Author Topic: Danmaku!! Let me AX you a question  (Read 228818 times)

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #480 on: April 07, 2015, 10:58:47 PM »
Would there happen to be print and play version of the unstable version? I'd like to try this out but in a physical setting with my friends and all.

I'm just -mostly- sure of all the rule changes after looking through the cards, but I can redirect more questions to you as always, right?

I'm doing something for a friend right now so I can't make pdfs but I have the individual card files.  If you can print a 3x3 grid they should work just as well.

danmaku.mysteryparfait.com/download/danmaku-unstable-327.zip

How to use the new Roles: Pull the roles that have a number less than or equal to the number of players you have. Put these roles into 4 face down piles based on color, and draw the appropriate number of roles for each color.

Example 5 player game:

Pull out:
Gold - Heroine
Green - Partner x 2, and EX Midboss
Red - Stage Boss x 3, Anti-Heroine, Final Boss, and Challenger
Blue - EX Boss and Phantom Boss

In a 5 player game you have 1 Gold, 1 Green, 2 Red, and 1 Blue role. So you would randomly draw from each of those piles to get the roles you will play with.

Clarifications:
Draw 2 for defeating a role unless it says otherwise.
Blue Roles may reveal on their turn.
The True Phantom Boss may ignore incidents effects at will.
« Last Edit: April 07, 2015, 11:05:31 PM by Moogs Parfait »

NekoNekoRex

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #481 on: April 08, 2015, 07:20:39 AM »
I think I should apologize for nitpicking earlier when I didn't understand what I was really nitpicking over, I thought it was a literal coinflip. I actually do like the whole seasons mechanic on the cards, actually.
Kilga is this right; like is this person seriously the player, and it's not some alias or something that's designed to be deliberately obfuscating? NekoNekoRex. Who the hell is that :C   ~Poya Aaaa (Serela), Bunny Must Die Mafia

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #482 on: April 08, 2015, 05:05:28 PM »
Sorry for snapping at you.  I get a lot of knee-jerk criticism from the "no rng ever" crowd and I lost my patience, doesn't make it right to take it out on you.

commandercool

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #483 on: April 09, 2015, 04:18:00 PM »
My opinion on RNG in the past has always been "the faster the game is, the more RNG it's allowed to have". Bang! and by extension Danmaku! are relatively long games typically, more because of the social dynamic than any actual mechanical reasons.

That said, the RNG in them is not very high, relatively. Card draw is a thing, but there are a lot of all of the important cards and the powerful one-ofs have to be played visibly, which means the social dynamics balance them (play an artifact and watch everyone gang up).

The cards with actual RNG mechanics outside of card draw are fairly weak and rare, so they don't matter too much. Lily White is the worst offender, but she creates so many wacky outcomes and stories that everyone loves her and she has to stay.
I made a PADHerder. It's probably out of date though.

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #484 on: April 09, 2015, 11:23:02 PM »
Aww, that was really heart warming to see you guys make up like that.  :)

I think the discussion about the false dichotomy of Casual/Hardcore and Danmaku!!'s place on the depth/complexity spectrum IS important, and I'd like to have that discussion once I've processed the thoughts of friends & acquaintances on the matter.

For the moment I want to post something more trite that I gave my word to provide, and that's a tier listing of the unstable version of Danmaku on Steam. I would like to start that this is entirely my opinion from hosting this version twice weekly for a couple of months now, and while I may have some experience with gaming (Touhou, MtG, excetra) I am by no mean an expert on the matter, nor am I the perceptive of it of people I know, BUT I feel like some good can come of this experience and so I present to you: dem teirs.

A forward, I'm going to reference concepts such as 'card advantage' and virtual 'cards' while I can't really do those concepts justice myself, there is plenty or reading material out there on the subject (for example: http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg/daily/lo/286)

You can find the character images here: (http://i.imgur.com/jebVhkk.jpg)

Tier 0, Insane (Extremely Powerful): Eirin Yagokoro

Tier 1, VERY Good (Powerful abilities that can get even better): Reimu, Reisen, Remilia, Sakuya, Youmu

Tier 2 (Solid, get a lot more powerful with luck): Alice, Keine, Patchouli, Tenshi, Satori

Tier 2.5 (Oddballs): Aya, Meiling

Tier 3 (Luck Dependent): Byakuren, Cirno, Marisa, Nitori, Sanae, Yukari,

Tier 4 (Weak, very situational abilities and/or lack of synergy between abilities): Futo, Suika, Yuuka

Tier 5 (Does very little): Miko, Utsuho

   Eirin: While her passive isn't all that impressive, her Spell Card's ability to turn 4 cards into 7 is card advantage alchemy bordering madness, coupled with an ally and you've got a duo that can easily face 3 opponents. [That's Spiritual Attack/Bomb + 3 random cards -> 1 Shoot (the attack) + 3 Life (each takes 1 card from an opponent to remove & nets you a card from swing draw)]

   Reimu: Her passive allows you to get damage through very easily, add a power or stopwatch and you have some nasty damage output that put players down quick when you want to. Add on a Spell Card that gives you control over what you're most afraid of (Shoots, Bombs, 1-Ups, & Tempest are all solid options, Graze doesn't help you as much, but can allow an ally next in turn order to finish one or 2 players off), and you've got yourself a powerhouse.

   Reisen: Her passive can often generate a free 'card' which is really nice. Her Spell Card is a huge turn around, (If you consider the average spell card to be 3 'cards', then a successful copy is deny an opponent 3 cards and generating 3 for yourself, which is nuts, but more conditional than you might assume, please consider the card advantage less if you're forced to discard these cards due to being unable to play them, or if you're canceling cards that would be used against an opponent.) though due to it's reaction speed it can be played around to an extent, but this has the advantage of being a nice deterrent for using Spell Cards against you.

   Remilia: Her passive and Spell Card do not respect range, which is huge (and is why Yukari is much lower). Her passive generates some great card advantage and works quite well as an intimidation factor (each graze replaces itself and denies resources from your opponent, that's a 2 for 1, PLUS you can get even more from having a Supernatural Border). Her Spell Card is ends players, respects nothing (range, avoidance, & cancels) and can often net you an opportunistic kill, generating loot (another 2 cards!). Probably the best of this bunch.

   Sakuya: +2 Danmaku/Round is very powerful (artifact level even) and lets you dish out damage quickly, your biggest restriction being range at that point, which is easy enough to get around (Power, Mini-Hakkero, Laser Shot, Melee), if you're lucky enough to draw a Stopwatch you can often kill a player on your own with a deluge of Danmaku. Her Spell Card looks situational, but due to the nature of the game and your passive, if they're unable to use all their attacks you usually come out ahead in any damage race.

