I downloaded ZERO but I don't know if my phone sucks or my internet is bad, or both, but the game lags constantly and already crashed twice. Also is the intial loading screen when you first boot up the game supposed to be 20 minutes long?
When it comes to Mobage, EN server is pretty much always a separate thing from JP server, although there are cases like FGO or Arknights where the US only server gets opened up to accomodate Europe and Asia. China and Korea are always their own thing too.
I don't have any Season 1 era cards anymore but if I did it'd be interesting to play a game of ZERO using physical cards, you'd probably need a note describing what trigger each of your G3s have or something.
I remember a guy who used japanese Weiss Scharwz cards with a small piece of paper inside the sleeve of each card with the effect printed in English, that would make the G3s thicker than the rest of the deck though.
Stickers might be the easier solution, I doubt there's any triger icon stickers but a red colored sticker would mean a Draw, a green sticker is a Heal, and so on.
I decided to keep playing the JPN version but strictly stay free-to-play since any progress will reset when switching to the English version anyways but, is there any decent way to get R+ gems for crafting? Because you only get like 2 per fight and you can only dust foil cards apparently unless I'm missing something.
I know it's a mobile game but still 2 material per fight while needing 100 is a lot to ask.
Unfortunately, no, not really. Near the end of every ranked season, they double the drop rates of materials for Normal and Lower, and then Hard and Higher for a few days. If you get more than 4 copies of a card, it automatically turns into materials, though I've yet to do that for RRR's. You get 25 RR materials for more than 4 of a RR and 20 R materials for more than 4 of a R, so the fastest way is technically opening more packs.
That said, I've been able to craft quite a few RRR's still.
The problem is that without buying gems getting packs beyond the initial gift packs is rare so the only way I can dust for RR+ material is if I pull a holo RR. You need 10 tickets for a pack and you only get 1 or 3 per achievement so that also takes a while, rarely they give you a free pack right away.
I happened to pull a Kok Alfred and 2 Iseults from the gift packs and the Aichi character fight first gives enough RR material to make a third Iseult so I managed to make a somewhat functional RP deck but after that getting any more RR+s is unlikely.
For the record, I haven't spent a dime on my JPN account and I've obtained... 566 booster packs, I believe.
I've seen some people complain that you can only do Hard and Very Hard 5 times a day each for each character, but it's not usually the RRR Gems that take the longest to obtain in crafting RRR's, it's the RR gems and sometimes the R Gems.
Yeah, that's the toughest pill for me to swallow with Zero. I do really like the concept and it's interesting to see old cards reworked to be less janky, but the game falls into the trappings of a typical free-to-play mobile game. From what I've seen at least it's not the worst offender for mobile games in terms of grinding for gems.
Yeah, I'm a free to play player but I'm able to build fully competitive decks for several clans still that are even considered "complete."
I wouldn't be able to do that in, say, Duel Links.
Oh yeah, also keep in mind that every Ranked Season, at 100,000 VP and 500,000 VP, you get a Sentinel Token that can be used to get a free PG of any clan that's in a booster pack, until you have four of it. So while I do recommend getting four PG's for your main clan of choice, you can use those to help outfit your other decks with PG's fairly easily.
Some of the buffs are unintentional due to the gameplay changes, but some mechanics did see very needed improvements like Paralyze always should've negated standing with effects too. Hindisght is an interesting thing and Zero is benefiting from it to make old cards functional.
The other thing about the Gacha I'm not sure about, is there only one booster pack to choose from? Or is there another and I haven't found the button to change packs?
There's three currently. A Rate Up for Royals, a Rate Up for the new cards that came out in March for Royals, Kagero, Shadows, OTT and Novas, and a generic pack that has no rate ups, meaning no rate downs, either.
That said, it's still possible to get cards that aren't Rated Up, so it's kind of the same packs.
I won't lie I was annoyed to see that Tachikaze cards are in the game but only for when you fight Izaki in the story mode. But also being honest BT03 Tachikaze was barely a deck, it really needed the BT08 support to be funcitonal.
speaking of clan playability,is it just me,or is aqf the worst clan to bring over to zero?
they rely on doing small pokes,but with the way damage works in this game that's straight up not possible
basically all the rears need to attack vg to activate,but with the way intercepts works that's also not possible(Basil for example just straight up doesn't work if the opp has a g2)
usually they get shutdown by damage triggers,and in this game EVERY damage is practically a trigger
they heavily rely on rears,but because of intercepts rears are gonna be targeted a lot more often than in the irl game,and with guarding gone there's no way to protect your rears either.
