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Author Topic: REV: Most Difficult  (Read 2099 times)
VelaCards

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« on: March 11, 2012, 02:46:32 AM »

In Revolution format only, which do you feel is the most difficult SS to build? Why? What do they need to be better or more competitive?

As a fan of the format, I'm curious what others might think.

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« Reply #1 on: March 11, 2012, 10:11:36 AM »

I always thought Terry Funk was difficult to build
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« Reply #2 on: March 11, 2012, 11:32:26 AM »

What does he lack?  Granted, he's one of the only Extremists not in a Faction (besides Test, I think), but his V1 card lets him recur his 'big Finisher' and he has a secondary 'Finisher', plus good card draw.  But I haven't played Revo enough to know what the Extremists need...

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« Reply #3 on: March 11, 2012, 12:01:25 PM »

I always thought Terry Funk was difficult to build

Interesting choice. Having never built this deck before I don't know what to do to improve it. Guess I should give it a whirl.  Wink His V1 Pre-Match card will help him at least keep trying to hit you with his Mid maneuver until it sticks.  Wink

On the Extremists front, do0she, you had a very good Marcus Cor Von build. I haven't seen one anywhere near as good as that version of the deck you built, but of course, who else is building him?!?!  Grin

I've always thought Kane, Storyline version was a difficult build. Not to mention, I have been determined to build a competitive Khali deck ... Storyline or not.

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« Reply #4 on: March 11, 2012, 12:07:02 PM »

He did say difficult to build, NOT needs help or is bad. Not necessarily the same thing.
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« Reply #5 on: March 11, 2012, 12:20:14 PM »

He did say difficult to build, NOT needs help or is bad. Not necessarily the same thing.

Understood.

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« Reply #6 on: March 11, 2012, 01:10:00 PM »

No storyline Ric Flair always seemed like a hard build to me.
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« Reply #7 on: March 11, 2012, 01:14:49 PM »

No storyline Ric Flair always seemed like a hard build to me.

Clearly not as strong as his regular ability, but it can be fun and cause havoc.  Wink

Somewhere, from a time long ago, I had a decent deck list for this kind of build. Since my regular Flair deck is in somewhat retirement (never say never, laugh), this might be a good time to revisit the Flair: Storyline build.

Thanks!
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« Reply #8 on: March 11, 2012, 01:17:22 PM »

I had a Funk deck w/Ecw originals&You're drafted

Fun,but a little onvdimensional.
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« Reply #9 on: March 11, 2012, 01:22:54 PM »

I had a Funk deck w/Ecw originals&You're drafted

Fun,but a little onvdimensional.

Wonder what the reasoning was for not including Funk on Originals Faction card?

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« Reply #10 on: March 11, 2012, 01:24:16 PM »

Space maybe?

But yes,he should have been on it.
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« Reply #11 on: March 11, 2012, 04:19:05 PM »

Storyline Kane is the worst!  Considering the underwhelming Antic presence in <Revolution>, his Storyline is dumb, unless you're in that one random match-up against <Revolution> Christian.
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« Reply #12 on: March 11, 2012, 04:25:09 PM »

Storyline Kane is the worst!  Considering the underwhelming Antic presence in <Revolution>, his Storyline is dumb, unless you're in that one random match-up against <Revolution> Christian.

Correct me if I'm wrong, but his Virtual 1 card did not add to his ability, did it? It's probably the 1 Rev SS that actually needed that assistance more than any other.

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« Reply #13 on: March 11, 2012, 04:46:24 PM »

You are correct on both.  In Virtual 1, he received an Antic at 16F.  I feel this didn't assist him at all.  At the time, I think an event that added to his ability would have been beneficial.
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« Reply #14 on: March 11, 2012, 10:19:08 PM »

Personally, I think Kevin Thorn was pretty difficult to build. His Ability pointed towards a more control-oriented build, but control is pretty much dead in the water in Revo. Plus, his over-reliance on Extremes pretty much made him kinda one-dimensional.
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« Reply #15 on: March 12, 2012, 03:10:14 AM »

I can understand you viewpoint regarding Kevin Thorn.  His ability revolves around your Maneuver build, limiting creative tabulating.  However, if you're looking for a more control-based deck, <Revolution> Rated RKO fills that void pretty well.  While it's true there are very few control decks in the format, they do a pretty good job by keeping your opponent's Fortitude down and picking up non-Hybrid Maneuvers from Ringside per turn.  Pretty wicked.
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« Reply #16 on: March 12, 2012, 07:06:57 AM »