   Youmu: "Yo dog we put a shoot in your shoot so you could wreck face while you wreck face" Yes you need 2 targets, so she may not shine as brightly as a Stage boss, but if she's one of the many roles with multiple obvious enemies, they need to watch out, because it doesn't take much for her to lay on the hurt. Her Spell Card is just more damage, hell the infinite range is just icing off of the cake of wrecking your enemies, it doens't take much for Youmu to put out 6 damage in 1 turn (Spiritual Attack/Bomb + Shoot + Power/Melee/Stopwatch)

   Alice: Being able to build up power & hold onto your Supernatural Border through damage is really nice, but leaves you a great target for Borrow & Seal Away. Basically Alice gets better the longer players leaver her alone, however her Spell Card has the tendency to annoy players and attract aggro, and since it's non targeted it's harder to politic with it, though in the late game it can dish out some nice hits.

   Keine: For a passive that's easily forgotten, card selection is no joke in Danmaku, and when it's remembered it's quite good, maybe not as good as generating free cards, but good. Her Spell Card on the other hand gives her an unprecedented amount of control over the game, stopping inopportune tempests, 1-Up uses and action Spell Cards with a damage on top of it is great value, and can often stop tide turners

   Patchouli: A large hand is powerful & intimidating. Patchouli needs to time her major plays before Tempests to really keep ahead, as a smaller hand can be blown past by characters  who can generate card advantage. Her Spell Card is IMO standard fare, a grimoire (Sutra Scroll in older versions) stapled onto a shoot for 3 'cards'. With only 2 1-Ups (Beer in older versions) in the deck she's not particularly busted, but if you play with 3 or 4 she becomes much more powerful as she has the ability to draw into them more easily than most other characters.

   Tenshi: Like Patchouli Tenshi draws a lot of cards, and like Patchouli this can be intimidating to other players. Unlike Patchouli she doesn't have as strong of an early game, though her Spell Card is substantially better (Chalenge + Grimoire, avoids graze/border/distance even if you fail you take cards from them & draw 2 more!). Also like Patchouli she gets a lot better the more 1-Ups are in the deck, as she also can draw into them, and then draw even more cards!

   Satori: The best Spell Card in the game, but it's more situational than you might think, largely due to currently being unable to use defeated character's Spell Cards, so as the game goes on you will have less & less options. Her passive is situationally useful (Seeing if Remilia or Yukari have grazes in hand, and being able to out a player unable to defend themselves), but unfortunately it's also easily forgotten.

   Aya: Highly dependent on having Danmaku cards. Luckily this is the most common type of card in the deck (32/80) unluckily without them she does very little. Canceling Laser Shots and Reimu's Shoots is quite good, plus her Spell Card has the effect of being a draw 2 or better 2/3rds of the time. What makes her slightly awkward it that your offensive resource is the same as your primary defensive resource, each shoot spent attacking someone is a potential life point saved for yourself or your ally, and these decisions can make a substantial difference.

   Meiling: I'm Biased, 1st she's my fav Touhou, 2nd I really like her wonky playstyle. Speaking of Such skipping a turn to draw 2 more cards is not as bad as it sounds. Early game it gives you card selection while staying out of the political intrigue, late game it allows you to gain card advantage AND dodge incidents that can be potentially deadly (Fairies & Trees). Her Spell Card kind of Synergizes with her passive, allowing you to attack when you're turn has been skipped, ignoring range. However, you can often end up discarding due to already filling your hand to max, or being unable to finish someone off on your turn because your bomb is reactive. Play Meiling smart and you will do well.

   Byakuren: Like Aya you need Danamaku, unlike Aya you need to know your target and wait for them to attack while still having other means of protecting yourself if they attack you. Her Spell Card is powerful especially the range, but due to the prevalence of cards & Spell Cards that ignore range (Laser Shot, Melee, Last Word, and to a lesser extent Mini-Hakkero for example) poping it does not make her as safe as she used to be.

   Cirno: Funny passive, though just because the person you target is 2 distance from you doesn't mean they can't get revenge relatively easily. Her Spell Card is good, denying someone both 2 cards and the ability to play actions & items before they discard from Swing draw or tempest is powerful, but players tend to HATE skipping turns, so don't be surprised if you are murdered quickly solely for picking Cirno. Also she's the most common target of Capture Spell Card, freezing her so she doesn't freeze others.

   Marisa: Man that passive looks good, and it is... when you get through, when they have an item left after they discard a power-up. It's not impossible to get your hands on items through her passive but it's harder than it looks. Her Spell Card does have synergy in this regard, though it's almost surprising how the players with items to lose are much more willing to expend cancels or grazes on your attacks over others.

   Nitori: Main distance isn't what it used to be, not that she's bad, especially since you can't have both focuses, so your max distance is +3 (passive, focus, stopwatch), though she faces the same problem as Byakuren in that regard. Her Spell Card is situaltionally very useful but lacks the power of characters higher up on this list.

   Sanae: Giving cards to allies is big game, and preventing swing draw or the person after you from getting really good cards isn't bad either, there's some synergy with Lilly White and SWR incidents too. Her Spell card is this all or nothing role of the dice that sometimes gets grazed, sometimes does 1 damage and sometimes just kills someone (look for people with cards in hand that haven't had a power/stopwatch for 2+ turns). The only problem her is that none of her abilities can reliably give YOU card advantage, so it's best to make friends, & quick.

   Yukari: Another graze focused character, but Yukari is range dependent, which is a big deal when the players wailing on you are out of range due to items/positioning/abilities. ON the plus side your passive is a good deterrent for the players next to you, often wanting to be (temporary) friends on the bad side this may make it so you don't have any good targets for your passive. Her Spell Card takes a card from hand, which is best right after a tempest, when players haven't played their best cards yet, otherwise you often net another graze. Lastly her Spell Card also respects range so make sure to hold onto a way to extend it.

   Futo: Her passive isn't bad but requires that you've built up a board presence unmolested (that means dodging Borrows, Seal Aways & Worldy Desires as you can do nothing about those) which is a lot easier said than done. Her Spell Card can be very good IF you've got an ally whose hand is comparatively low, as you can't switch your own sometimes the hand switching effect doesn't do much of anything.

   Suika: Her passive is fair (2 cards for 2 cards), especially since you have the option of discarding items in play, the problem is this is only good when you would otherwise need to discard, which is rare outside of the early game (where you often have max life anyways). Empty hands lead to taking damage and losing your life again, though this effect is useful against life loss incidents like Lilly White & the tree. Her Spell Card has 3 modes, everyone is in range, everyone is out of range (barring Mini-Hakkero), and everyone with less range bonus than you is boned. Personally I favor the later, as putting everyone out of range means you can't attack with the card, and isn't going to give you enough time to heal up. Putting everyone in range can work but it can also backfire spectacularly.

