Binary Option Definition and Example

Episode 9 REDONE ideas

Because of the Reddit character limit, I am posting this separately.
Episode IX - Balance in the Force:
If The Force Awakens was a bad premise executed incredibly well and The Last Jedi was an incredible premise executed badly, The Rise of Skywalker is a terrible premise executed horribly.
I disagree with the popular notion that Rian cornered J.J. because TLJ screwed everything up. I have many problems with The Last Jedi, but Rian took what could have been a visionless carbon-copy of the OT, and gave a new bold direction, an inspiring purpose for this trilogy to exist. It opened up so many possibilities for Episode 9, but J.J. took the easiest soulless path. Episode 9 should never have been the plot conclusion that reverses from The Last Jedi and attempts to be a thoughtless fan service finale that ties up the Prequels and the Originals by redoing Return of the Jedi. Episode 9 should have been the thematic conclusion that wraps up the motifs of the Prequels, the Originals, and The Last Jedi.
The Rise of Skywalker failed to answer the questions that the trilogy has raised. I am not talking about J.J.'s mystery boxes. Sure, I would have liked to learn how Maz got Luke's lightsaber and who Max von Sydow's character was, but I am talking about the thematic questions. What should the Jedi be and where should the Jedi head toward? What should the galactic government be after the failures of the New Republic? What is the will of the Force? What is the balance? Why is Kylo Ren's path wrong? What is the permanent solution to the chaos that has been repeated again? Despite branding itself to be a finale that attempts to unify the whole saga, The Rise of Skywalker answers none of these because killing Palpy again, this time he is 'dead' dead, solves every problem of the galaxy.
The movie fails to wrap up the 42-year franchise, it fails to wrap up what The Last Jedi has set up, it fails to answer The Force Awakens's questions, only raising more questions, it fails to be a fan-service movie, and it even fails to be a fun popcorn movie as its own. This is Spectre of Star Wars. It bafflingly misunderstands what the essence of Star Wars is.
As the title suggests, this new story is about our heroes exploring what balance in the Force means. Balance is not just killing Palpy again and be done with it. Here are the basic ideas. Let's continue The Last Jedi's message about the power of myth and everyman.
EDIT: I have incorporated EmperorYogg's idea.
Crawl:
The flames of resistance burn brightly! Word of mouth about the heroic act of Jedi Master LUKE SKYWALKER has spread from planet to planet and inspired the galaxy anew.
To suffocate growing unrest, Supreme Leader Hux has silenced all communication between neighboring systems. Defiance is punishable by death.
As the First Order struggles to maintain their systems, Lord KYLO REN rages in search of all records of the Force and anyone associated with it, determined to destroy any threat to his power....
submitted by onex7805 to RewritingNewStarWars [link] [comments]

Discord Comprehensive Tier List: Crazy

This is a continuation of the discord project to rate every card in the game on two main criteria: playability and flexibility.

Category 1: Playability

How good is the card in the decks it fits in?
S: Best of the best. The card should probably get nerfed in the state it's currently in because it's just that good. You're going to play it all the time in the decks where it works.
A: Very strong. Not something you'd see nerfed, but still a very strong card that you want to play every time.
B: Good. A very strong option in the decks, but it can theoretically be gone without for one reason or another.
C: Decent. It can be worth playing, but there are reasons to drop it as well.
D: Bad. It's really not worth playing, though it at least has some merit one way or the other.
F: Terrible. There's absolutely no reason to play this card.

