As Dear Days 2 is coming closer, 20 days left at the time this post was written. I want to discuss about the classic VG as this will be in Dear Days 2 game. I'm still hesitant in buying the game, because I only want to play classic VG, and I don't care about the new VG at all, but the pricing actually puts me off. It is literally the same price as a AAA game, well some AAA games are cheaper than Dear Days 2, depending on what kind of game you want to play.
For this post, I want to talk about classic VG and was it the peak of the game? My personal experience, as I've experienced this from the beginning of the game to it became more and more power creep relevant. Well I did stop in between G series as it become relatively power creep, and the cards had YGO text writing. You know, when a card has YGO text on them in VG, they are mostly OP. Not only that, it is also the poor treatment of clans, Gears almost got supported in every set, whilst other clans had to wait 1-2 years to get proper support.
Anyway, I should ignore the past and focus on the very old school VG. This old VG has no mechanic except Cross Ride, Persona Blast and Mega Blast. The game is just a simple, boost the unit to attack, and most of the time, we can only swing between 16k-19k power. Sometimes also hitting of 20k if we have the cards to do so. VG today is totally different I know, and these will considered rookies numbers compare to before. But back then, this was just the norm. This is also where triggers doesn't matter too much. Yes, triggers back then only have 10k shields, and draw triggers only come with 5k shield, but as long as you've got the skill, you can win without a single trigger. This was the classic VG and this is in my opinion was the peak of VG. I think, during the break ride era, triggers matters, as break ride began to power up the game. It might last 1 turn, but that 1 turn will be very important in term of winning and losing.
Well there was 1 exception. Amon should be in this classic VG, and Amon gains 1k power for every card in soul. Although, we might not have as much soul charging with the old sets, but with the right combination, Amon could hit over 30k constantly. But that is with the right combinations of card to work, because in the end, we have decks like Majesty Lord who can put crit pressure with power bonus, The End who could restand, and Blaster Overlord who is mainly 1 time use compare to the other 2, but it is Shadow Paladin, and Shadow Paladin back then was still pretty decent even if it was a ride chain deck, compare to Royal Paladin and Kagero.
Personally, I think this VG was the best, money wasn't everything, in fact, you can build the most random build with the cards you've got, and can still win the game. When I first started, I thought it was luck base, but when I dig in deeper, it was mainly skill. There are no high power columns, no attacking over 7 times in a turn, no lock mechanic, no order cards, no front triggers and card needs to hit in order to restand the VG. Restanding the VG wasn't the same after as they removed the on hit requirements whether you guard or not, then it also didn't became unique to certain clans. For people who didn't play any of the old VG and only started V series and after, the old VG had stand triggers. I feel the removed stand triggers in the new era of VG because of power creep, but stand triggers can change the game dramatically, especially when your opponent has 1 card in their hand and 5 damage, you reveal stand trigger, and would means you will be able to attack 1 more time. Of course Aqua Force doesn't exist, so we don't have like 6 or more attacks in the game. We do have Nova Grappler, but personally, aside from Asura Kaiser build, Nova doesn't have the multi attack capability until later on the game, so stand triggers were perfectly balance, giving clans chances to attack more than 3 times per turn.
One more thing I also discovered, but this is what I think since I played through all the VG 3DS game. Ride on Victory, Lock on Victory and Stride on Victory. What I've found out is that the turn last really long in the classic format. You could end up going over 20 turns just from attacking back and fourth. Well, I guess it depends what kind of decks you are playing, but even Majesty Lord, they only focused on the VG and can only use the effect up to 4 times per game, their RGs are normal column power. So with the right preparation, you can always survive those turns, and it is never over until they actually hit 6th damage card, and not what is on the field that determined the outcome. Well maybe if you wipe their entire field leaving just the lone VG to attack.
I don't know if its the game, but superior riding first to G3 could give you an advantage as you have access to twin drive, especially when your opponents are on G1 VG. Twin drive can be important if you want the hand size, remember, none of these clans will have insane draw power. In fact only Oracle Think Tank will have the draw power as it is their clan style, which is why twin drive can play an important role. Although it is possible to win with G1 and G2 decks, but those build are a bit more complicated, if you can understand the build, then it is possible. Actually, this gave me an idea to try these build in Dear Days 2, but I don't want to pay the full price, and I've already got a game I want to get in January window.
I played the classic VG on Ride on Victory, but it doesn't hurt playing the game on Dear Days 2, I would love to see the reaction on some old classic decks. Although 1 thing I know I've lost will be the instinct for VG. I haven't touch the game for a while, so it will take some times to get it back. Luckily classic VG is very simple, no added mechanics, just simple attack and guard. My first 2 decks will be a superior riding Kagero and The End. I might build superior riding Kagero first as it will be easier to grind as 1 of the superior riding G3 is in the starter deck, and the PG is in the same booster set as 1 superior ride G3. Aleph, I think it is called, forgotten the full name. As the name implies, it is a deck that focus on superior riding, going first with that build will be very fun. I think about the rest later, but that is only if I've got the game.
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