Like,I just don't see a way for them to make aqf work without COMPLETELY overhauling the playstyle of the clan,but at that point.......are you even playing aqf anymore?(other than just using cards with the same arts)
The big problem with BT03 Tachikaze was that a lot of cards had very low base power and the cards that were actually good were mostly just to negate the minus from Deathrex, with ZERO having Damage Shields those low power cards ain't gonna be hitting often. Also Savage Destroyer.
Blightops no longer needing to put Shieldon in the main deck seemed like a good buff at first but on second thought you probably don't want to kill your interceptors mid battle phase and the Shieldon you get can't be used for guarding.
The cards that gain power when you retire something have low base power so the power gain mostly just turned them into basic vanillas. Beamptero and Slashptero would likely be good in ZERO to get over Damage Shields when multiattacking but those are Wave 2 cards.
Yeah I quickly noticed G1s are a lot more important so I in threw the Snogal engine because I pulled a few G2 Garmores just so that I can guarante having G1s to boost.
For multiattacking I've seen players first attack a rg unboosted so that the second attack can be boosted, you already need to attack interceptors first so might as well go unboosted for the first attack.
My ZERO deck is made out of mostly leftover scraps, doesn't have 4 PGs, and any higher rarity card is only run at 1 copy besides the 3 PGs. In a really bizarre way there's something nostalgic about that because when Vanguard first started in English I had the exact same.
My current Dote deck. Depends on what I get during kagero rate up day, I'll probably update it later, but tbh I'm quite satisfied with this line up.
Since I have no Striken yet, Nehalem stays in the deck. Both Bahr and Nehalem are very crucial for defending against early rush deck that can shutdown kagero before it even starts rolling.
Tejas is there for sniping backrow on top of berserk and heatnail, since both of them sometimes aren't enough. The best point of Tejas is that it can snipe the opponent's wingal brave/conroe in the case that you go first, which can delay, or outright destroy their play.
Most mlb/dote deck won't give you 2 damage on their first turn thanks to 9 draw and berserk/bb existence, so tejas is valuable since it's free snipe.
Granted, I only did it once, but it made the opponent have to ride palamedes the whole game, so it actually works.
If you go second, restricting yourself just so you don't damage the opponent for two turns just for sniping a starter isn't really worth it, and it hurts a lot sitting on 8k vanguard if it's behind the vanguard lane.
For grade 1, instead of Aermo, I use Lourdes because she can act as 9k attacker (which against mlb and pbd it's kinda guaranteed), and can't be sniped by bb. With this deck, I usually end up with a lot of barri, so I lack attackers in hand.
Having 9 6k g1 has a lot of downside since my boost aren't that great, but since the deck's defense is high it's a good tradeoff.
I'm focusing on Royal Paladin because apparently I had set the Gacha to throw more RP stuff without knowing it so I got 2 Iseults and crafted a third one because Aichi gives you just enough material to craft a RR the first time you beat him in Normal. I also got one KoK Alfred and one G3 Garmore which is a lot better in ZERO than it was originally.
I also happened to pull an MLB but can't do anything with it without any Blaster Darks and only 2 Blaster Blades. Honestly I wanted to dust it to get another G3 Garmore but it's not a holo version so I can't.
I can mostly follow the menus in Japanese but there are some stuff that I still can't read, including what turns out is the setting for what the Gacha gives out so apparently I've been farming RP cards without realizing it this whole time.
Either way I sincerely doubt I'd get a full MLB deck at least in the JPN account, maybe in the ENG version when I do follow it more than just doing the story mode.
Most players I see don't even go full mlb because they can just wingal brave it. It frees the deck space for something that can help the play, like Alfred, Gancelot and Palamedes. Forner 2 are blaster searchers, the last one is crossride hitter.
That's probably the route I'll take when the game comes out in English. I'm mostly treating the JPN account as a practice run before jumping in for real and it's been helpful to get an idea for where to start despite still not understanding some of the menus, like what are those white dice for?
