Vanguard Zero | Japanese Review(s)
3.8
example of perfect guard being proc
when opp crit when you have 3+dmg a pg will be used to negate that dmg and when you have 5 dmg (try to not get pushed if you can)
So the gameplay will be spamming grade 1,2,3 sideway on loop...
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Grade 2 is basicly taunt from Hearstone instead of intercept where you add shield value to your vg
you must attack the grade 2 before attacking the vanguard making it a pseudo perfect guard kinda
Grade 3 works as trigger
And How to activated the trigger is to send it to the drop zone
3.4
4.0
the game performs well, has some long load times, and although its not a huge issue quite yet, I'm quite certain youll have to spend plenty of cash to keep up with any updates they add as lets face it thats the point of this game.
its a little bit too simple of a game however. as the only things that changes what happens is if you play your grade 2s early to guard or later to guard, if you change cards from your starter hand, where you spend your cbs (if you even spend them) and most importantly what your deck is built of.
as for the actual gameplay, heres the main differences from normal vanguard.
1. you only play one grade zero, that grade zero being your starting vanguard.
2. triggers are on grade 3s now, and when you do your drive check your checks go back to the bottom of the deck instead of to your hand, UNLESS you get a trigger in which case they go to your drop zone. as well as damage checks now adding +5k power to your vanguard no matter what card is revealed, triggers adding an extra +5k
3. you cant guard or intercept, those now being replaced with grade 2 rearguards needing to be hit before hitting the vanguard, and perfect guards being automatically used (after a drive check even!) automatically from your hand after you've reached a damage threshold, mewning you cant choose when to guard.
4. cards effects are overall different and a bit nerfed, which isnt necessarily a bad thing.
5. decks are built of specifically 1 grade 0, 13 grade 1s, 13 grade 2s, and 13 grade 3s (which are the triggers but have the handy effect of having the ability to change what kind while building your deck)
overall the game can be fun, has some pixely visuals at times, but other than that usually looks beautiful, and definitely gives you something dumb and easy to do when youre bored. they could have easily just made a mobile vanguard and it have gone far better however as at this point both games go at around the same speed ending on the first turn either player gets their grade 3. or their second turn after they got it out.
edit: as i've played ive noticed several new things. first being you can create the cards by fighting in difficult battles that give you a reward for completing them, these rewards (after hours upon hours of farming) can be used to make any card in the associated clan, and when grinding you choose which ones to grind out. the missions are fun at the beginning but you begin to notice a trend with them where your opponent constantly gets the exact same cards out, and youll also notice artificial difficulty being added where instead of a better deck or better ai, you compete against the same ai, that instead just gets power boosts to all of their cards.
edit: second ranked pvp is not actually a thing, the game sends bots to fight you in the players place that could possibly be using a real players deck but could also just be using a base deck that could be harder or easier depending on your rank, some bots even running cray elementals (neutral clan) in their decks.
edit: third the game's rng is showing evidence of being completely manufactured. while the luck when it comes to the card drawing is accurate (i even got 8 rrr's within 25 packs, so clearly not bad rng for this) however, the rng when it comes to battling is clearly showing signs of artificial luck. some examples being your opponent consistently getting triggers when needed, to them getting draw truggers whenever you attack them. they also never seem to get a heal trigger when you land the final hit. other examples being you pulling critical triggers more than other triggers when attacked, causing the additional effect to be wasted (even in a deck with less crits than any other trigger this was noticeable) and pulling heal triggers when you have 0 damage or less than your opponent (one game i even got 4 heal triggers in the first 4 turns from being attacked and attacking, none of which healed me) or when you do pull a critical trigger, the game makes the bot consistently pulls 2 triggers to make it impossible to do more damage to them in that turn to equal out the 2 damage youve already done. the game is also coded to pull more heal triggers on your last health as long as you havent healed yet that game, including getting a double heal when hit from a crit boosted attack several times.
IMPORTANT: these issues seem like a player complaining about bad luck, but this has been found from notes I have written of over 150 cardfights from myself and 50 fights that have had their information written down and sent to me by 4 friends, it is likely this is put into the game to slow your progress, or to make for more exciting situations which is understandable. THIS IS ALSO NOT SOLID EVIDENCE. if you find none of his happening to you, it could all just be a coincidence. if I notice any changes to these I WILL come back and edit this again and apologize for my misinformation. thabk you to all my friends for the help on gathering this information however, and I thank everyone here for reading.
5.0

