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Post by Zeno on Jun 5, 2017 15:36:17 GMT -5
I figured it would be interesting for me to remember some of the things that has happened over this site's history and to make light of those situations. One of them will be what I consider to be the most overpowered effects that have ever been used.
The list will be conveniently separated into two sections. Effects 6-10 will be effects that are overpowered, but can be reasonably combated. Effects 1-5 will be effects that are so overpowered that they can easily win someone the brawl, and there is rarely anything the opposing player can do to stop it.
**For those of you that are easily triggered if you happen to see something of yours on this list, lighten up. You should be honored, as even I wish I made it onto this list.
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Post by Zeno on Jun 5, 2017 15:53:26 GMT -5
Effect #10: Consecutive Fusion Abilities
For those of you who are unaware of where the concept of this comes from, then you either haven't watched New Vestroia or have forgotten about it. This was first used when Dryoid entered the scene. Basically, you can activate more fusion abilities than you are allowed to activate normally.
This introduces a number of problems into standard play. The main issue here is that the user has the option to play a plethora of effects outside of their normal card limitations, so they're basically free cards they can introduce without much of a penalty. Another important issue is the effects one might put on the extra fusion abilities. Since we have the freedom to create our own cards, deadly combos can be set up using these extra fusion abilities.
There are two reasons why this tactic ranked so low on the list. The first reason is that all of the extra fusion abilities have the same stipulation as the first fusion ability as far as countering it goes. This means that if the initial ability the first fusion fused with is negated, then every fusion in that chain is brought down with it. The second reason is that the threat level of this tactic varies with the skill of the user, which cannot be said by many of the effects that have yet to be named.
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Post by Zeno on Jun 5, 2017 16:05:00 GMT -5
Effect #9: Alternative Counter Effects
This could have become #1 real quick had it not been for the staff members that put a stop to this very early in its inception. Let me give you a rundown of how this works.
The first thing you need to is come up with something that would reliably counter your opponents move, but make it so that it doesn't use up any of the counter limits. The second thing you must do is to use these effects in place of actual counters when they are necessary, such as if you were prevented from using normal abilities. That's all you need to do to have one of the most overpowered effects ever created.
Need an example? I'll give you one.
Suppose you just played something that switched your opponent's Ares with their Zero Hydranoid. That person uses an effect that "makes your card do the opposite of what was listed," so even though the Bakugan designated for that ability was sent off of the field by YOU, they can still play that kind of move and render your effect useless, all without countering it at all. Sound fair? You tell me.
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Post by Zeno on Jun 5, 2017 16:16:43 GMT -5
Effect #8: Support Weapon Varying Power Levels and Unforeseen Throw-Ins
These are two different things, but since these can be combined, I'm going to group these together into the same listing. You're about to see why. There's a reason why these tactics were acknowledged by the main admin to be so broken that they were banned from play entirely. You can't even use these in the Underground Arena.
The first area of discussion is that someone came up with the ability to make their support weapon not have a set power level. Their actual power levels would vary depending on a set condition. For example, I could say, "This support weapon's power level is equal to the highest G-Power on the field." Seeing that, can you now imagine how far that could be taken?
The other bit of it was that there were people who gave support weapons the ability to be thrown in if a certain support weapon is already on the field, even if the person had already used that limit already. This goes back to why consecutive fusion abilities are on this list. The person has free reign to set up deadly combos without any penalty by doing this. It's hard to imagine how something this ridiculous does not get banned.
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Post by Zeno on Jun 5, 2017 16:25:30 GMT -5
Effect #7: Gaining an Extra Ability Card Count
If an entire rule needs to be made in the battle rules because of an effect, that's how you know it's overpowered. Look no further than this effect right here.
12. Always give your opponent a chance of using such as counter card to counter attack if you use a card that blocks/disables your opponent from using cards, etc. (Except a card that would copy/reuse a counter effect) You also cannot counter with anything extra if the opponent counters your move. (Ex. Extra abilities that you gained with effects, support weapons that you added through the use of an effect, etc.)