Category 2: Flexibility

How many decks can this fit in?
S: This is a good option in basically any deck of the class. Top tier crafting material.
A: This is a good option in at least 3 different decks.
B: This is a good option in at least 2 different decks.
C: This is a build around card that itself enables a deck, but doesn't really fit into anything else.
D: This is a good option in only one deck.
F: This card just doesn't have a deck where it fits in, either because it's just that outclassed by other cards for the deck it wants to be in, or because it wants to be part of a deck that simply doesn't exist.
Finally, since there are two key factors that these criteria do not cover, there are two extra modifiers that can be added onto each rating:
*: This is a tech card, and can move up or down significantly depending on whether or not you run into what it counters a lot.
#: This is a budget card, and moves up in the respective category if your resources are limited.
Backup Dancer:
Playability: F
Flexibility: F
Justification: Fun fact, this is the only basic 1/1 that doesn’t have a card strictly better than it due to it having a mustache. It’s also the one you’re most likely to see due to dance off. It’s also still complete and total garbage, and I’m only writing this because it doesn’t need a justification and I’m bored.
Bungee Plumber:
Playability: B
Flexibility: B
Justification: While it is a main removal card that doesn’t really run into much competition, it runs into the issue of competing with mission in aggro and not removing anything bigger than a 1 drop (most of the time) and thus falling off way faster than something like berry blast which consistently deals with cards above cost, leading to it being a bit less flexible and a bit more cuttable.
Disco-naut:
Playability: A
Flexibility: B
Justification: Still a 2/1 bullseye that lets the cards that need it most ignore the mechanic designed to slow them down, which is a mechanic so powerful that this has gone through 2 nerfs and still remains uncuttable in anything remotely aggressive.
Grave Robber:
Playability: C
Flexibility: D
Justification: Not really a bad card in a vacuum considering it’s a 2/2 bullseye, but competing with Disco-naut and having an ability that is very hard to use effectively due to crazy’s lack of good gravestones and sneaky having a better payoff for gravestones leaves it in a very mediocre spot, even if going for pirate synergy.
Loose Cannon:
Playability: D#
Flexibility: F
Justification: Block charger incarnate. Trading poorly and charging block when it’s not trading leave this card in a very poor spot on average, with its main application being it being okay in budget imps from being okay with Imp Commander.
Mystery Egg:
Playability: D#
Flexibility: F
Justification: RNG does not lend itself to good cards, and this is no exception. In the most budget decks this can be a decent combo with Unlife of the party, but it falls off in usefulness quite fast.
Quickdraw Conman:
Playability: A
Flexibility: S
Justification: From S/S to just not quite S/S, conman remains an absolute monster of a card that you need a very good reason to ever consider cutting due to being easy chip on a very durable body. The only thing that could make this better is if plants had good draw for it to punish even harder.
Tennis Champion:
Playability: D#
Flexibility: D
Justification: 4 damage for 1 in aggro, but becoming a heavy block charger afterwards leaves it with very few applications compared to something like bonk choy, especially with differences in phases. If it was a 2/1 with +2 attack on turn of play it would be about 20 times better, but as is it’s mainly just a budget card.
Trapper Territory:
Playability: D
Flexibility: F
Justification: Too low value to really see play anywhere, and with PoTG gutted it doesn’t even have it’s moderate usefulness as an anti-cyclecap tech.
Unlife of the Party:
Playability: C#
Flexibility: D
Justification: While very weak initially, if it can be set up a bit it snowballs quite hard. Its main weakness is not being playable solo on 1 like you would want to with most 1 drops you run which makes it weaker in non-budget aggro, but it’s still playable and quite useful in Zoo Z-mech decks which can grow it incredibly fast.
Aerobics Instructor:
Playability: B
Flexibility: D
Justification: Solid snowballing card for dance decks, and though moderate inconsistency at actually doing anything can make it mildly cuttable, you usually want to run it anyway from massive potential snowballing and not losing stats for it.
Barrel of Deadbeards:
Playability: A
Flexibility: D
Justification: It’s a bit awkward to play, which leaves it quite inflexible, but in valk decks or very specific impfinity decks (that are quite a bit weaker with the BoB nerf) it’s an absolute all star for being able to clean up youyour opponent’s board respectively and leaving behind a very good body.
Conga Zombie:
Playability: F
Flexibility: F
Justification: Trades like a 3/2 or occasionally a bit better, but the one damage is unlikely to kill and it’s not good at pushing due to poor stats, which leaves it with much better alternatives.
Cuckoo Zombie:
Playability: D#
Flexibility: F
Justification: If left unchecked, Cuckoo Zombie will absolutely clock your opponent, so they better watch out, but on the second hand, its low health and poor timing means it won't last a minute against an average defence making it a poor play on the average day.
Disco Dance Floor:
Playability: A
Flexibility: D