   Yuuka: Wow she looks so much better at 1st glance than she is. Her passive looks great, and is... when you actually can hit someone (like Marisa easier said than done, especially when they're more careful of you). Her biggest problem is her Spell Card works against her passive (Tempest + Shoot). Any extra cards drawn before your Spell Card Activation get discarded, and the attack from the spell card and her subsequent attacks have to get through her opponents fresh hands! Though if you can get your hands on a Sutra-Scroll that's living the dream, just don't expect to hold onto it.

   Miko: So the thing about Miko's ability is you can only get your free Spell Card activation once all card & ability effects have resolved, no playing a Voile as your last card, no activation during tempest, you need a legitimately empty hand, the problem being is that her Spell Card is not very good ([new] Party + Shoot) means everyone gets a card, everyone knows what your only card is, and you have to give a card to the player your attacking (Graze to block it, a shoot to hit you back with, or something even better). If you have more enemies than allies (which is usually) then you're actually generating card DISADVNATAGE whenever you play her spell card. Consider playing Miko's current incarnation Lunatic Mode.

  Utsuho: She looks like she does things, but she really doesn't. I've noticed that in all the time that Overdrive has come and gone through the games I've played I can count the times people have paid life for their spell card on 1 hand, and that's for Spell Cards that are a LOT better than Utusho's. IMO Utusho's Spell Card is worth 1.5 'cards' (1/2 of the 3 average I mentioned earlier) it's worth 1 card if grazed/canceled and 2 cards if it hits or grazed by a different player. In the best case scenario you can pay a life in place of a Spiritual Attack/Bomb (1/10th of the deck) to finish someone off, but often in damage race situations you won't have the life to pay OR their hands are full enough that a graze is likely.

In conclusion I'm not saying the game isn't fun or that perfect balance is the ultimate goal or anything concrete like that, just that some characters lead to a better time than others. I hope this information is useful to you Danmakers new and old.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #485 on: April 10, 2015, 02:28:05 AM »
Well, after writing a lot and adding some points to Zhelot's (admitteldy great) analysis, my post got eaten by my Browser. Oh joy.
I'll try to write most of my points again, although I'll keep myself short(er) this time.

   Eirin: While her passive isn't all that impressive, her Spell Card's ability to turn 4 cards into 7 is card advantage alchemy bordering madness, coupled with an ally and you've got a duo that can easily face 3 opponents. [That's Spiritual Attack/Bomb + 3 random cards -> 1 Shoot (the attack) + 3 Life (each takes 1 card from an opponent to remove & nets you a card from swing draw)]
Completely agreeing here, but you still shouldn't underestimate the power of Eirin's passive. Although it would be limited to certain roles (Partner) or situations, being able to defend someone else from dying is nothing to sneeze at. (Especially if her Spell Card actually worked together with that passive).

   Sakuya: +2 Danmaku/Round is very powerful (artifact level even) and lets you dish out damage quickly, your biggest restriction being range at that point, which is easy enough to get around (Power, Mini-Hakkero, Laser Shot, Melee), if you're lucky enough to draw a Stopwatch you can often kill a player on your own with a deluge of Danmaku. Her Spell Card looks situational, but due to the nature of the game and your passive, if they're unable to use all their attacks you usually come out ahead in any damage race.
One big problem with Sakuya though is that you need the Danmaku to be effective. If you can't get any more Danmaku cards after a (first) bloodbath, you will likely find yourself to be the target of a lot of angry people. And you Spell Card can only safe you so much, especially since any reaction type Spell Card can be countered with another Bomb.
Sill, Sakukya is definitely one of the better characters.

   Youmu: [...] she may not shine as brightly as a Stage boss, [...]
Well, she can still target any player she suspects to be the Partner in that case. ^^

   Alice: Being able to build up power & hold onto your Supernatural Border through damage is really nice, but leaves you a great target for Borrow & Seal Away. Basically Alice gets better the longer players leaver her alone, however her Spell Card has the tendency to annoy players and attract aggro, and since it's non targeted it's harder to politic with it, though in the late game it can dish out some nice hits.
Personally, I think Alice is only really good as the Heroine, as otherwise, people just tend to take away her Items because they are afraid of what she will do with them. And since Alice's Spell Card can be really easily avoided, as Danmaku cards are so common, her Spell Card really lacks some killing power, making her weaker than you might think.
I'd actually rank her lower than Byakuren and Yukari, since those two, while also situational, can at least turn around a situation with their passives, while Alice can't really do that (as easily) IMO.
I think there was another point I had, but I forget. ^^;

   Patchouli: A large hand is powerful & intimidating. [...]
Which sadly makes Patchouli mostly really great at the beginning of the game and after Tempests. However, with more people in the game, since the deck is reshuffled so often, it makes fiklling her hand via Tempests rather easy, but the less people there are, the worse Patchouli becomes, until in the late game, when there are barely cards in your hand anyway, Patchouli becomes an average character. But at least it's fairly easy to get into the late game with her.

   Tenshi: Like Patchouli Tenshi draws a lot of cards, and like Patchouli this can be intimidating to other players. [...]
It's kind of funny how Tenshi is almost the exact opposite of Patchouli, as Tenshi becomes stronger during the late game. Since she gets 2 cards for being hit, she tends to have a fuller hand than most other characters, and with her Spell card, she can almost guaranteed damage someone in the end game, when hand cards are limited.
Actually, now I want to know who'd win in a direct 1v1 match up, Patchouli or Tenshi...

   Aya: [...] What makes her slightly awkward it that your offensive resource is the same as your primary defensive resource, each shoot spent attacking someone is a potential life point saved for yourself or your ally, and these decisions can make a substantial difference.
I don't find this that much of an awkward situation, as you can easily Graze as long as you have Grazes (or discard those in favor of Shoots if you have too many cards), and only start using Shoots when it's really necessary, like during the endgame. And by that point, if you don't defend yourself, you're dead anyway, so might as well use your Shoots for something.
And the fact that you can (rather easily) get more Shoots with Aya's (new) Spell Card, and since you can use Shoots to protect other player's, Aya is a really great character for me.

   Meiling: I'm Biased, 1st she's my fav Touhou, 2nd I really like her wonky playstyle. Speaking of Such skipping a turn to draw 2 more cards is not as bad as it sounds. Early game it gives you card selection while staying out of the political intrigue, late game it allows you to gain card advantage AND dodge incidents that can be potentially deadly (Fairies & Trees). Her Spell Card kind of Synergizes with her passive, allowing you to attack when you're turn has been skipped, ignoring range. However, you can often end up discarding due to already filling your hand to max, or being unable to finish someone off on your turn because your bomb is reactive. Play Meiling smart and you will do well.
The problem with Meiling, though, is that her skipping her turn is rather situational. True, you can dodge incidents with that, and during a 1v1 match during the endgame, you can get a lot of valuable cards. But as soon as you find yourself in a situation where you have more enemies than friends, even if you have more life than both enemies combined, you'll have a hard time with Meiling. And since her Spell Card can only counter, but not cancel any incoming attacks, that makes Meiling a little difficult as well.
She's not bad, but not great either. But she is definitely more balanced than one might at first think.