The underlined portion of this rule was added by me. This was because what this rule prevents from happening actually did happen. Want to be put in a scenario that would make you quit permanently? Let me introduce to you to it.
Suppose you and your opponent only have one ability left, but your opponent has two counters left. It's their turn. They play their last card, and one of the effects it has is for them to gain an extra ability card. It's your move now. You negate that card. Because they gained an extra card count, they use that extra card to counter the move you just made and send their power levels over you to where they can win. They end up winning the brawl, even though you negated their card count increase. How mad does that make you?
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Post by Zeno on Jun 5, 2017 16:32:28 GMT -5
Effect #6: Using an Effect from Your Bakupack
You knew this was going to be here, but you didn't know where. This effect single-handedly broke the entire system (because of me, Snake, Southpark, Yuji, and a couple of others). It is the only effect on this entire list that has received more than one nerf, but that isn't enough to propel it to #1...
This is probably the strongest effect ever created that can be combated within reasonable measures. You can pick out anything you want out of your Bakupack, and the effects that you pick out will not count towards the limits. Better yet, before the nerf(s), you could continue the chain by either getting a multiplier effect out of your Bakupack (you can't do this anymore) or even pick out a card with this effect on it to get even more stuff (you can't do this anymore either). You could form infinite chains until you've played all that you need to set yourself up for victory.
If you didn't know how to abuse this effect back then, good luck making it to the top 5. You weren't getting there without this effect. That was a guarantee.
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Post by Zeno on Jun 5, 2017 16:41:24 GMT -5
Now we're going to cut in to the effects that are unfair and have no place in brawls, because there is nothing you can do to stop these from happening.
Effect #5: Undoing Effects
When you see this, you're going to be surprised that this is the weakest of the unfair tier. It only goes downhill from here.
There used to be another form of special counter that existed alongside protections. This effect was it, but there were only two problems...
One...this effect was exclusive to the main protagonist and the main antagonist. They were the only ones who could utilize this effect, which leads to problem two...
...This effect was treated as a counter in addition to the regular counter limits and the protection, meaning that they were able to use up their negations and protections, and could use this effect afterwards. This gave them four counters - five if they wished to specifically target support weapons. Those main characters could essentially counter EVERYTHING that someone could possibly do. Both the main protagonist and the main antagonist were completely invincible to everyone else except for themselves.
It drew enough ire from the community to be outright banned by the main admin and was never used again from the day forth.
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Post by Zeno on Jun 5, 2017 17:04:38 GMT -5
Effect #4: Gate Cards that Do Not Require An Ability to be Played
If you were around back then when this was a thing, then you knew this was coming. Basically, you flip over the gate card, and the card specifies that you do not have to play an ability with it, and you will not lose an ability for following this. Completely overpowered.
You can't even use these type of cards anymore. It drew so much controversy that it was outright banned across the site. Even the Underground can't support something so ridiculous as this. The only way to replicate this is to have a separate card deprive you of the burden to play a card with the gate card. That way, if the person stops it, you would lose the card count, but here...that's not what happens. You counter this card, they still keep the card count. Unbelievable.
A fun piece of history - for those of you that don't know - is that this was one of the main things that erupted a site-wide fight between both the World Fighters and Soul Takers, because things like this were being used by one side while the others had every attempt at combating effects like these get denied without any legitimate reasons why.
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Post by Zeno on Jun 5, 2017 17:13:32 GMT -5
Effect #3: Ghost Abilities
You're starting to see a pattern. If you were here back then, you know of this tactic and you knew it was going to be here.
This is the "get out of jail for free card." It didn't matter what happened to you. If a card has this effect on there, it will go through anyway. The word "ghost" comes from the fact that these type of cards are intangible and will go through anything, regardless of what's in front of it. Even if the person was prevented from using normal abilities, the card will get activated anyway. There was nothing you could to stop these abilities from being played, unless you owned an effect that directly counters these type of abilities; you could use one hand to count how many people were capable of doing that.