Justification: An absolute all star card in aggro and dance that will usually generate at least 6 damage and often more if you can get a good fusion off. Generally not worth it elsewhere due to not trading at all.
Explosive Fruitcake:
Playability: A
Flexibility: B
Justification: In a weird spot as a removal control sometimes doesn’t want to run because it’s an inherent -1 but also aggro doesn’t want to run because it’s a bit too slow. Would be amazing in midrange as a massive tempo card if crazy midrange was more of a thing, and is a staple in valk and trickster since they’re combo decks and don’t care as much as control decks about the card advantage, along with being a sometimes inclusion in control if you can stomach the card disadvantage.
Final Mission:
Playability: B
Flexibility: D
Justification: No longer S thanks to costing a reasonable amount, but still a very solid finisheremoval for aggro and valk decks since you will inevitably have fodder lying around for it.
Meteor Z:
Playability: F
Flexibility: F
Justification: If you really need a buff, just play sugary treat, but you probably shouldn’t need either of them since they really don’t help all that much from not providing (much) more survivable trades and automatically 2 for 1ing yourself.
Newspaper Zombie:
Playability: D
Flexibility: F
Justification: Too much investment for something too easy to shut down, running into the same problem Hibernating Beary had where you invest into it to become good but a lack of other targets for your self-hurt means it gets shut down and you’re left lost.
Quazar Wizard:
Playability: A
Flexibility: A
Justification: Midrange, Aggro, and Valkyrie absolutely love this card as it’s an easy to activate body that produces a super at the loss of a single stat point. Control can also think about it, though lack of activators can sometimes lead to problems. Generally just a fantastic card you want to run most of the time.
Space Ninja:
Playability: C
Flexibility: D
Justification: This card has some very sick combos you can set up with it, but they’re incredibly unreliable and with the Barrel of Barrels nerf even slower than before. It does have the advantage of being a 2 cost 3/2, but with the ability rarely if ever going off it doesn’t see much play.
Sugary Treat:
Playability: D
Flexibility: F
Justification: A pretty poor buff card due to a lack of health provided which makes it unlikely to compensate for the inherent dangers of buff cards, being massive potential to get 2 for 1d and being useless without a target. Can at very least be okay at pushing damage, but generally there are better options for that too.
Zombie’s Best Friend:
Playability: C
Flexibility: D
Justification: The randomness of the ability means the body generated will often be useless, so it’s very important to run this in a deck with final mission and that really wants lots of fodder. That leaves valk, in which it can be a decent option, but valk has a LOT of decent options so it can also often be cut.
Abracadaver:
Playability: D
Flexibility: F
Justification: This card runs into a major problem with the current gravestones, which is that there is no gravestone that meaningfully punishes you for fronting it with a small card. That means that most gravestones will be fronted with small cards, and this will die for free. If it had any chance of getting through on its own it would be at very least decent, but right now the situations counter it too perfectly.
Disco Zombie:
Playability: F
Flexibility: F
Justification: Poor body that produces a body that will more often than not weaken your board state. There is always better things to run.
Exploding Imp:
Playability: F
Flexibility: F
Justification: Suffers from the same problem as abracadaver (will be fronted by its exact counter most of the time) with the added problem of additionally being garbage on its own too.
Fireworks Zombie:
Playability: B*
Flexibility: D
Justification: A cheap, 1 card method of disrupting swarm while putting out a body, along with being decent on its own as well for finishing off anything heavily damaged from combat. The more swarm you see the better this gets, and if you don’t see much it’s more cuttable.
Gizzard Lizard:
Playability: D
Flexibility: F
Justification: It competes with fireworks while being significantly worse due to requiring a sacrifice to do anything and not really helping much more against swarm.
Jester:
Playability: D
Flexibility: D
Justification: Theoretically, this doesn’t run into the same problem as Exploding Imp and Abracadaver because it wants to be fronted by small cards. However, the reward being mediocre chip at best and outright block charging at worst leaves much to be desired, so the main application of this is to evolve headhunter, which can simply be done by better cards.
Moon Base Z:
Playability: C
Flexibility: D
Justification: Can be a decent damage pusher for aggro but reliance on having another card and being generally a bit slow make it often not the best option. Can combo with cards that trigger upon hitting the plant hero, but that’s even slower and less useful.
Unexpected Gifts:
Playability: D
Flexibility: D
Justification: Has mild merit due to being the only direct source of card advantage in crazy, but the card quality is questionable and it’s very unlikely to provide cards you want to advance your gameplan.
Zombot’s Wrath:
Playability: D
Flexibility: D
Justification: If it hit for 6 more often than once a year, then it would maybe be a better card. As is, it’s just a bit too expensive to be worth it since aggro has final mission and control decks have other small removal.