I'm pretty sure I could make a decent Dark Dictator deck, Creeping Dark Goat is available so you can get away with not running the Blasters and most of the high rarity Shadow Paladin stuff are for Blasters, the only issue would be pulling the PGs but I'm close to getting the PG token and Ren gives out enough material to craft at least one more.
Played a Ranked game and had a super frustrating one. Every one of his damages was a trigger, he hit a trigger or two on his drives every turn except the last one, and I never once hit a single drive trigger. His deck wasn't even that good, he just beat me because his trigger luck was insane.
Speaking of which, by some miracle I pulled both a Blaster Dark and a PBD in the span of 5 packs after switching the Gatcha to stop throwing just RP stuff and I already have a playset of Blaster Javelin. Did some practice games against the AI and I can reliably get the full Ride Chain despite only having one copy of BDark and PBD as long as I open 2 Blaster Javelins which the extra draw and a bit of filtering help me get to quick enough.
So yeah I'm gonna switch to focus on Shadow Paladin, I'll have to get those PGs from scratch though, I already had 3 Iseults but no Mac Lirs.
It's funny how when I was looking for Royal Paladin the Gacha seemed very slow and unforgiving to where my deck was made out of scraps, but as soon as I figured to change it to BT05 and focus on Shadow Paladin suddenly the Gacha is being too generous with a playset of PBD and 3 PGs in less than 3 days.
Yeah, the G2 lineup is definitely the weakpoint of my deck so Nemain would be a huge boost there. The 12k G2 is good for early game and forcing the opponent to call G1s but it can brick really hard and I'm still using the really bad 8k G2 as filler. 2 Blaster Darks is normally fine but I do want a third one so I can make that MLB work on the RP deck.
I started finding opponents in Rank mode with real decks without any vanilla Cray Elementals and so far have been doing quite well, only loss has been to a guy who sacked a double heal then double critted.
Amber Dragons, and I'm still in the lower ranks so I'm guessing the guy hadn't figured out that crits don't help much yet, even in that specific game I was already at 5 damage so the crits were redundant besides being Kai. Earlier that game a crit also caused his Eclipse to whiff because I had a PG and the crit triggered it.
For that matter I played against an MLB player that also double critted but I had a PG so his triggers went to waste then because he did the favor of removing his 2 interceptors he predictably lost the next turn. Didn't even need to use PBD's skill.
I myself am running 9 Draw 4 Heal because PBD already gains a crit and more hand is more important.
So far I've played against MLB three times in Ranked. I don't know if all those 3 opponents were playing the deck wrong or I'm missing something, but honestly I'm not that impressed by that deck. Taking a -2 feels a lot heavier when Drive Checks don't refill your hand and getting rid of 2 potential interceptors always left my opponent wide open to get smacked in the face, not to mention MLB often ends up being PG fodder.
All three games my opponent was left with no hand very quick between the self-minus from MLB and me retiring his backrow then attacking the other front row, they might have the permanent 12k/crit but without any field they can't even attack my VG. Maybe it's a bad matchup?
kinda but tht was the whole point with mlb back in the day after u used the skill once u pressure the opponent with extra crit until u got tem in a postion were they couldnt take it like dote n tsukymoi seem to do better than mlb
I've said many times over the years that I've disliked 12 crit since the beggining of the game so seeing Draw PGs in the main game and ZERO's change in mechanics discouraging crit spamming makes me happy.
Double crit sack wins have always felt like a very cheap way to win to me, you're winning a game that you shouldn't have won because you sacked crits not because you played better and full crit increases the chance of that happening.
The negative stigma the game had when it began from people who don't play it was that "it's a pure lucksack game with no skill". Triggers do affect games to some extent but shouldn't be the sole deciding factor for who wins otherwise any vanilla deck would win by checking crits every turn, but better decks and players can win without needing to bet on triggers for everything. Full crits to me always felt like wanting to rely more on triggers than on player skill.
lmao i see wat u did there tyrant, and actually soul charged got banned almost2 years ago, since the player that went first could use it to extend plays and since they couldnt attack anyway it practically had no downsides, its 1 of yugiohs cases were cards get better over time to the point where it needs to go
when it first came out it didnt see much play because the game didnt progress to the going first second scenario( which isnt entirely tru). so it only saw play in niche decks that could afford to givee up attack for a turn if it meant giving itself advantage, i mainly used it for nimber 86 cause even tho i give up the bp 86 stil wipes the board n prevents my opponent from summoning for next 2 turns so if i got it off i could deal with the downside since id have more of an upside
It takes about 5 minutes to restore one stamina point and it costs 15 stamina to play against the AI even without quick fight so yeah it takes a while to refill it naturally. They do have two +35 Stamina bonuses for daily achievements so it does help.