   Byakuren: Like Aya you need Danamaku, unlike Aya you need to know your target and wait for them to attack while still having other means of protecting yourself if they attack you. [...]
Byakuren seems like a really powerful character because of her passive at first, until you realize that, if you attack everybody, you'll only make some powerful enemies for yourself. And if you focus your fire on one person, they#ll just focus their fire on you as well (provided that they can hit you).
But Byakuren can still do some nice work as the Heroine, since she can deal out equal damage early on, and during the end game, she can just attack the attacker back, giving her some little advantage over her opponents.
Still, Byakuren seems better at first than she ultimately is.

   Cirno: Funny passive, though just because the person you target is 2 distance from you doesn't mean they can't get revenge relatively easily. Her Spell Card is good, denying someone both 2 cards and the ability to play actions & items before they discard from Swing draw or tempest is powerful, but players tend to HATE skipping turns, so don't be surprised if you are murdered quickly solely for picking Cirno. Also she's the most common target of Capture Spell Card, freezing her so she doesn't freeze others.
A nice character to have some with with because of her passive, but as you said, you tend to not get a chance to really make use of it because Cirno tends to be the first one to be frozen by her own Spell card. [Seriously, Cirno's passive shouls state that she cannot be frozen by her own Spell Card. xD; ]

   Marisa: Man that passive looks good, and it is... when you get through, when they have an item left after they discard a power-up. It's not impossible to get your hands on items through her passive but it's harder than it looks. Her Spell Card does have synergy in this regard, though it's almost surprising how the players with items to lose are much more willing to expend cancels or grazes on your attacks over others.
Don't forget that Marisa got worse now that the Supernatural Border activated 50% of the time rather than 25%, and even if you hit, the Border WILL go away (even if the hit person has some Powers, they'd rather get rid of the Border than giving it to you). So yeah, Marisa isn't what she used to be.
And it doesn't help that Marisa's Spell Card makes her the perfect pick for EX Boss, a reckless Heroine or the Anti-Heroine, so if you pick her while not being the Heroine, you'll get mercilessly targeted by everyone (or at least the Heroine, as it#s unlikely that you're the Partner).
But I'd still consider her to be on terms with Alice.

   Yukari: Another graze focused character, but Yukari is range dependent, which is a big deal when the players wailing on you are out of range due to items/positioning/abilities. ON the plus side your passive is a good deterrent for the players next to you, often wanting to be (temporary) friends on the bad side this may make it so you don't have any good targets for your passive. Her Spell Card takes a card from hand, which is best right after a tempest, when players haven't played their best cards yet, otherwise you often net another graze. Lastly her Spell Card also respects range so make sure to hold onto a way to extend it.
At least Yukari got a little better with Supernatural Border activating more often now. Although, because of that, it is usually Sealed Away of Borrowed immediately.
Her Spell Card is also really good in the endgame, when you just need to dish out some more damage to your opponent. Taking away a Graze isn't that bad in such a situation. ^^

   Miko: So the thing about Miko's ability is you can only get your free Spell Card activation once all card & ability effects have resolved, no playing a Voile as your last card, no activation during tempest, you need a legitimately empty hand, the problem being is that her Spell Card is not very good ([new] Party + Shoot) means everyone gets a card, everyone knows what your only card is, and you have to give a card to the player your attacking (Graze to block it, a shoot to hit you back with, or something even better). If you have more enemies than allies (which is usually) then you're actually generating card DISADVNATAGE whenever you play her spell card. Consider playing Miko's current incarnation Lunatic Mode.
At least you might be able to convince people to pity you and get spared for a while. Although, even if you get to the end, you're probably going to die just because you can't really keep up with other characters' passives and Spell Cards.

I hope I could provide some interesting points (or at least some nice additions) to what Zhelot wrote. Although I think I mostly agreed. xD

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #486 on: April 10, 2015, 07:22:52 AM »
Sorry your commentary got eaten by the browser, I end up writing longer posts on notepad for that reason.

I think everything you said, NCS, is valid, though I do have to add an addendum in supporting my Alice & Sakuya rankings.

So in my experience a lot of the late game often comes down to a damage race situation, 2v1 is common, being able to use every card you draw often makes the difference. While Defensive items are nothing to scoff at, I find that the player able to use the most Danmaku in those situations comes out ahead, and Alice and Sakuya are the most resistant to being cut off from that precious 2 Danmaku uses/turn. I mean it turns an awful but common draw of 2 shoots into a great draw.

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #487 on: April 10, 2015, 04:06:55 PM »
This is all really valuable. Thank you.

If someone has more comments like this we really want to hear them.


Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #488 on: April 13, 2015, 08:50:18 AM »
Danmaku!! regrets

Moogs: When Suika takes damage, put a 1/1 Suika-chan counter into play
Carrot: lol
Moogs: She's a slime
Moogs: Sake Slime
Carrot: Is there some way to make that work in our rules?
Moogs: Not without a lot of extra state


For once I'm awake when Carrot is.  Also I think I have a sinus infection.

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #489 on: April 14, 2015, 06:36:08 AM »
Danmaku!! regrets

Moogs: When Suika takes damage, put a 1/1 Suika-chan counter into play
Carrot: lol
Moogs: She's a slime
Moogs: Sake Slime
Carrot: Is there some way to make that work in our rules?
Moogs: Not without a lot of extra state


For once I'm awake when Carrot is.  Also I think I have a sinus infection.

"Each time you are successfully attacked, gain a Suika-Chan Counter.

You may use an additional Danmaku use per round for each Suika-Chan Counter you have.

If a player would attack you they may remove a Suika-Chan counter instead.
This replaces the attack so it cannot be avoided."

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #490 on: April 14, 2015, 07:34:53 AM »
Sorry to hear you've got a sinus infection, that sucks. By the way, I also had some MORE RULES CLARIFICATION QUESTIONS (Avoiding attacks edition):



Remilia: Does her ability activate if she grazes for someone else? What if someone else grazes for her?



Yukari: Same thing



Futo: Can she avoid an attack aimed at someone else?

Flavor-fully it would fit that Remilia's only works for attacks aimed at her, while Yukari can redirect any attack, but someone pushing her out of the way doesn't count.

Mechanically, "to play this on the behalf on another character" is kinda vague maybe "to avoid an attack FOR them" or "so that they avoid the attack" kinda locks you in one way or another, but you can always change one of them to "When an attack that would hit you is avoided" or even "When you avoid an attack that would hit you" if you want to only have the ability count for grazes coming at you.

