Nerf Palpatine!

By JimbonX, in X-Wing

"Developers, please nerf paper, it is too OP, Scissors is fine.

- Rock"

I dislike Lambda shuttles more than Palpatine. So plz norf Palpatine for less shuttles

DO NOT nerf Palpatine!

Please add Yoda and Jabba the Hutt to counter balance him!

Yaknow im glad when im attacking/defending i mod my dice after you. If they introduced Yoda as an inverse Palp that could literally counter him if the mod steps went in reverse lol

"Once per round you may modify one of your opponent's die results to another"

Edited by clanofwolves

"Developers, please nerf paper, it is too OP, Scissors is fine.

- Rock"

I hate this often touted comment, and though I don't want this to come across as an attack on you, I am going to explain my reasons that I hate it:

1) As someone who loves sarcasm, nothing pisses me off more than every loser trying to make a point resorting to low quality snark.

2) It implies rock-paper-scissors is a well balanced game, or at least that it's something to aim for. Hard counters are **** game design.

3) It implies anyone complaining about certain ships not being good/too good just need to 'it gud'. Not by flying better mind you, but by flying some other meta netlist that counters the first meta netlist.

However, I need to restate that as much as I'm roughly on the same side as OP as far as fixing the X-Wing is concerned, they really need to stop posting every single thought they have as a new topic.

*insert JBR7 "bad post" here*

"Developers, please nerf paper, it is too OP, Scissors is fine.

- Rock"

I hate this often touted comment, and though I don't want this to come across as an attack on you, I am going to explain my reasons that I hate it:

1) As someone who loves sarcasm, nothing pisses me off more than every loser trying to make a point resorting to low quality snark.

2) It implies rock-paper-scissors is a well balanced game, or at least that it's something to aim for. Hard counters are **** game design.

3) It implies anyone complaining about certain ships not being good/too good just need to 'it gud'. Not by flying better mind you, but by flying some other meta netlist that counters the first meta netlist.

However, I need to restate that as much as I'm roughly on the same side as OP as far as fixing the X-Wing is concerned, they really need to stop posting every single thought they have as a new topic.

I'm a loser for being sarcastic? :P

Right now Palp Aces is dominent, but it's not solely because of Palpatine.

Wave 8 introduced the Uboat/Jumpmaster ordinance carrier. This, more than anything else, scared off Rebel control and regen lists which acted as a good check to Palp Ace squads. The recent FAQ included a "soft nerf" which will have a positive flow on effect.

Right now I've noted more and more Rebel lists creeping back into the meta, with the Ghost/Dash and Corran/Biggs pairing becoming more popular. I love flying Dash/Ghost - one of my favorite lists at the moment.

FYI yes I do frequently fly Palp Ace squads and in no way regard it as a auto-win option. It does take some thought and skill to make truly effective. It can be easily countered if you know how to fly against it. Just practice.

I used to fly Imps without Palp before I got the card. And yes, it was harder and took more concentration. Palpatine is more insurance than significant game changer.

There are some good lists and strategies that act as natural counters to Palp Aces (not just Uboats) - I suggest exploring those.

Edited by Imperial Mike

Leave the TRUMP alone.

Palpatine is only once a round.

Also is fine as is. Very strong, but very costly to match.

Squad #1: OGP with Palp, FCS. 31 point Inquisitor. Vessery with x7, Juke, Stealth Device.

Game #1 with Squad #1 I got 13.5 points of value from Palpatine. I rolled very well, didn't need Palpatine that much, and my opponent conceded so it was a quick game.

Game #2 with Squad #1 I got 37.3 points of value from Palpatine. I even flew the Inquisitor through a 2 hit cluster mine and Palpatined it to hit blank.

Game #3 with Squad #1 my opponent offered me the intentional draw and stated that if I did not take it he'd concede. The ID put me in first place, challenge coin #6 haha.

Squad #2: OGP with Palp and Baffles. Juke x7 Vessery, Juke x7 Maarek Stele.

Game #1 with squad #2 I got the bye.

Game #2 with squad #2 I lost. Faced a Hyper Bossk party bus. Still got 25.9 points of value from Palpatine.

Game #3 with squad #2 I got 38.1 points of value from Palpatine.

My average Palpatine value across these 4 games is 28.7. Subtract Palpatine's 8 points of cost from this of course, and I'm flying 20.7 bonus points. I'm flying a 120.7 point list on average in a 100 point format, and that's counting that first game that gimped my average.

More data to come, depends on when I next play my Juke x7 Vessery Inquisitor Palp Aces squad, which will depend on if the hyper Bossk party bus player shows up haha.

Edited by ParaGoomba Slayer

Right now Palp Aces is dominent, but it's not solely because of Palpatine.

Wave 8 introduced the Uboat/Jumpmaster ordinance carrier. This, more than anything else, scared off Rebel control and regen lists which acted as a good check to Palp Ace squads. The recent FAQ included a "soft nerf" which will have a positive flow on effect.

Right now I've noted more and more Rebel lists creeping back into the meta, with the Ghost/Dash and Corran/Biggs pairing becoming more popular. I love flying Dash/Ghost - one of my favorite lists at the moment.

FYI yes I do frequently fly Palp Ace squads and in no way regard it as a auto-win option. It does take some thought and skill to make truly effective. It can be easily countered if you know how to fly against it. Just practice.