Quite often if you run a deck that focus solely on outdecking the opponent, and the opponent is running 9 draw.
Lena + Myrtoa and Sakuya/Imperial + Dark Cat are examples of such deck. The weakness is if the opponent rushes them then it's not going to work. (Hence why imperial daughter cont 21k is very good). Damage shields ensure you defense, and having 5 heals in deck means you'll be very tanky the whole game.
The 40 card limit makes it easier to deck out.
Otherwise, maybe one in 100 games? I did deckout a pbo deck this season once by using dote.
Haven't run into either of those decks, about half the opponents I run into in Rank mode are Amber Dragons.
The OTT guy ended up soulcharing himself to death with Amaterasu which was quite hillarious because I was at 5 damage and had no PGs or interceptors left and his damage check the previous turn was a Draw.
I'm still hit and miss with DOTE, because of the decks nature I can often find myself low on attackers.
I switched to MLB lately and it's doing fairly well. I play 6 draw 3 crits, and the crits have actually won me games so yeah.
I can usually get MLB off the moment I ride him. Had a Kagero player damage deny me so he could kill Wingal Brave with Tejas, which annoyed me, so I killed him with King of Knights instead.
I've seen a few deck outs from people, typically OTT, but it's rare. I've only decked out once myself.
Yes, the -2 for MLB can hurt, but if you pull it off early it's not too bad and Blaster Blade is great for dealing with Intercepts to get more attacks in.
I only have three MLB's, but because of Wingal Brave that's usually fine.
I'm close to finishing Shadow Paladins. I have four PBO's now and two Nemains, getting somewhat close to crafting my 2nd PBD. I could get a third PBD if I spend 200 pack tokens as I'm three away from it, but... I really want PSY Aichi.
I usually win with Shadow Paladin by outgrinding the opponent, focusing on retiring their backrow with PBD then attacking their front row even if they're not inteceptors, the extra crit from PBD helps deal damage despite only attacking their VG once and since they're at low damage their PGs won't trigger so they have to take the hit. Sometimes I even use Blaster Dark's retire if they try to rush me down and I have a Cursed Lancer
After that most of the time my opponent is left with a very small hand and no field making very hard for them to recover while I sitback walling with Shadow Paladin's plussing engine, by the time my opponent rebuild their field if they even manage to do so I got so many resources that they can't win. It takes quite a while but it's been working reliably, though that's probably why that OTT decked out, the game was really long.
I still only have one PBO but the times it does show up it's a huge help not just with the 13k body but also by sniping more backrows for a less hefty cost than PBD.
VP resets, and if you're at Legend Rank, your Rank resets back to Legend 0.
So yeah, typically you want to try to get to 1.2 million VP every season. Also, being in the top 1000 is also preferable every season because then you get a free SP of that Season's card. You also get a free non SP version for every 10 Legend Ranks. Top 100 gets two SP's instead of 1, top 10 gets 3, and top 3 get 4.
And yeah, because they gave Wingal Brave a CB cost, you can damage deny it easier. I usually just stay on G2 an additional turn if that happens if I don't have MLB in hand.
It'll stay until April. New cards are released once a month, at the beginning of the month.
The 2nd season in March will have the Neo Nectar Clan Event, so that will be what is added to the meta that season.
I believe the next Set will introduce more support for Novas and OTT, namely Illuminal and friends, Death Army, Battle Sisters and Goddess of the Sun, Amaterasu.
There were a lot of cards that were made really bad because of being given Limit Break, often on-hit effects or effects tailored for the midgame before LB was active and by the time your opponent gave you 4 damage those effects weren't useable anymore because it was late game. With how ZERO reworks old cards that were bad originally I do hope some of them get the LB removed because they really didn't need it.
but u kno wats funny in v were getting stronger reworked skills but when it comes to 0, do u gys think this shouldve been the better way to go, doing in zero instead of what were doing now? jus without the extra rules
Zero works a simplified version but the main game with the normal rules is better, without guarding you don't really do much during the opponent's turn other than watching. If anything the interesting part of ZERO is being alternate version where you have to work without drive checks refilling your hand and think differently about how you approach fights.