Another option is to say "avoid an attack that would hit you" "avoid an attack that would hit another player" so that the possession of the avoiding action is differentiated from the effect.

Final invasive design thought, Remi's passive may be less brutal card advantage wise, if she drew a card every time she avoid an attack instead of stealing one.
« Last Edit: April 14, 2015, 10:06:04 AM by Zhelot »

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #491 on: April 15, 2015, 03:50:22 AM »
We've been working on the changes for the next version, which includes a lot of character edits based on feedback here and elsewhere, and will include decisions on the above.  We also did our taxes x_x

Final invasive design thought, Remi's passive may be less brutal card advantage wise, if she drew a card every time she avoid an attack instead of stealing one.

I was surprised when you weren't there when I dropped in on Sunday.  I mentioned that this is happening to Remi.  Excepting Yukari, we're removing all hand disruption from the base set.


Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #492 on: April 16, 2015, 03:20:39 PM »
I was surprised when you weren't there when I dropped in on Sunday.  I mentioned that this is happening to Remi.  Excepting Yukari, we're removing all hand disruption from the base set.

I'm glad it was noted that I wasn't there, and that makes sense. If you're trying to build a 'lighter' feeling experience, it's probably best to weed out feel bad moments (like getting your cards ripped from you hand), while focusing on simple feel good experiences.

if there's time and interest this Sunday I'd like to test some character balancing of my own (trying to being everyone in my evaluation to the tier 1-3 range) and a proof of concept for Resurrection, aided by some community members, submitted for your discernment:


Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #493 on: April 16, 2015, 05:15:29 PM »
Hi, I've been playing Danmaku for the last few months with my friends at my university (anywhere from 5-7 people every time we've played), and recently we've been trying out the unstable card set and if it's cool, I'd like to state some impressions on the new card set stuff so far.

Deck Cards:
My friends and I LOVE the new Melee card. It's hectic and really speeds up the pace of the game. Yukari interacts with melee incredibly strongly; it's really sad for the person to her left!
The new Kourindou card and Voile change are also really nice; it's really cool to be able to chain Voile into Lily White (and it also somewhat alleviates the crazy 5 card draw that seems to happen all the time from SSS+Voile).
At first I was a bit nervous about losing challenges and Fairy Wave since they were one of the few cards that outright guaranteed life loss, but with Melee and Laser Shot, it seems like the games are overall progressing faster than they did before.

The new Seal Away seems to not be well liked among the group I play with; the stipulation that you must attack a player that you use seal away on (or use it on someone else and lose a potential attack) makes it the go-to card to discard, with most people more preferring to use the card either to shoot someone further away or to discard at the end of turns. The fact that there are much fewer defensive cards than there used to be relative to the attacking cards (Shoot+SA+Bomb+Seal Away+Melee+LW vs. Graze+Bomb+SB) means that power cards are not usually kept for too long,
which makes the seal away card even less appealing as a use for your danmaku limit.
The ability to take cards off the field is definitely necessary, but it feels like (at least, so far) it's more reliable just to borrow the items away or just shoot the guy (since most of the items are also power-ups) instead. Of course, we've only played around 4-5 games with the new set, it might just find its niche later.

The new Supernatural is *really* good, especially since (as far as we understand the rules) you can discard other items before it. A 50% protection is crazy good, especially when you can graze afterwards! I suppose that seal away could be very effective in shutting it down, but since you have to be in range to get the shoot out of it, it seems like (so far) most people are just using it when it's on hand rather than on behalf of other people.

With all the cards that now ignore range, focus (and Nitori) seem to have lost a lot of their appeal, especially in the former's case since it has to compete with SB. It seems like if you play a focus, everyone (rightfully so) throws you as a target for melee's and laser shots, which kind of makes the card a trade off between protection from shoots (most attacks) vs. aggro.
---------------------
Incidents:
Great Fairy Wars is great. I think it's a great move to move Fairy wave to an incident. : )
The new crisis of faith works well with the new role cards, though I personally kinda enjoyed the old one simply for the funny mind games when a partner switches with the heroine and they pretend to shoot each other :p
I'm so glad Impossible Requests is gone, I liked it for what it was but it was definitely a game slower, especially when it was drawn first turn.
----

Characters:
Youmu is really, really strong now, with the ability to double attack with both melee and Laser shot from any range (!); if Youmu is a partner or anti-heroine/challenger, you can outright murder people with her crazy burst. Of course, she get's aggroed really hard but it's definitely interesting trying to manage two melees at the same time.

I'm not sure about Marisa, simply because I'm not sure if she takes items before or after they would be removed from life loss-- if it's after,then she's much weaker than she was before, because the only items she can take are....focus and artifacts, both of which you can only have one of each type of.

Miko also seems really weak, with spiritual attacks and defense items (can you play a focus to remove a focus of your own from the field?) in the deck, oftentimes there's no way you can empty your hand enough to use her passive, and on top of that, if your hand is empty you're probably about to have a bad time.
---
Roles:
It seems like Anti-heroine is super hard mode. It's like playing Ex Boss, except you have no true allies and you can't pretend to be a partner (eg. grazing/healing heroine), etc without stabbing your future prospects in the foot. The Ex-Boss before (and especially now) had it easier since he could pretend to be a partner until there were 2-3 people left, but for the anti-heroine, every stage boss you kill sets your end goal back, and if the partner dies early then your game is over, too, since the heroine will no doubt die early or the Ex boss will reveal and now the Heroine knows you're a boss, too and he has no lasting motivation to keep you alive. It seems too based on chance to win as anti-heroine, which is fun in its own right but harsh if someone's new to the game.

The new EX boss cards are really cool.  We like it a lot!

The heroine punishment on partner death thing really forces the heroine to hang back for most of the game, because if you attack early and you're wrong, then the game is basically over, since anyone you attack is likely gonna get ganked by the rest of the players, and since there's no difference between who kills the partner...even the buffed Ex boss can't save you in 6 player from the likely stage boss+final boss mix actively swinging to kill you while you have two cards in hand.

We have a question about the EX Midboss-- if the ex boss dies, what exactly happens to the ex midboss? Do they instantly lose too, or are they still in the game but unable to win at this point?

We're still trying the stuff out, but that's our basic impression so far. I hope it's helpful, keep up the good work!

