So a good discussion concerning the value of certain Elite Pilot Talents was started in a thread by Khyros (here's the link- https://community.fantasyflightgames.com/topic/185678-epts-that-do-too-much/), and the question was asked- Do EPTs like Push the Limit, Predator, and Veteran Instincts perform TOO well? So much so that they are in fact turning the game away from list building diversity, an integral and fun part of the game?
The general census seems to be this- No, these EPTs are not "breaking" the game. They just outperform other EPTs.
But why is this?
This thread looks to analyze each Elite Pilot Talent and why its use is high or low, and what the cards cost should be pertaining to its actual value in a competitive X-wing environment. Today I'm going over 8 EPTs, starting with the two costing 4 points, and from there, rolling down to those costing 3 points. I should be able to finish up all 3 parts by the end of the week, so keep checking in for the update!
DISCLAIMER: I am NOT a math guy. This analysis is based on in game experience only. Feel free to point out where I may err, and if you have any math to throw into this to support (or not support) my analysis, your own, or that of anyone else, feel free to include.
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Part 1
4 points
Opportunist

Use level: Low
A good positive effect, but over costed due to the situational restraints and the drawbacks when activated. Things do not bode well for Opportunist considering it comes with a restriction, a drawback, AND a higher cost then Predator. It's nearly unusable outside of niche cases (Palob).
I could see this being a worthwhile option at 2 points, even possibly pulling away Carnor Jax from PTL.
Adjusted cost: 2 points
Expose

Use level: Low
From these first two EPTs, we know that FFG puts high value on gaining an extra attack die, that's for sure.
Immediately looking bad from the moment the text "Action:" is sighted. This automatically puts it towards the bottom of the EPT totem pole. Then there's the agility drop. You're likely not playing this thing. Ever. And if you want to sink 7 points into that Decimator for that combo with Experimental Interface (EI), be my guest. I'll take Predator/Gunner for just a point more, thank you.
Yet, This is a tough one to cost, because this is the type of upgrade that could be good on something in future releases, (Ghost, since apparently no EPT (?), may like the EI combo.). Either way, it has enough negative effects that even if that turned out to be the case, reducing its cost wouldn't have me worried.
Why didn't this card just say "You may choose to skip one of your actions during your perform action step. If you do, during your attack, you may increase your primary weapon <rest of text>...." then it would be sweet on lower PS skill ships with EPTs, AND not broken!
Adjusted cost: 3 points, 2 if FFG has no crazy combos in the future for it
Edit: Second Look. After some discussion in the thread, I'm going to make a big jump here and drop Expose to 1 point. Comments from users Jo Jo, Mace Windu, xXWarsmithXx, Ailowynn, Norsejedi, helped in the decision. The reason is this- you think of it's combo with EI, and you realize, even when used in that way, it still suffers a HEAVY penalty- The stress, as WELL as the reduced agility. Push the limit can give you an additional action with stress for 3 (4 w/ my adjusted cost) points, and it isn't restricted to a "must take" action, as a ship is with Expose+EI. Yes, it will work decent for Decimators, but a stressed Decimator is a very predictable ship, and there are still other really good options out there for Decimators. And I don't believe Expose+EI is any more effective then if you put PTL on a Decimator to TL focus every round, honestly. So a 3 point cost drop it is.
Adjust cost: 1 point
3 points
Push The Limit and Predator

Use level: High
Now the big boys.
Decided to lump these two together here since they are where this discussion really begins. Push the Limit, along with Predator, are the dominant EPTs of the current meta. Both provide excellent action economy (PTL through actions, Predator through the replacement of actions), and they combo naturally with a number of pilot abilities. Perhaps most notorious, is the Soontir+PTL combo, which allows him at PS 9 to boost and barrel roll out of arcs with ease while also gaining a focus for attack, and in the case he gets caught in an arc, good luck hitting him through his double focus + evade.
I believe Soontir would be willing to pay up to 6 points for PTL before he considered other options. But Soontir is the exception, not the rule. Every other pilot would likely be willing to pay 4 for it at most. Anything more than that, and we wouldn't see any interceptors other then Soonts even looked at twice. So, disagree as you may, but I'm gonna say PTL needs a bump up in cost. 1 point will help players look into other EPT options while not taking PTL out of the discussion.
I'm also going to bump Predator up a point. I almost think it should be bumped up 2. The main reason it needs to cost more is that Predator is effectively a free mini target lock you are guaranteed every turn. Doesn't sound too strong initially. But the issue is this- other EPTs with action like effects have either restrictions (single use, ship firing on must not have focus evade), or drawbacks (gain stress). Predator has none. In fact, it makes life even easier, because you basically never have to take a target lock and can focus or Boost every round as Predator acts as your TL. Unless the card is reworded to include a restriction or drawback (must be in arc, at rng 2-3, can only reroll blanks, etc.), The bump in cost has to be the drawback to taking it.
Adjusted costs: 4 points
Ruthlessness