Hi guys

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4.0
(เป็นกฎที่แค่ภาคโทรศัพท์เท่านั้น)
ซึ่งกฎของมันจะเป็นไปตามนี้ครับ(เท่าที่เล่นมา)
1.ทั้ง2ฝ่ายจะไม่มีการ์ดกันdmgครับ
2.เมื่อVanโดนโจมตีพลังโจมตีของVanที่โดนโจมตีจะเพิ่มขึ้น5000
3.ภาคนี้ยังใช้กฎของภาคแรกอยู่ ยังไม่มี link,g-zoreนะ
ข้อเสียของเกมก็มีอยู่บ้างครับเช่น
ฉากเรียก Ace card ของตัวละครที่ดันเอาภาพจากในเมะและเป็นภาพระดับ4K(ประชด)
(แต่ถ้ามีมากกว่านี้มาบอกต่อๆกันได้ครับ^_^)
5.0



Cmq bellissimo gioco, lo aspettavo



5.0
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4.6
4.4
The store is vastly improved visually, but they changed the way you get cards using the same style as Yugioh Duel Links. Its not a bad idea. I prefer that way of opening packs, but in Zero you have to reset the box just to get a playset of the higher rarity cards. That's if you get them at all without opening the entire box. Pull rates for RRRs seem to be worse than before with the addition of the GR rarity. I did like the addition of clan packs and hope they return later in G. Skins have also been locked behind a paywall. You have to use G coins to unlock skins and you only get 1 to start and can buy more with real money. I always hated that skins were clan-based anyway but having season 1 Kamui with a G deck is beyond annoying.
Crafting has been a problem plaguing the game since the start and now it has become another cash grab. You only get 3 difficulties of character fights and 2 of them are limited to 5 per day. You can reset them but they cost gems. The crystals can still only be obtained from these limited fights but now the orbs are in the same boat. Orbs have notoriously been the hardest material to obtain and now they are locked behind a daily limit/paywall.
Stamina is unchanged. In fact, at the current max stamina level, it takes exactly 15 hours to fully regenerate stamina from 0 (or use gems for instant refresh) and it dissapears in a matter of seconds. In addition to using stamina for character fights, it is also now used to add more daily quests. 60 stamina in total if you add more quests twice (which is the max that can be added each day and there's no way to add more). That's 5 hours of stamina to get 6 additional quests. Not to mention having to use stamina on character fights each day to get more crafting materials/complete quests. If they lowered the time for stamina regenration to 3 minutes for 1 or upped it to 2 every 5 minutes that would be a huge improvement to the interest in the game.
Finally, the quests have been vastly improved. They have been changed so that they rotate each day and are not the exact same daily quests. You start with 3 new quests each day. If you didn't finish a quest from the previous day, it doesn't dissappear so you can still complete it, however, you can only have 9 open quests total. As I stated before, you can add 3 more quests twice a day by using 30 stamina each time. Each quest is worth a different amount of points too. You get those points and they are kind of like XP where you get them and they rank you up. Rank itself really doesn't mean much. You get sleeves with the grade number on them for hitting certain benchmarks like 2, 10, 20, 30, etc. and you get other rewards with each grade as well as an instant stamina refresh which is nice. You can also reset a quest if you don't like it but you can only do it 3 times a day. I usually reset it for friend fight quests since coordinating them is always a nightmare so I never use that feature. But, limiting the daily quest limit to only 9 new quests each day slows progress. especially when you get to grades higher than 20.
Overall, the game is still fun and definitely less stale with the addition of G-Units to the game. Even though this has been mostly a negative review, I still thoroughly enjoy the game and the improvements that were made, even if they came with some major down sides. The cash grabs are bigger but the game has a lot more to offer nearly 2 years in. Grinding ranked fights is still the main way to play after you do everything else. That's not necessarily a bad thing unless your deck isn't very good. Plenty of people throw money at the game just to get their decks 100% done on the first day, but I'm not one of those people. The Japanese game is far superior to the English game especially in ranked fights. If you play this game, pick the Japanese version over the English version 100%. I switched when Link Joker (aka my favorite clan) debuted in Japan and haven't touched the English version since.
4.0
4.2
5.0
5.0
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I LIKE VANGUARD MOBILE Is BEST new game play
or real life so cool new generation.
your relax
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