Is anyone else little bit disappointed from the new damage deck?

By IG88E, in X-Wing

Like the title says: Is anyone else little bit disappointed (ok I am not really disappointed) from the new damage deck? I mean it´s quite good, but this was a good change, I feel they left much of its potential unused. Why no other defects like defect astromech or injured crew card? Something which better includes all the waves followed after the core set 1.0.

EDIT: But to make things clear: I love the new cards of the new damage deck. Just thought it would be intersting to have these extras because that would of course also influence your squad build

Edited by IG88E

The whole point of the new damage deck is to have every crit affect every ship.

I think the idea was to make it more generic, so there were fewer examples of cards that were devastating to one ship or build but were worthless against others.

Yeah, adding in crits to remove astromech's or crew would of just made for more of the same issues that the old deck had. Namely that for some ships there's no difference between a crit and a normal hit.

With the new deck, every crit hurts.

consistency is good

random crap that might do literally nothing (damaged astro on a PWT? chortle chortle) is...crap

Basically they were trying to do the opposite of what you're suggesting. ;)
So it's less a missed opportunity, I think, and more a case of them having a very different design directive in mind for the revised deck than you do - which would have been taking what they considered to be the problematic cards from the original and making more of them, rather than eliminating them.

And there is the crying about not having upgrades effected. You cannot make a damage deck effect every upgrade type, because they keep adding more.

They could have easily had crits affect every ship, while still targeting upgrades. "If you have an [Astromech Upgrade] discard it and turn this card facedown. Otherwise, this card counts as two damage cards". Or "[some effect]. Action: Discard one Astromech, Salvaged Astromech, or Sensor upgrade to turn this card facedown".

They didn't choose to go that route but the two ideas (consistency and upgrade removal) aren't mutually exclusive.

And there is the crying about not having upgrades effected. You cannot make a damage deck effect every upgrade type, because they keep adding more.

Again, not necessarily. They could reasonably have categorized upgrades - Structure, Pilot, System, etc - and had the crits affect categories. They would have been bounded by THOSE going forward, but I think it would have been relatively easy to come up with a few broad categories that would cover everything, and the crits could act on those.

Not mutually exclusive, necessarily, but especially with the new core set being a hopeful entry point for new players I think the idea was to remove some of the weird interactions (or non-interactions) and streamline and simplify a bit, and turning each card into a multiple choice quiz probably ran contrary to that process.

I wish they had kept the minors to go with the new majors.

I wish they had kept the minors to go with the new majors.

I think maybe they wanted to decrease the "luck factor" with crits

My favorite of the new crits is:

Shaken Pilot
(Pilot) During the Planning phase, you cannot be assigned straight maneuvers.
When you reveal a maneuver, flip this card facedown.
It's kind of like a reverse Ionization. Your opponent may not know where you are going, but they know where you aren't going.
and I'm also rather fond of:
Loose Stabilizer
(Ship) After you execute a white maneuver, receive 1 stress token.
Action: Flip this card facedown.
If you don't take care of this crit promptly you'll end up flying around looking like Tycho.

I like these crits because they aren't just extra damage or something that is a straight up penalty. Players have agency in the impact of each of these crits. When a player deals these crits they need to set up a situation to capitalize on them and if they are dealt them they need to outplay their opponent so that the crit was just a minor inconvenience.

Personally I love the new damage deck. I'm hoping for an EPT or some other upgrade that allows you a targeted attack which would do 1 point of damage but disable an action or upgrade for a single turn.

looking at the damage deck dare I say, the new damage deck is a nerf to critical hits.

Say what you want about munitions failure but since Dash is so dominant in the meta and TLTs have begun to take over removal of munitions failure means those two ships no longer have to fear loosing most of their firepower.

I have determined if players have a choice in the matter than players that use Outrider or TLTs and BTL-A4 title would prefer the new damage deck over the old one. Super Dash just got buffed.

Edited by Marinealver

looking at the damage deck dare I say, the new damage deck is a nerf to critical hits.

Say what you want about munitions failure but since Dash is so dominant in the meta and TLTs have begun to take over removal of munitions failure means those two ships no longer have to fear loosing most of their firepower.

I have determined if players have a choice in the matter than players that use Outrider or TLTs and BTL-A4 title would prefer the new damage deck over the old one. Super Dash just got buffed.

The odds of the crits showing up on those ships when you need them are low enough that when you deal them it's just dumb luck. Winning or losing a match because you got lucky isn't fun.

But now, you're not punished for taking a turret on a HWK or Y-wing.

Yea I rather have specific crits myself. Part of the fun of crits is knowing there's a small chance you might get one that has no effect on your ship.

With the new deck, EVERY crit hurts your ship.

looking at the damage deck dare I say, the new damage deck is a nerf to critical hits.

Say what you want about munitions failure but since Dash is so dominant in the meta and TLTs have begun to take over removal of munitions failure means those two ships no longer have to fear loosing most of their firepower.

I have determined if players have a choice in the matter than players that use Outrider or TLTs and BTL-A4 title would prefer the new damage deck over the old one. Super Dash just got buffed.

The odds of the crits showing up on those ships when you need them are low enough that when you deal them it's just dumb luck. Winning or losing a match because you got lucky isn't fun.

Tell that to the green dice (you can also include the red ones as well.)

looking at the damage deck dare I say, the new damage deck is a nerf to critical hits.

Say what you want about munitions failure but since Dash is so dominant in the meta and TLTs have begun to take over removal of munitions failure means those two ships no longer have to fear loosing most of their firepower.

I have determined if players have a choice in the matter than players that use Outrider or TLTs and BTL-A4 title would prefer the new damage deck over the old one. Super Dash just got buffed.

The odds of the crits showing up on those ships when you need them are low enough that when you deal them it's just dumb luck. Winning or losing a match because you got lucky isn't fun.

Tell that to the green dice (you can also include the red ones as well.)

Yeah, it's no fun lose because of luck. Some randomness is exciting because you can never be certain of the outcome when taking calculated risks, but too much randomness and you might as well be playing Bunko. The thing is with dice and randomness is that the player who throws more red dice (especially modified red dice) at their opponent is almost always going to win. Find a way to do that and you're going to win much more than you lose, even if the dice aren't on your side.

Things like Munitions Failure and Injured Pilot hitting a ship that are actually effected by them happen infrequently enough that they aren't really a balancing factor against those ships and they are meaningless against ships that they don't affect. For every Super Dash that pulls a Munitions Failure, there is one that pulls a Weapons Malfunction.

Edited by WWHSD

My question is what happens if you plot a straight move when shaken?

Enemy gets to set dial?

i really wanted to see something like "Damaged latteral thrusters" You can only make left turns... or something along those lines..lol

My question is what happens if you plot a straight move when shaken?

Enemy gets to set dial?

It would be the same as if you plot a red maneuver while stressed. You would be penalized and have to give the dial to your opponent to set the (legal) maneuver. However as this will happen in the planning phase as you should know all the effects to include ion, stress tokens and critical damage effects.

Yea I rather have specific crits myself. Part of the fun of crits is knowing there's a small chance you might get one that has no effect on your ship.

With the new deck, EVERY crit hurts your ship.

That's the whole point. You could make a build for which a good number of crits wouldn't be crits at all with the old damage deck, whereas a HWK with a turret could be rendered almost useless with one bad card draw. The new deck makes sure all crits matter.

Mr. Stele thinks the more generic damage deck isn't as much fun. But at least he can still use his ability.