Cakesplosion:
Playability: F
Flexibility: F
Justification: Add fruit and make it cost 2 less and do more damage, or just run wrath instead because basically nothing relevant has 4 health.
Cosmic Dancer:
Playability: D#
Flexibility: D
Justification: Too expensive for what it does normally, but can be an okay budget option for dancing decks.
Headhunter:
Playability: B
Flexibility: D
Justification: Restricted to only dancing decks but quite a good card in them. Solid body unevolved that can help open up the block meter for a flamenco, or evolved on any of the fodder you have lying around a massive body that provides free damage. It also crosses the 4 threshold with its evo, so you can strategically avoid either hammer or shamrocket depending on your matchup. For some variations of dance it’s too slow and can be cut, but a lot of the time it’s good to have around.
Orchestra Conductor:
Playability: F
Flexibility: F
Justification: This card’s existence is a misconduct.
Stupid Cupid:
Playability: D
Flexibility: F
Justification: Comes down in the wrong phase, like old cryo yeti. If it had gravestone, it would become ridiculously better, also like cryo yeti. As is, it’s complete trash.
Tankylosaurus:
Playability: B
Flexibility: D
Justification: The subject of a sort of build around in impfinity that was massively hurt by the BoB nerf and already kind of inconsistent as is since this card can hit face. Still an okay deck that can completely demolish some plant decks though, as long as you can get around hitting face constantly.
The Chickening:
Playability: D*
Flexibility: D
Justification: The massive lack of swarm decks right now really hurts this card. If they ever come back this will be a solid option for control, but as is it’s simply not necessary.
Valkyrie:
Playability: A
Flexibility: C
Justification: Formerly S/S, the cost nerf took it out of usability for everything not built around it since it’s no longer completely busted. Still an amazing build around card that enables an aggro/combo deck, which is an unorthodox and good combination since it doesn’t run into the normal problems combo decks have of being overwhelmed early.
Binary Stars:
Playability: B
Flexibility: D
Justification: Very combo reliant to be useful and is thus quite inflexible, but has the strength to back it up if you do have the synergy for it due to straight up doubling your damage output.
Flamenco Zombie:
Playability: A
Flexibility: C
Justification: The dance finisher that is basically the entire reason you play dance because it can semi-consistently kill on 5 and very consistently kill on 6/7. Not much else to say here, it’s a dance card through and through.
Foot Soldier:
Playability: F
Flexibility: F
Justification: This would probably still be bad even if it didn’t have the play restriction. As is it’s god awful.
Frankentaur:
Playability: C
Flexibility: F
Justification: As of now it actually has stats to be playable, but it just really doesn’t have anywhere to fit into since the stats are really all it has and unlike Supernova Gargantuar it can’t also break through blockers to be a 1 card threat. So it’s just in a kind of purgatory where it’s technically playable but it doesn’t have a deck to be playable in.
Gargantuar-throwing Imp:
Playability: F
Flexibility: F
Justification: I’m as shocked as anyone that the massive 1 strength buff this got wasn’t enough to make it anywhere near playable. Which is to say, not shocked at all.
Hippity Hop Gargantuar:
Playability: D
Flexibility: F
Justification: Kinda just clogs lanes, so it’s outclassed by Frankentaur at whatever the niche of being a good crazy 5 cost garg is. It’s not exactly a niche in high demand.
Imp-throwing Gargantuar:
Playability: F
Flexibility: F
Justification: Kinda funny that Crazy got the first two throwing cards, meant to synergize with the self hurt they have going in fireworks and barrel, and they got the two that aren’t playable in any form while Gargantuar-throwing Gargantuar is a high tier finisher and Imp-throwing Imp is the best card in its deck, and they don’t even have the synergies. Poor crazy. Anyway, this card is bad, it’s always been bad, and it’s beaten out by pretty much every card in the game in usefulness. Don’t play it.
Disco-tron 3000:
Playability: F
Flexibility: F
Justification: Swarm the field the turn after your finisher can come down with bodies that would barely be relevant 2 turns ago. It’s really bad, and becoming a gravestone way back when didn’t help it all that much, though it got a bit better, it’s still unplayable.
Gas Giant:
Playability: B
Flexibility: F
Justification: By all rights this should be a good card, and it is, but crazy has no midrange deck to use this as a finisher in, so it just doesn’t go anywhere. Solid body with 1/4 of your opponent’s health down the drain when it dies, while also functioning as a board unclogger to help get other threats down and get them through chump blockers.
Gargantuar’s Feast:
Playability: D
Flexibility: D
Justification: The Mt. Everest of control finishers. Getting to it is the game winning pinnacle of the game, but actually getting there is a massive ordeal that fails most of the time and is too impractical to be a good idea.
If you'd like to have your voice heard on these tier lists, feel free to join the discord, where we have these discussions on the cards, or to make a comment, which I will try to respond to as well explaining why a card was given a certain rating. The next class we're covering is Smarty.
submitted by Justini1212 to PvZHeroes [link] [comments]