Use level: Low
I have yet to see this card used competitively. This issue has more to do with the state of the meta than with the card itself, as I think it's a pretty sweet ability. There are far too many 2 ship builds running around to run this for 3 points, but I don't think that means this ones cost should drop. Dropping it to 2 may make sense currently, but if we ever find a world where swarms return, this could be a nice buy at 3.
cost maintained
Edit: Second Look. A very compelling argument was given by user Rojeck on reducing the value of Relentless- "X-Wing is not Magic the Gathering where you can change your list according to what your enemy is playing. Ruthlessness will literally never work in some matchups and whether it will or not is not up to you". Even if swarms DID make a big comeback, there would still be an inherent risk in taking Ruthlessness in catching a bad match up for the card, as well as the penalty of the possibility of harming your own ships. For this, I decided to reduce the cost to 2.
Adjusted cost: 2
Outmaneuver

Use level: Moderate
I think Outmaneuver is right where EPTs should be. Nice effect, fairly costed, slight restriction, and just niche enough that you're not going to throw it onto everything. With PTL and Predator at 4 points, Outmaneuver would be a much better looking option. It still suffers from what I'll call "the Decimator effect", as people shy away from the upgrade with the zero agility Decimators in just about every other list it seems.
cost maintained
Marksmanship

Use level: Low
Another EPT that suffers from the "ACTION:" header. Marksmanship has found niche spots every now and then. It's nice on double tap Corran, but VI or PTL do more for him. Boosk seems to like it, so maybe it has a spot there. I'm going to go ahead and say this could use a single drop in points. Much like Expose, you can pair it with Experimental interface, but at that point, your sinking so much into the ship you're probably better off going a different direction and saving the points. A drop down to 2 would at least offer it a look on some lists.
Adjusted cost: 2
Daredevil

Use level: Low
Daredevil has seen a little bump in popularity since its initial entry into the game. PTL+Daredevil Tycho can use it to great effect, and bumping Oicunn, while I'm not sure how competitive, can have fun with it. It's one of those "Action" EPTs I'm pretty low on, and like its brethren, I'm going to bump it down a point. When the actions on your action bar are already high value, it's tough to pay a price to put another situational action in the mix. This would be fun on non boosting ships, but that bottom text on the card might as well say "You can equip this card only if you have the (boost) action icon or Engine Upgrade equipped". Dropping it to 2 will give it more value on the niche builds it currently fits in, but I still have trouble seeing it finding spots elsewhere outside of that. This is a niche EPT, but a fun one where it works. And it works on Tycho.
Adjusted cost: 2
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Part 2
2 points
Wingman

Use level: Low
A good card with just too tight of a range restriction for the cost. If I was doing card erratas here, I would push it to rng 1-2 and keep the cost. It combos well in multiples, and cards like that I feel need to be as cheap as possible so they can be run in multiples at low cost. When a card with this good of an ability is rarely being used, it should probably be cheaper. Lets drop it to 1.
Adjusted cost: 1
Swarm Tactics

Use level: Moderate
Swarms tactics, fitting to its name, is at its best in swarm lists. Like Wingman, it has a tight range 1 restriction, but I like it much better here. It's rewarding players for flying the ship equipped with the upgrade correctly, more so then it is penalizing them for being outside of the range. I also like the effect more than Wingman, and the fact that it can stack if run in multiples is powerful. Price of 2 is fair and balanced.
cost maintained
Edited by Kdubb






