as powerful as BSZ, since it can't infinitely loop and ends up a net negative on your board (since it kills a creature the turn you play it, and then goes 1 for 1 every turn after that). It is still extremely powerful (and slightly bugged to be even better), but its not on the same level as BSZ, at least not in Standard.
Naru is the most broken card in standard now. One card loop!!
wereotter said: Mburn7 said: wereotter said: ZW2007- said: The easiest way to start rebalancing all overpowered cards is to start with the most overpowered card. Once upon a time it was Omniscience, which needed to be nerfed and never was. Now it is BSZ which needs to be nerfed and won't be. I've owned both for a very long time and advocated for Omni to be nerfed a very long time ago.Pointing to bugs and saying we shouldn't discuss game balance is nonsense. That's like saying WotC needs to solve the issue of foil cards warping before they bother with balancing a new set. Different guys do different jobs. I highly doubt that the person in charge of game design is the same person that is building code and fixing bugs.The existence of this card isn't a threat to me, it makes my enjoyment of the game lower because it is boring to jam the same shell into every single deck I make. The goal is to win games, which I typically do. The best way to ensure I continue winning games is to continue using the most broken cards I own. In events where rewards or losses are meaningless, I run more fun and experimental decks. In the competitive weekend coalition events, I stick to boring BSZ combo monstrosities that just win. Hardly the exciting game play I want for a game I love (to hate). I speak from owning both, and I would say Blue Sun's Zenith is hardly the most powerful card in the game. I'd put that at Killer Instinct. I can play BSZ and it gives me a lot of advantage, but that's all. On the other hand, I never have lost a game after getting Killer Instinct in play.Also I find it interesting you support nerfing it because you think it's boring... and from what I'm reading, because you aren't willing to do anything different or creative in events, and just do "stuff my deck full of all the monstrosities" Changing Blue Sun's Zenith won't change your issues if that's how you play as once this is lower in power level, then I would expect you to just play whatever is the next most powerful, and then new threads will pop up calling for those to be nerfed too.If we do the cards one at a time, we're just going to be playing whack-a-mole with these cards. There needs to be a large-scale adjustment of cards rather than one at a time. Hmm, I don't find Killer Instinct nearly as powerful as BSZ, since it can't infinitely loop and ends up a net negative on your board (since it kills a creature the turn you play it, and then goes 1 for 1 every turn after that). It is still extremely powerful (and slightly bugged to be even better), but its not on the same level as BSZ, at least not in Standard. Play it right, and you'll end up ahead on creatures, being able to cheat out really high cost creatures for free every turn and end up with massive power in just a turn or two. Perhaps is how I'm playing them, but I don't have a deck set up that loops Blue Sun's Zenith, just use it in a red-blue wizards deck where everything in it costs 12 mana or less, then have to hope to find another copy wither when I cast it or hopefully within a couple turns...