Plants vs Zombies Heroes Balance Survey: The Results: Part 9: Crazy

Crazy is next, and it was the most buffed and least changed class out of all of those on the zombie side. It got 115 changes split into 79 buffs, 15 nerfs, and 21 changes.

Foot Soldier Zombie (9):

Ability now works in environments as well as heights (1)
No condition for dealing damage (1)
Has gravestone (2)
Stats from 3/4 to 4/5 (1)
Health from 4 to 5 (1)
Strength from 3 to 4 (1)
Stats from 5 cost 3/4 to 4 cost 3/3 (1)
Cost from 5 to 3 and works in environments (1)
My thoughts: Giving it gravestone is probably the best buff here since the fix in timing is the main problem it has. Small stat buffs don't really change anything, nor does making the condition less restrictive, though both obviously help the card a bit.

Disconaut (8):

Health from 1 to 2 (2)
Ability from 2 or less to 3 or less (3)
Stats from 2/1 to 1/3 and ability from 2 or less strength to others with 3 or less cost (1)
Stats from 1 cost 2/1 to 2 cost 1/3 and ability from 2 or less to 3 or less (1)
Stats from 2/1 to 1/2 and ability from 2 or less to 3 or less (1)
My thoughts: I can't see what reason there is to buff cards that are already staple cards for entire classes of decks. Disconaut still being a staple is just a testament to how broken it was before it didn't give bullseye to cards with 3 strength, and it's still a great card now with no reason to be getting buffed.