The thing that ZERO absolutely does better than the main game and I insist should be implemented is the extra draw given to the player going second. Going first and second feels much more even with that change.
actually it does help more than I thought.people think 5k shield doesn't matter because when you usually have a 5k shield,it's one of your deck cards,but in the case of quick shield,it's an extra card you wouldn't have gotten otherwise,so it's better than that.Think of it more as an ability that let's you buff a guard by 5k,rather than a 5k shield(so a g1 becomes 15k guard,and so on)
yes cause u can pitch it if your opponent tries to rush u early, it works against rebellion since it gives power and isnt a shield, i use it for altmile and or bairon when i do my filtering in the deck
testing a bit with quick shield and it helps a fair bit. Decks can drop and draw early have discard fodder, and it also lessens the sting of G-assist as necessary, and it still feels fair that I don't have one if I go first and get to G3 first
The original idea was that the player going second gets the advantage of being able to attack right away and not missing that initial drive check, but the player going first gets to G3, gets full access to their better cards, and get twin drive while the opponent is still at a lower grade and that outweights that first drive check the player going second gets.
ZERO gives the player going second the extra draw to simulate that first drive check, when drive checks don't refill your hand any extra hand advantage can mean a lot and on top of that you still get to drive check giving the player second that much needed additional advantage over the player going first.
I think you have to have each other registered as friends?
Also,I learned this from the Duel Masters discord,if you download the google translate app,you can upload game screenshots into it and it will scan the screenshot and translate sentences for you(you have to highlight which sentences you want translated by drawing over them with your finger).I've been using that quite a bit,the translations are surprisingly accurate.
lol, I'm sure my last opponent I fought to get to Legend 12 was getting annoyed with me. They were playing Shadows, I was playing MLB. I healed three turns in a row to stay alive and managed to finally get him in a position where I knew he had no heals and no PG's left to stop MLB's 2 crit attack to win. I kept thinking there was no way I was going to win, but then I kept healing xD.
@Hikari Friend fight would work for the idea of a local ZERO tournament at least.
@Sol I was playing a Rank Up fight agasint MLB, damage was 5 to 1 because he used MLB while I had no PGs and he crited, but then on my next turn I retired his VG booster so MLB couldn't reach PBO and checked a Heal. My opponent got overconfident and called a PG to boost MLB and 2 G3s to attack assuming I still didn't have a PG but I top decked it so his push failed and I won the next turn.
I ended last night at Legend 13, saw I was dangerously close to dropping out of top 1000 this morning so played a few games, lost one because of a 6th damage heal and then won the next one. I had time to play one game once I got to work before the reset, but if I lost, I'd likely drop out of the top 1000, so I decided to risk not fighting in hopes that my score was good enough.
I don't need any Star Calls, so don't have a lot of motivation for March's 2nd season.
For free 10 pull for 1.2 mil VP, I pulled yet another DOTE. My first RRR that got dusted, learning that it gives me 30 RRR gems.
I'm very close to getting enough materials to craft a PBO and hopefully I can pull another one before the BT05 Gacha ends, I also pulled two Nemains and got a third Blaster Dark so PBO is really the only thing left I'm missing.
I wouldn't mind a second MLB for that RP deck too.
And ott decks run 9 crit, so main dilemma is whether to call that PG to the field (since tom basically turn it into 6k vanilla) and risk myself being critted at worst possible time , or save in hand and allow tom to hit the field.
The latter usually work in tandem with 6th heal though.
Part of the reason I plan on restarting from scratch when the English version comes out is because there was a Granblue even that I missed out on. Tachikaze doesn't work without the LB support and Great Nature likely won't be coming anytime soon so Granblue is the only other deck that I played during that era, even though I technically played it with the BT06 support becuase of the English release schedules
I experimented with MLB for a bit, it did not go well. In fairness part of the problem was that I only have one MLB so if the opponent plays around Wingal Brave (which most of them do) I'm kinda screwed. The other problem is I run out of interceptors very quick and can't tank enough hits before closing the game.
Since you will rarely see the 12k rear-guards (Lava Arm, Eisenkugel) in the current meta, mostly Gallatin will do fine. Unless you don't run marron, that is.