There's really nothing else you could say about it. It was stupidly overpowered and should have never been made; however, this effect didn't anger people to the degree as these next two have...
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Post by Zeno on Jun 5, 2017 17:26:13 GMT -5
Effect #2: Game-Breaking Counter EffectsI had to make this a grouping of two different things. They were so overpowered that I HAD to put them here. As I mentioned with effect #4, this is integrated into the site's history. From being on the other side of this, I have never been so pissed off at an effect than I have with this one. I almost left the site altogether when this effect passed inspection. You'll agree with me once you see what these are. One area of this I would like to get out of the way is something that had to be banned from regular play: continuous counters. It's very simple. You make a counter effect activate every turn. This meant that you could negate your opponent's effects every turn, forcing them to have to counter. What? The card creation rules said that you're not allowed to counter future moves? The creators of this effect apparently didn't see that. Now here's the trigger. Someone went far enough to include effects that activate in the event that the card or support weapon is countered. As you expected by this listing, it was a counter effect. Yes, a counter effect will activate at the exact moment you counter whatever it is that has this effect on there. As an example, you use Ability Breaker to counter your opponent's previous card. Bad move. Because you did that, now they get to activate the effect that activates whenever the card is negated: negate all of YOUR abilities. How about support weapons? If you counter their support weapon, they get to negate all support weapon effects on the field and send every support weapon back to their respective players. To magnify this problem even further, suppose any of the effects on this list - especially 5 and above - were included on a card that has this effect on there. What are you going to do then? You have to do something to it, but once you do, all of your stuff will disappear, and the opponent didn't have to do anything to respond to it. Yes. Yes it is.
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Post by Zeno on Jun 5, 2017 18:29:26 GMT -5
Before I move on to #1, I just want to include some dishonorable mentions.
Character/Text Limitation Effects
To put it simply, the user will make a sentence, and if anything in your card contains a LETTER from that sentence, you can't use it. Talk about a direct attack on special and fusion abilities as well, especially if the person intentionally made a sentence that will never fly on a writing assignment just to include all letters in the English alphabet. Do I really need to explain this any further? The only limitation here was that the person had to be fluent in English for this to even work.
Restoring your Ability Card Counts and Limited Effects
I don't have to explain this. You already know why just by reading it. The only saving grace for this was this was rarely ever seen or used, so it did not have the chance to get abused like the gaining of an extra card count.
Latch Abilities and "Spell Cards"
Although these cards are inherently weaker due to balancing purposes, I have to put my own effect in here too for the same reasons the consecutive fusion abilities made the list. They then gave birth to "spell cards," someone else's mockery of this type of ability that took this concept to an entirely different level, tempting me to actually replace the consecutive fusion abilities on this list with those cards.
Preventing the Opponent From Attacking If They Have A Higher Power Level
So...if they're winning fair and square, then...they're not allowed to win? Okay then...
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Post by Zeno on Jun 6, 2017 15:02:41 GMT -5
And now...for the #1 effect.
Effect #1: Ending the Round
This had to be predicted to be on here. It just had to be. For the ones who have seen this effect in action, you would have burned me at the stake if this was excluded. It is a sin punishable by death.
It's plain and simple. You play this effect, that's an instant win. Guaranteed. It completely ends the round without any ifs, ands, or buts about it. The only thing you can do to live after an effect like this is used against you is to counter, but that already means that you've lost, because the game will end immediately after your counter limits are expired. What's worse is that if this is played on someone who does not have any counter limits remaining, that person loses at that exact moment. There's no setup required for this to work. All you need to do is have your power level higher than the life gauge amount the opponent has remaining, and then just play this effect. Good riddance.
What's even more ridiculous is how this effect was allowed to exist. Just look over the effects that I've listed. The rules say not to prevent people from using special and fusion abilities, and we do them anyway. We're not supposed to counter future moves, but we did it anyway. No having a card that cannot be countered, and it was made anyway. Now we HAVE to have a rule that says not to end the round now. What a joke. Good thing this effect is banned, because it is a shame that a rule like that had to be made in the first place.
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