Stupid Cupid (8):

Strength from 4 to 3 and has gravestone (3)
Has gravestone (4)
Health from 2 to 4 (1)
My thoughts: The card is never going to be good without gravestone or completely insane stats. The question then becomes "is 4 attack on a 4 cost gravestone that shuts off a card for combat too much?", and I'm inclined to say yes for the time being (the difference between turn 4 and turn 5 is massive, which means the difference between this and cryo yeti is also massive as far as the effect goes), so I like making it a 3/2 along with it and then it can be buffed back if it's still bad.

Orchestra Conductor (8):

Strength from 0 to 2 (1)
Health from 2 to 4 (1)
Health from 2 to 3 (1)
Stats from 0/2 to 1/3 (2)
Stats from 0/2 to 1/4 (1)
Stats from 0/2 to 3/3 (1)
Has gravestone (1)
My thoughts: This card is so bad I really don't have a suggestion here. It needs something massive though.

Valkyrie (6):

Cost from 4 to 3 (1)
Cost from 4 to 5 (3)
Ability from 2 strength to 1 strength (1)
Can't do bonus attacks (1)
My thoughts: Putting the card back at 3, where it' basically autoinclude because it's so easy to make overstatted, does not sound like a good idea. At the same time, making it cost even more also doesn't sound like a good idea because the deck, finally, has had enough of its broken cards hit that it's more or less fair. It can't kill until 7 now which gives plenty of time to establish a kill and doesn't have a broken aggro package that all but guarantees a kill even without valk. It's still a great deck because that aggro package can still take games without valk and valk can still kill, but it's significantly more beatable to the point where it's actually in line. As for the other changes, reducing the strength gain makes it unplayable, and making it not do bonus attacks is awkward though a good nerf if the card ever gets out of hand again to avoid killing it for other heroes.

Cakesplosion (6):

Damage from 4 to 5 (4)
Cost from 4 to 3 (1)
Now has "gain a cakeplosion" (1)
My thoughts: All of these changes are good and make the card much more worth playing. Increasing the damage means it hits that many more things and sometimes gains tempo, making it cost less means it can actually gain tempo by costing less than things it removes, and having it gain itself makes it the ultimate value tool for hard control decks to never run out of small removal.

Quickdraw Conman (6):

Health from 3 to 2 (2)
Loses bullseye (2)
Stats from 1 cost 1/3 to:
2 cost 2/3 (1)
2 cost 1/4 (1)
2 cost 1/5 (1)
My thoughts: Honestly, I think all of these changes kill the card other than 2 cost 2/3. 1/2 for 1 is terrible stats that get traded cleanly by 90% of playable 1 costs, losing bullseye makes it a massive block charger, and 2 cost 1/4 and 1/5 are also terrible stats with the ability not being impactful enough at 2 cost to make it worthwhile.

Disco Zombie (5):

Health from 1 to 2 (3)
Health from 1 to 3 (1)
Strength from 3 to 4 and backup from 1/1 to 2/1 (1)
My thoughts: I think the best buff to this is making the backup dancer less completely useless, so it having 2 strength at very least, which I presume some people intended for to affect this through buffs to basic 1/1s.

Imp-throwing Gargantuar (5):

Now throws:
Random 1 cost imps (1)
Random imps that cost 2 or less (1)
Random imps that cost 2 or less and when an imp is played it (the imp) gets +2 strength (1)
stats from 5 cost 5/5 to 4 cost 4/6 (1)
Stats from 5/5 to 6/7 (1)
My thoughts: There are two different lines of buffing here and neither one is a bad idea. 3 people decided to buff the cards that ITG throws so that the ability isn't a liability. Of those I think having it throw 2 cost or less imps (to mirror ITI) is the best idea seeing as at this stage of the game they won't really be anywhere close to too strong. The second line, chosen by 2 people, is to just overstat it to compensate for the fact that the ability is indeed a