Traditional "control" is tougher in Revolution since you have to keep throwing moves or you burn yourself to death via a game rule. Sticking a bunch of copies of Hail to the Chairman helps a lot, but you have to find them, which is tougher than it sounds. Once you get your stuff down, it's almost not worth it compared to Colossaling the opponent to death.
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« Reply #17 on: March 12, 2012, 09:35:55 AM »

Traditional "control" is tougher in Revolution since you have to keep throwing moves or you burn yourself to death via a game rule. Sticking a bunch of copies of Hail to the Chairman helps a lot, but you have to find them, which is tougher than it sounds. Once you get your stuff down, it's almost not worth it compared to Colossaling the opponent to death.

^ THIS. If there was a ""Like" button here, I'd have pressed it a gajillion times. Control just isn't worth the trouble in Revo. As far as aggro-ing opponents to death, you could do a lot better than poor ol' Kevin Thorn.

I agree with a previous poster, by the way. Prior to Rev 4 (or Virtual 1), Terry Funk was almost as bad as Kev, and almost as one-dimensional too. Balls Mahoney too. Seems only Tommy Dreamer was viable from the Rev 2 prize guys, and that was because he's busted enough to warrant to getting errata'd. (Talking about the Revo 2 period here)
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« Reply #18 on: March 12, 2012, 11:36:15 AM »

Traditional "control" is tougher in Revolution since you have to keep throwing moves or you burn yourself to death via a game rule. Sticking a bunch of copies of Hail to the Chairman helps a lot, but you have to find them, which is tougher than it sounds. Once you get your stuff down, it's almost not worth it compared to Colossaling the opponent to death.

Control is all what Rated RKO is all about and it works. Having both Storylines in play helps feed both ring area control and maneuver needs from ringside. They get the added plus because they will almost certainly have 1 or both Storylines in their ring area to help take advantage of Hail to the Chairman (if you use it as an Antic reversal, but which has the drawback that while sitting in your ring area, opponent must NOT have a Pre-Match Storyline, or else it's junk for the aggression rule perk.)

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« Reply #19 on: March 12, 2012, 11:58:58 AM »

Rated RKO does an excellent job of controlling the Ring, by design, but I was specifically referring to traditional soft/hard lock control decks that don't particularly want to DO anything during their turn that could give the opponent Fortitude to break the lock. In Revolution, you have to keep doing stuff or you burn to death.
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« Reply #20 on: March 13, 2012, 02:50:53 PM »

In <Revolution>, that's part of what makes the gameplay fun.  I feel it mimics an actual match, where superstars go after one another, throwing move after move.  <Revolution> Rated RKO mimics a strong Tag Team, as they control the action early on, then resort to throwing down in the later half of the match.
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« Reply #21 on: March 13, 2012, 04:02:19 PM »

Oh, don't get me wrong, I don't think that the aggression rule and the death of the hard lock combo are bad things by any stretch. Gameplay where two guys throw down and actually try to pin each other with moves instead of mic shenanigans feels like a wrestling game.
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« Reply #22 on: March 13, 2012, 04:34:42 PM »

I do appreciate your understanding.  From what I've been told, many players feel this format is still the dirty stepchild of Raw Deal, where, to me and several others, it's the favorite child that needs ritalin!
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« Reply #23 on: March 13, 2012, 05:31:36 PM »

I do appreciate your understanding.  From what I've been told, many players feel this format is still the dirty stepchild of Raw Deal, where, to me and several others, it's the favorite child that needs ritalin!

The general idea was that Revo did not mesh with Classic Raw Deal, paired with a million other reasons, Revo 3 came and went and no one I know gave it a fair try. Very few I know even gave Revo 2 a try. But now I just feel like I'm repeating exactly what I've been saying for years everytime a new person comes to the site, so I'll zip it now.  Lips Sealed
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« Reply #24 on: March 13, 2012, 05:48:38 PM »

Opinions varied a lot.  Some thought it was fantastic, some thought it was overly simplistic (improved a bit in R3), some thought it didn't integrate well with 'classic' cards (improved quite a bit in R3 IMO)...  but in the end, it just didn't work out well. 

Alas.

But rather than hijack the thread on Revo opinions, let's get back to the subject at hand.  Smiley

Personally, I brought up the Extremists because in a few cases, they felt kind of interchangeable.  If I was just a player, I'd be wishing they'd made more specifics for them to give each guy more 'superstar separation' and personality.  (And likely CI's Revo 4 would have addressed that, but we'll never know...)

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