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #494 on: April 16, 2015, 09:28:43 PM »
I'm glad it was noted that I wasn't there, and that makes sense. If you're trying to build a 'lighter' feeling experience, it's probably best to weed out feel bad moments (like getting your cards ripped from you hand), while focusing on simple feel good experiences.

if there's time and interest this Sunday I'd like to test some character balancing of my own (trying to being everyone in my evaluation to the tier 1-3 range) and a proof of concept for Resurrection, aided by some community members, submitted for your discernment:


Trust me, you not being there is always noticed. Because then, I have one target less to just indiscriminately target whenever I want. ;)

The Part-Time Maid looks really sweet!
I especially like the "Hollow Loyalty" and "Low Wages" titles. I don't know why, but I just find those amusing. (Probably because that's how I envision the fairy maids in the SDM to be like. Having hollow loyalty and getting paid in food ans shelter only. ^^ )

But speaking of the Part-Time Maid, there's a huge potential of that role completely unbalancing the game. After all, spending one 1Up to hire a defeated player, you basically get up to 3 damage tanked (assuming the maid got two grazes), or even more if the maid survives a round.
Also, by making the 1Up only resurrect and prevent death, this card is useless during the first half of the game, when no player has died yet. (Of course, right now they're useless if you have full health as well, but at least that doesn't last as long as no one having died.) And since 1Up is too good of a card to just let go to waste, I fear that this card just takes up space for quite a long time.

But I guess we'll see how your modifications work out once we test them. ^^

Hi, I've been playing Danmaku for the last few months with my friends at my university (anywhere from 5-7 people every time we've played), and recently we've been trying out the unstable card set and if it's cool, I'd like to state some impressions on the new card set stuff so far.
Nice to see some new faces around here. You really need to join the games on Steam/ TableTop Simulator at Sundays if you can. ^^

Youmu is really, really strong now, with the ability to double attack with both melee and Laser shot from any range (!); if Youmu is a partner or anti-heroine/challenger, you can outright murder people with her crazy burst. Of course, she get's aggroed really hard but it's definitely interesting trying to manage two melees at the same time.
If I'm not mistaken, Youmu only gets another attack; so she won't duplicate a Melee with her ability. Still, if she gets targeted by a Melee, being able to hit one player with the copied Melee and another one with a free attack is still a scary thought. ^^

I'm not sure about Marisa, simply because I'm not sure if she takes items before or after they would be removed from life loss-- if it's after,then she's much weaker than she was before, because the only items she can take are....focus and artifacts, both of which you can only have one of each type of.
Marisa gets to draw afterwards, so her ability is pretty much useless, yeah. Especially seeing how hard it is to hit people if they really don't want you to get one of your items. It almoist feels as if players keep their Grazes just for Marisa... >.>

Miko also seems really weak, with spiritual attacks and defense items (can you play a focus to remove a focus of your own from the field?) in the deck, oftentimes there's no way you can empty your hand enough to use her passive, and on top of that, if your hand is empty you're probably about to have a bad time.
True, Miko is generally considered the weakest character (and thus never picked other than for lols). And I'd say you can replace an equipped Focus with one from your hand, as that's the same as when replacing a Mini Hakkero for a Stopwatch or something like that (or a Focus for a Supernatural Border). It doesn't matter that the played card is the same type as the one being replaced. The rules just stated that you can't have two shields at a time. ^^

Roles:
It seems like Anti-heroine is super hard mode. It's like playing Ex Boss, except you have no true allies and you can't pretend to be a partner (eg. grazing/healing heroine), etc without stabbing your future prospects in the foot. The Ex-Boss before (and especially now) had it easier since he could pretend to be a partner until there were 2-3 people left, but for the anti-heroine, every stage boss you kill sets your end goal back, and if the partner dies early then your game is over, too, since the heroine will no doubt die early or the Ex boss will reveal and now the Heroine knows you're a boss, too and he has no lasting motivation to keep you alive. It seems too based on chance to win as anti-heroine, which is fun in its own right but harsh if someone's new to the game.
I agree with you to a point. Everyone not attacking the heroine currently is an ally to some extend. So if you attack one of the bosses as the Anti-Heroine, even if it's obvious you are one, the Heroine might spare you for now (depending on the player being the Heroine), seeing that you currently need to keep her alive, and thus, you are one person tipping the scale in the favor of the heroine, which is always a nice thought for her.
That said, yes, the Anti-Heroine is clearly the most difficult role. Whoever has to play that role needs a ton of luck to win the game.

The heroine punishment on partner death thing really forces the heroine to hang back for most of the game,
With our games, if it's not clear who is who, the heroine just tries to bring all players on an equal level health wise, and only targets the one who has targeted her before. That way, the heroine often times stays at a high HP level, while everyone else slowly but steadily gets closer to death. And then, even if one of the partners dies, the rest of the players is so weak already while the heroine is still close to/ at max HP, that even the loss of cards won't matter much. So much for the theory, but if you have an aggressive set of Bosses, or if something else goes wrong, this strategy might not work out as well as it could.
Long story short, our heroines tend to be rather active and still have a decent win chance (unless Crisis of Faith appears. And it does. A lot. xD )

We have a question about the EX Midboss-- if the ex boss dies, what exactly happens to the ex midboss? Do they instantly lose too, or are they still in the game but unable to win at this point?
We play it that the EX Midboss just needs to defeat all the bosses and then the heroine. If the Extra Boss is dead, oh well. Doesn't matter. They get the chance to avenge their master, that's fine enough. ;)

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #495 on: April 17, 2015, 09:58:59 AM »
AeroReborn, looks like NCS answered all you questions, but welcome regardless!

But speaking of the Part-Time Maid, there's a huge potential of that role completely unbalancing the game. After all, spending one 1Up to hire a defeated player, you basically get up to 3 damage tanked (assuming the maid got two grazes), or even more if the maid survives a round.
Also, by making the 1Up only resurrect and prevent death, this card is useless during the first half of the game, when no player has died yet. (Of course, right now they're useless if you have full health as well, but at least that doesn't last as long as no one having died.) And since 1Up is too good of a card to just let go to waste, I fear that this card just takes up space for quite a long time.

I'm glad you like the Flavor, which was really all Onge's idea. As for unbalancing the game, yes this is definitely a potential, though I think you may be overlooking 2 things:

1) in a significant # of our games people die early (round 1-2) then deaths drop off after hand's deplete and players enter "top deck mode" (to use a MTG term). The key idea behind this is to address the issue of one or 2 players sitting there for upwards of an hour waiting for the next game.

2) This role does NOT need to be defeated for anyone's victory condition, and Hollow Loyalty incentivises players to target their bosses to "loot" their servants.

Taking this in mind to get an "extra life" from hiring a fallen player, their 2 cards need to consist of atleast 1 Bomb, 1UP, or a graze/shoot combination, pulling up the trusty Hypergeometric Calculator, we can get an idea of what the odds of that are.

