Anonymous
9 years agoClique peas are so OP?
Almost everyone is playing now with clique peas because they are very powerful and if you combine them with other beans that let you draw cards you are invencible. xD
Almost everyone is playing now with clique peas because they are very powerful and if you combine them with other beans that let you draw cards you are invencible. xD
@blinddouble wrote:
It's not that we can not beat them, it's that they are much harder to beat than anything else of related value/cost. I'd highly suggest referring back to my comparison between Clique Peas and Arm Wrestler zombie.
But you're comparing apples to oranges, really. Do plants have anything comparible to gravestones? How about deadly? Overshot? Are frenzy and bonus attacks equal in your eyes?
That's kind of part of the game. There arent always equivalent powers. Look at how different the lane cards are for both sides! There are definitely uniques for both factions.
That's a fair point, but there are a lot of mechanics they share unevenly. Strike through, bonus attacks, freezing, card draw. I don't know if you were a silent visitor to the forums or not when leprechaun came out, but plant payers seemed pretty pissed. They complained how they didn't have an equivalent card as early on, much the same as this. But plants didn't need the same cards... We agree that it's not unbeatable, it's just a pain, right? So again, i think the biggest issue most are having is the fact most plants are using some validating of the deck... It's an easily built strong deck, and let's face it, that's going to draw a lot of players; so you're going to be seeing a ton of this deck for a while... Which means you'll likely have to play decks you may not care as much for in order to compete... Thus isn't the first tone it's happened, though. When bonus buckethead came out, almost all plants saw were deff end bonus bucket decks for a couple months.
Perhaps, but keep in mind... 2/2 at one cost isn't the only thing those umps bring to the table. And toxic waste imp can do a long way in controlling clique peas early on. Cheapo card draw is always valuable.
In my experience, the Clique Peas are being used less in my game experience. Still being played, but not as dominate as it was. That's the great thing about this game, EA is constantly churning out new cards and thus the Meta of the Week is changing too. Next week we will have a new Meta to gripe about.
BPRD
@BlazinsZ wrote:If you receive 4 Clique Peas at the start of the game, you have a high probability of winning the game, we could analyze what to do in this case not to be defeated, but I think it's quite difficult, especially because every Clique put 2 more of them in the deck, anyway, have 4 clique peas at the beginning is very unusual, so don't be alarmed so much, it is a condition of luck, Is the same as starting with a good cards but with different types...
Someone smarter than me please work out the probability of this happening.
@blinddouble i I hear you but again, the probability of having multiple Cliques in your hand at the beginning is minimal. If the above scenario happened I agree, game over. If you get the exact cards you want at the beginning with most any hero the same holds true. I play them in my Green Shadow bean deck just for fun because stars are worthless and I don't find myself winning much more or less than with any other hero. I feel if they were truly OP I'd be crushing people at a much higher rate than with other heros and I personally just don't see that.
Maybe it is a bit overpowered. Based on the design I could imagine them keeping buffed as long as a clique pea is on the field or in the hand. For example, I play one on the first turn and have none left in hand, if it died the first turn and you drew one the next turn, the buff is reset and the new clique pea is back at 1/1. Had the first one survived, the new one would have the buff and be 2/2 in hand. Though this is me messing around and unlikely to become real.
The closest zombie-equivalent i can think of is the "Energy drink zombie" at a cost of 2. Frenzy +1/+1 every turn... Based on this making clique peas's also a 2-sun cost would probably balance them a lot. (I had thought energy zombie would have seen more play at the time :o )
On the other hand, a huge part of this game is beating the meta. Since a card is popular or powerfull, a lot of decks become based on that. Deck B would then emerge as competitor to defeat Decks A. If no decks B can be made, then it is up to the developers to provide that leverage to the zombies (which is mostly done through the event cards) or nerf the original problem. And between buffs and nerfs... everyone prefers buffs! \o/ (edit: on that note, the beast deck does rather well against mega grow plants imo)