If you want a replacement for kay, I suggest morgana since she can reach 12k on her own.
The grade 3 space is probably full- mlb, gancelot, palamedes and a filler (KoK or Soul Saver are popular choices). KoK can be a star call with the need of extra cb, soul saver is when you want your rear-guard to hit that crossride defense (at the expense of mid lane).
Also if you go second you already start at 7 cards, then if you damage/drive a Draw trigger you'll be at 8 cards then 9 from your next turn's draw so it is not impossible to have 9 cards without any G1.
It worked but, I sure hope new decks are released soon because I've pretty much lost interest in Ranked mode after playing 7 DOTES in a row followed by 3 MLBs and I've seen at least a dozen PBO mirror matches within the past 2 days.
There's a serious lack of opponent variety in Ranked mode right now.
There isn't. As I said early when the game was released, it seems bushi want people to play pvp.
Unrelated, but might be related;
When casual mode was introduced in majsoul, it has the problem of people going afk as soon as they enter the room as whether they win or lose has no repercussion, but yet by participating they will get some reward in the end.
They need to overhaul the mode because such player exist, and once they remove the rewards no one is playing casual anymore unless it's an event week.
Ranked mode is already lenient enough not to rank down losing people, so casual mode isn't really needed imo.
But yeah, unlike mahjong that has the same deck each time you play, cfv has meta- maybe they should make tier matches...
I don't know how much it'd help, but maybe filters where you pick what clans you want to play against for the matchmaking, like for example if you don't want to play against the current meta you'd turn off Kagero, RP, and SP so the matchmaker won't match you with someone playing those decks.
Not the most elegant solution and likely would cause some other issues, but the current system makes it so everyone only wants to play meta because they encounter nothing but meta.
The problem is that matchmaking filters is something that shouldn't be used alongside ranked play. I feel as though the variety of opponents might be dependent on what you play/rank, I don't play meta decks and I've seen alot of non-meta decks in ranked.
I just checked and I got a surprising amount of Souless OTT stuff including 2 Cocos, 3 of the backup G3, and enough Sentinel Tokens to get a full playset of Cocoa, but I think I'll save up those Tokens for something else.
I've been using Quick Fight to farm Ren for SP material and doing so also gives tickets to farm Mai for NN Gacha. It helps that the only RRRs are G3s, but on the other side both of those G3s are needed at 4 copies.
That happens to me a lot, but that has more to do with the small size of the phone screen so the cards in your hand gets cramped together. More reason why I'd rather have the game on computer so I can have a bigger screen that doesn't run out of battery after 3 games nor lag constantly.
Yeah my phone has the processing power of a toaster, I can feel the thing trying to catch on fire after playing for about 20 minutes.
So... I already ran into a Neo Nectar in Ranked mode and the deck wasn't even that incomplete, I saw 3 PGs and 2 Maiden of Trailing Roses. He didn't get the Persona Blast off but he did a very strong rush with the Genes alongside Stand Triggers pushing me to 4 damage before even reaching G3, I only won because he damage checked 2 PGs.
Turns out you can't use Sentinel Tokens for event clan PGs but you can get them from achievements so you should still be able to get a playset from them via Quick Fight farming daily. You also get crafting material as daily achievements so saving up to craft at least one RRR should be possible.
From what I can tell all difficulties give out the same drops so Very Easy should be the best difficulty to farm because it consumes the least amount of tickets.
I mean, sometimes you want to force those PG's so you can finish them later when you need to.
And then sometimes they don't even have a PG, so you just win.
Getting the RR's in clan events is easy peasy normally (though Basskirk was being a jerk and I only got three of those, but I did get 4 Nightmists and a Ruin Shade, so I can't complain), it's getting playsets of the RRR's that are a problem.
And because there is no character fights for them after, you can't even farm gems to try and craft them after the event, sadly. I really wish you could.
April 9th, that's a lot sooner than expected. I'll be jumping ship to the ENG version so farming the Neo Nectar event any further event kinda feels pointless, but still gonna do so because it's not like we can play at locals anytime soon.
I'm going to keep playing because with locals closing all over the place there isn't much other way to play VG right now, just not gonna take Ranking seriously anymore nor bother farming material anymore.
worth noting that the trailer still used Japanese voice clips, could just be reused footage from the JPN game or it could be that the ENG version will still use those clips instead of the dub ones. Kinda hope it's the latter tbh.