Assuming the only card in the discard pile is the 1-UP you just played and everyone else's hand is empty(worst case scenario). The odds of the PTM drawing 1 Bomb or the other 1-UP is approx 12.0% while the odds of drawing 2 of those 5 is approx 0.3%. Drawing 1 graze (12/79) + 1 Danmaku card (30/78) is approx 5.8% combined you have a grand possibility of 18.1% this is of course at the cost of the guaranteed 1 life from holding onto the 1-UP for personal use

In a different hypothetical board-state, where all item are in play or in someone's hand and everything else is in the battle deck (66 cards remaining 13 items + the 1-UP) you're looking at 14.2% for 1 of the 5, 0.5% for both of the 5 and 8.4% (12/66)*(30/65) for a total of 23.1%.

Testing will illuminate, but I'm feeling pretty confident that this doesn't break everything.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #496 on: April 17, 2015, 11:23:22 AM »
As for unbalancing the game, yes this is definitely a potential, though I think you may be overlooking 2 things:

1) in a significant # of our games people die early (round 1-2) then deaths drop off after hand's deplete and players enter "top deck mode" (to use a MTG term). The key idea behind this is to address the issue of one or 2 players sitting there for upwards of an hour waiting for the next game.
It's not so much that I forgot about that, it's more like this wasn't part of the unbalancing I was talking about. I was mostly talking about the role unbalancing, but true, people dying early and having to watch the others play for a long time really needs some fix.

2) This role does NOT need to be defeated for anyone's victory condition, and Hollow Loyalty incentivises players to target their bosses to "loot" their servants.
Okay, I didn't think about that, though. For some reason, I only thought of the possibility of the reviver still having, like, 3 or 4 life, which would mean taking them out would just take too long. But during the late game, when everyone is low on health, I guess taking out the reviver is also a good option, true.

[Maths and Statistics]
Testing will illuminate, but I'm feeling pretty confident that this doesn't break everything.
You know way too much about the amount of each card type, don't you. xD
Let's hope it won't break everything. ^^
I'm looking forward to testing this with you!

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #497 on: April 17, 2015, 03:26:07 PM »
New version tonight.

Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #498 on: April 17, 2015, 03:56:36 PM »
... man, I just printed and cut out the previously new version.

In a pengdood way, the only thing to do now is "Wait and see"!

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #499 on: April 17, 2015, 04:02:26 PM »
I'll make an errata deck when I do the tts export.  It's mostly character changes

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #500 on: April 17, 2015, 04:38:02 PM »
New version tonight.

Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan

Ooh speculation fuel:

Nitori: Once per round, on your turn you may discard an item to reveal cards from the top of the battle deck until you reveal an item card, put it into play and put the other revealed cards into the discard pile.

Suika: When you play a Danmaku but before it resolves you may choose to replace it with another card from your hand. You do not get the Danmaku use back. (Wow Ninjusu doesn't translate well to Danmaku!)

Meiling: Now never has to discard due to beyond max hand-size? Meiling's restriction on napping twice in a row is removed!? Meiling's Spell card can only be used against every even danmaku? (Hype gotten)

Reimu's Spell Card: Choose a consonant, all cards containing that letter cannot be played until your next turn.

...Yeah all of my ideas here are terrible, but part of me want's to play a Meiling that could potentially draw the entire battle deck.

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #501 on: April 17, 2015, 09:45:45 PM »
New version tonight.

Preview :
Remi no longer steals just draws.
Miko becomes boss again, backroom negotiations are a thing
Futo gets tanky (ship girl?)
Reimu gets categorized
Marisa becomes a master thief
Eirin gets a child proof lid
Nitori tinkers
Suika becomes a ninja
Yuuka gets brutal
Meiling finds out Patchy is her father
Cirno is no longer Dan

I'm so looking forward to playing with these changes. Especially seeing a usable Miko again will be a nice thing. ^^

Quote from: Star (Sapphire) Wars
Patchouli: Remilia never told you what happened to your father.
Meiling: She told me enough! She told me you killed him!
Patchouli: No... I AM you father!
... you better not cut her arm off, though.

And wait, a Cirno who's no longer Dan Hibiki?! I'm REALLY looking forward to that adorable badass! :D
Although I never really considered Cirno to be weak. Rather, I saw her as TOO GOOD, in the sense that everybody was afraid of her Spell Card so that everybody instantly stole it and froze her instead. Then again, such a meta game weakness CAN be considered as a weakness, huh. ^^;

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #502 on: April 18, 2015, 05:44:10 AM »
I may fall asleep before Carrot finishes his edits, will bring Danmaku RC3 to you as soon as I can...


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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #503 on: April 18, 2015, 07:22:33 PM »
Double posting because I can't figure out how to delete an entire post.  ???

Danmaku 4-18 (Not quite grazing it) has been released.

PDFs:
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large.pdf
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck.pdf

http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Characters-Large-BW.pdf
http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Deck-BW.pdf

http://danmaku.mysteryparfait.com/download/danmaku418/Danmaku-Errata418.pdf


TTS:
http://danmaku.mysteryparfait.com/download/danmaku418/tts/Danmaku418-Save.zip

http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck1.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck2.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/deck-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/characters.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/character-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/roles.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/role-back.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incidents.jpg
http://danmaku.mysteryparfait.com/download/danmaku418/tts/incident-back.jpg



Changelog:

  • Several characters gained secondary passives to help them out
  • Remilia nerfed, now only draws instead of steals
  • Marisa steals regardless of whether or not she hits!
  • Okuu can also discard Invocation cards to draw 2
  • Meiling's max hand size is 7 on other player's turns
  • Futo gained Alice's "No discard powerups" as well
  • Miko can just give cards to another player once per turn
  • Party cards are now distributed secretly, Miko's bomb too
  • Satori gained a 25% evasion, making her the hardest to play base character.  Carrot wanted to unlimit her mind reading but it slows the game too much.
  • Reimu now bans categories, and they're listed on her card to help noobs.
  • Any dodge card counts against Reimu's passive (There's still only one kind in the base set, but this is future proofing)
  • Suika has +1 Range, and +1 Distance at 1 life
  • Nitori still has +1 Distance, but can also discard an Item to draw 1 card.  Not a good deal but it helps
  • Cirno has +2 Range now, she retains her blind spot and vulnerability to her own bomb.
  • Eirin's bomb now just heals any one player for 2.  That's still a lot by the card advantage rubrik but it's not as spikey.
  • Yuuka lost her Tempest bomb, her bomb now negates avoiding her attacks that turn.
  • Trashing a card via Seal Away is now optional
  • Carrot got sick of 4 player games sucking and is working on an alternate game mode.  The game now officially supports 5+ players only until he works that out
  • Carrot confirmed there are supposed to be 4 1ups
  • Anti-Heroine now only needs to kill 1 stage boss then the Heroine
  • Finally got the TPB's Incident ignoring on the card
« Last Edit: April 18, 2015, 08:06:41 PM by Moogs Parfait »