Yeah, I hope they add subtitles to the anime cutscene sections. I imagine they will. It was funny watching the dub yesterday and seeing them not translate some of the japanese text though like they do in the sub.
Neo Nectar based around the Lion Heat clone isn't that terrible of a deck, it's basically worse Nova Grappler but it has a pretty good rush aided by the Genes and any form of multiattacking is good in ZERO. Problem however is that the deck runs out of steam quickly and is very weak to control and it just so happens that the 3 most popular decks all have means of retiring rgs. Irminsul can only help so much when it sometimes whiffs.
Neo Nectar does have some ways to deal with interceptors, either standing or mid-battle phase calling, but beyond that its biggest problem and I recall people mentioning it back in the day is that most of the cards in the first wave are generic clones and the better ones like Maiden of Blossom Rain were wave 2, basically only Trailing Rose and the Genes aren't clones.
oh yea has anybody presigned up on vanguard zeros offical page, if u do and we get to 50,000 pre-registers all those people get 20 free packs when it releases, were curently at 10 free packs and 35,000 right now
So, Singapore is getting the game two weeks before everyone else, which is a major concern for a lot of us as a two week headstart gives them a huge advantage if they don't reset the server for the global release. Not only do they have two free weeks to build up their decks faster, but it also gives them a massive head start on the rankings, making it next to impossible for anyone outside of Singapore to get a high ranking.
Aaaand I just pulled a 4th G3 Gene, I already used all my material on the 3rd Trailing Rose so there's zero chance I'll get enough to craft another one within 2 days so I'm gonna have to bet on farming as much as possible on the one day the rate ups match the NN event to pull that final one.
Gotta say, I liked Neo Nectar more than expected. Deck ain't very good but it's fun to use and my win/loss ratio isn't that bad. Trailing Rose is really good... when she does pull off the Persona Blast not just due to lacking 4 copies but also because you often drive/damage check copies. Biggest problem the deck has is that a single damage check stops your turn and with 1/3 of everyone's deck being triggers that happens often.
Trailing Rose persona blast is definitely very good if you want to shuffle the deck after using oea knight to return triggers back into the deck.
I have to say, without Harvest Gene the Gene lineups are kinda useless since you want to swing your rear-guard on the vanguard, yet the on hit vanguard wants to hit the vanguard too, so no one want to swing on the rears.
Unlike pale moon where the vanguard usually lack any skill so it can just attack the rears without much dilemma.
I mainly use the Genes for a little bit of early game rushing with columns that then rearrange themselves, the G3 is there to recycle Heals and give you interceptors. But yeah they really should've been buffed to also activate when hitting rear-guards because they can conflict with Trailing Rose.
Hopefully they do give that buff to the Storm Riders otherwise they'll be kinda unplayable.
No, instead Intercept now works as a "taunt" so you have to kill the opponent's G2s before attacking the Vanguard and your Vanguard gets +5k every time it's damaged as means of defense and counter multiattacking. That's the biggest difference from the main game, it takes some time to get used but it does work and makes things different enough to give the game a different flavor while still being Vanguard.
FINALLY the game decided to install and finish downloading all the data and I guess the game wanted to apologize for not wanting to work all morning because I pulled 2 KoK Alfreds on the initial packs.
Early on the game showers you with gems and pack vouchers from constantly increasing Grades with simple tasks so you can get LOOOTS of packs quickly, I managed to get around 50 packs overall in the first day due to having so much free time now and long story short now I have 4 Iseults, 3 Alfreds and Blaster Blades, and one Soul Saver.
Part of it was pure luck with pulls but also every clan has a small card pool so pulling the RR+s you want is easier.
Convoluted fictional answer that is obviously wrong: The game wants to apologize for refusing to install for nearly half a day and it knows that my very first deck in the game was a crummy RP "deck" made out of one Trial Deck and a few Rs so now it's letting me have that real RP deck from back in the day.
Still don't have any Gancelots though and those are important for later down the line.
One area where Crits are really good is the story mode, since the opponents' decks and turns are scripted they often won't damage check triggers and often an early Crit completely screws their scripted deck because they damage check a card they were supposed to draw.