ShadowNCS

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #504 on: April 18, 2015, 08:00:24 PM »
Changelog:

  • Several characters gained secondary passives to help them out
  • Remilia nerfed, now only draws instead of steals
  • Marisa steals regardless of whether or not she hits!
  • Okuu can also discard Invocation cards to draw 2
  • Meiling's max hand size is 7 on other player's turns
  • Futo gained Alice's "No discard powerups" as well
  • Miko can just give cards to another player once per turn
  • Party cards are now distributed secretly, Miko's bomb too
  • Satori gained a 25% evasion, making her the hardest to play base character.  Carrot wanted to unlimit her mind reading but it slows the game too much.
  • Reimu now bans categories, and they're listed on her card to help noobs.
  • Any dodge card counts against Reimu's passive (There's still only one kind in the base set, but this is future proofing)
  • Suika has +1 Range, and +1 Distance at 1 life
  • Nitori still has +1 Distance, but can also discard an Item to draw 1 card.  Not a good deal but it helps
  • Cirno has +2 Range now, she retains her blind spot and vulnerability to her own bomb.
  • Eirin's bomb now just heals any one player for 2.  That's still a lot by the card advantage rubrik but it's not as spikey.
  • Yuuka lost her Tempest bomb, her bomb now negates avoiding her attacks that turn.
  • Trashing a card via Seal Away is now optional
  • Carrot got sick of 4 player games sucking and is working on an alternate game mode.  The game now officially supports 5+ players only until he works that out
  • Carrot confirmed there are supposed to be 4 1ups

Wow, Cirno having +2 range now is awesome and frightning for her player at the same time. I can imagine that she will get attacked a lot more by people being afraid of her bomb now that she has a high chance of attacking anyone she wants (outside the people rigt next to her).

Reimu now banning types of cards instead of specific ones really helps out new time players who don't know all the different card names yet, so that's really neat. And powerful. xD
One question: If Reimu bans Invocation type cards, are Bombs completely banned or just their Invocation part? (I would assume the latter, but you never know).

Meiling's passive new ability finally makes it really useful to skip a turn, even (especially?) early on. I like it!

I also like how Suika's passive of +1 Range plays into her Spell Card now.
Suika: Gotta crank up the distance to 2, so no one can hit me without discarding or powers! But _I_ can attack everyone! Mwahahah!
Cirno: :>
Suika: Ah, crud!

Yuuka indeed has become brutal. That passive and active ability synergy is really frightening.
I think she's become a Sakuya 2.0 in the making. >.>
But I like it! :D

Also, I have the bad feeling that everyone will now target Marisa just so she won't get the chance to steal stuff with her Master Spark...
OH MY GOD! That Master Spark is really frightening now!!!

... You might want to do something about Satori's new ability, though. If she has a Supernatural Border equipped, she has a 75% chance of evasion. I don't know if this was intentional or not, but if it wasn't, then that's brutally powerful.
(Then again, Borrows and Seal Aways are a thing. And so is Master thief Marisa.)
... oh, I only just realized that you probably need to draw another card to test if her passive activates, rather than one card for both passive and Supernatural Border. Still, that would make it a... I've never been good at probability. xD;
[I think it's a 62.5% chance? Still kind of powerful, especially since you can STILL graze to keep your Border.]

Miko: Here, have my Spiritual Attack Card.
Futo: Why?
Miko: Fufufu, now, that my hand is empty... Secret Treasure "Armillary Sphere of Ikaruga-dera"!
Futo: ^^;

Eirin still seems powerful, but at least she can't heal herself to max from only 1 HP anymore. But now she doesn't need to discard anymore, either, so we'll need to see if she's still God-Tier or not.


I can imagine that 4-player games are still kinda wonky. I hope Carrot will find an interesting game mode! ^^

I'm still missing my Challenges, though. :(

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #505 on: April 18, 2015, 08:08:32 PM »
It's a 62.5% chance if she has a Supernatural Border, yes.  Satori was basically stealth nerfed by everyone getting more passive-bomb synergy, which she doesn't get.  Carrot considered her a C-lister

As for banning split cards, I'm going to say it only bans half the card.
« Last Edit: April 18, 2015, 08:11:14 PM by Moogs Parfait »

Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #506 on: April 19, 2015, 08:23:29 AM »
"Character Changes"

It's a 62.5% chance if she has a Supernatural Border, yes.  Satori was basically stealth nerfed by everyone getting more passive-bomb synergy, which she doesn't get.  Carrot considered her a C-lister

As for banning split cards, I'm going to say it only bans half the card.

Sorry to be the resident rules lawer, I like a lot of the changes here, i also have some concerns, we'll see how founded or unfounded they are in testing.

Rules clarifications:

   Marisa: if here attack is canceled does her ability still trigger? (wording in comparison to other card games would imply it would still trigger.)

   Futo: can she graze for others with her passive?

   Yukari/Remilia: Do their abilities trigger when they graze for others, what if others graze for them?

   Satori: is there a set order to which gets activated 1st (passive or border)? I foresee a lot of flips without declarations.

I love Utusho's & Meiling's new passive,  I like Suika's synergy & how Cirno's passive provides a benefit. Though I worry even more range nerfs focus even harder. Eirin's Spell card still seems insane to me, much better than patchouli's anyways, but I expect the new god tier on the block to be Yuuka, that's some nutty synergy. I like how Reimu doesn't breeze past barriers anymore. I like Satori's new passive (I kinda had that pegged for Nitori tbh, you know optical camo n such instead of distance.)

Looking forward to trying these out!

Edit: oh hey the text box for passives & spell cards is contiguous, looks good!
« Last Edit: April 19, 2015, 08:26:59 AM by Zhelot »

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #507 on: April 19, 2015, 01:08:35 PM »
Marisa doesn't trigger when canceled.

When you play a card on behalf of another player like a graze, that player is the one who avoids the attack, so if you have a passive that triggers on avoid do so when others graze for you but not when you graze for others.

Futo does not cancel attacks she avoids them, and her passive says nothing about helping others so she can't.

It doesn't matter as long as you're consistent. I would do item first.

« Last Edit: April 19, 2015, 04:41:29 PM by Moogs Parfait »

Moogs Parfait

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #508 on: April 24, 2015, 02:51:52 AM »
BS that happened this week

1. I broke my laptop
2. I'm currently in the hospital for what is likely appendicitis, I'm waiting on my cat  scan to make sure

Assume no updates for a week or two

Edit: help me, Eirin!
« Last Edit: April 24, 2015, 02:57:42 AM by Moogs Parfait »

james7132

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Re: Danmaku!! RELEASED!!!!!!!!!!!!!
« Reply #509 on: April 24, 2015, 02:54:17 AM »
Ooof that sounds bad. I wish you a the best of luck and a nice recovery.