I used to fly Imps without Palp before I got the card. And yes, it was harder and took more concentration. Palpatine is more insurance than significant game changer.

There are some good lists and strategies that act as natural counters to Palp Aces (not just Uboats) - I suggest exploring those.

I think this is a great comment. Palpatine is a symptom (and a bad one!) but not the disease. JumpMaster is the issue here as it has knocked so much other stuff which could control Palp out of contention.

Right now Palp Aces is dominent, but it's not solely because of Palpatine.

Wave 8 introduced the Uboat/Jumpmaster ordinance carrier. This, more than anything else, scared off Rebel control and regen lists which acted as a good check to Palp Ace squads. The recent FAQ included a "soft nerf" which will have a positive flow on effect.

Right now I've noted more and more Rebel lists creeping back into the meta, with the Ghost/Dash and Corran/Biggs pairing becoming more popular. I love flying Dash/Ghost - one of my favorite lists at the moment.

FYI yes I do frequently fly Palp Ace squads and in no way regard it as a auto-win option. It does take some thought and skill to make truly effective. It can be easily countered if you know how to fly against it. Just practice.

I used to fly Imps without Palp before I got the card. And yes, it was harder and took more concentration. Palpatine is more insurance than significant game changer.

There are some good lists and strategies that act as natural counters to Palp Aces (not just Uboats) - I suggest exploring those.

I think this is a great comment. Palpatine is a symptom (and a bad one!) but not the disease. JumpMaster is the issue here as it has knocked so much other stuff which could control Palp out of contention.

This is a completely ridiculous comment and an example of Imperial players and their obnoxious greed/inability to see just how broken the ships they fly are.

Palp Aces kills off all of the U-Boat counters. It goes both ways, and a meta where Palp Aces was eliminated and U-Boats were left standing would be an easier one to deal with as all you'd have to do is bid to PS 4. Hell, triple Defender kicks U-Boat ass and those are just PS 1 ones.

Since imperial haters don't seem to have died yet from brain collapse, I only hope FFG makes the inevitable Thrawn card even more powerful than Palpatine.

Right now Palp Aces is dominent, but it's not solely because of Palpatine.

Wave 8 introduced the Uboat/Jumpmaster ordinance carrier. This, more than anything else, scared off Rebel control and regen lists which acted as a good check to Palp Ace squads. The recent FAQ included a "soft nerf" which will have a positive flow on effect.

Right now I've noted more and more Rebel lists creeping back into the meta, with the Ghost/Dash and Corran/Biggs pairing becoming more popular. I love flying Dash/Ghost - one of my favorite lists at the moment.

FYI yes I do frequently fly Palp Ace squads and in no way regard it as a auto-win option. It does take some thought and skill to make truly effective. It can be easily countered if you know how to fly against it. Just practice.

I used to fly Imps without Palp before I got the card. And yes, it was harder and took more concentration. Palpatine is more insurance than significant game changer.

There are some good lists and strategies that act as natural counters to Palp Aces (not just Uboats) - I suggest exploring those.

I think this is a great comment. Palpatine is a symptom (and a bad one!) but not the disease. JumpMaster is the issue here as it has knocked so much other stuff which could control Palp out of contention.

This is a completely ridiculous comment and an example of Imperial players and their obnoxious greed/inability to see just how broken the ships they fly are.

Palp Aces kills off all of the U-Boat counters. It goes both ways, and a meta where Palp Aces was eliminated and U-Boats were left standing would be an easier one to deal with as all you'd have to do is bid to PS 4. Hell, triple Defender kicks U-Boat ass and those are just PS 1 ones.

I don't play Imperial, I play rebel! - and I stick by my comment! Palp is good, perhaps too good but I think U-boats are still the current problem in the meta. While Palp was good in the pre-U-boat meta, we still saw plenty of other builds and those builds were competitive - think rebel regen, or fat turrets or k-wings or whatever. Where are all these builds now? Gone because they can't stand up to the alpha strike from the combo of cards on the U-boat.

This is a completely ridiculous comment and an example of Imperial players and their obnoxious greed/inability to see just how broken the ships they fly are.

He says straight after posting two Imperial lists... but you aren't an Imperial player right? Seriously dude, you are lowering the standards here again...

RoV

Right now Palp Aces is dominent, but it's not solely because of Palpatine.

Wave 8 introduced the Uboat/Jumpmaster ordinance carrier. This, more than anything else, scared off Rebel control and regen lists which acted as a good check to Palp Ace squads. The recent FAQ included a "soft nerf" which will have a positive flow on effect.

Right now I've noted more and more Rebel lists creeping back into the meta, with the Ghost/Dash and Corran/Biggs pairing becoming more popular. I love flying Dash/Ghost - one of my favorite lists at the moment.

FYI yes I do frequently fly Palp Ace squads and in no way regard it as a auto-win option. It does take some thought and skill to make truly effective. It can be easily countered if you know how to fly against it. Just practice.

I used to fly Imps without Palp before I got the card. And yes, it was harder and took more concentration. Palpatine is more insurance than significant game changer.

There are some good lists and strategies that act as natural counters to Palp Aces (not just Uboats) - I suggest exploring those.

I think this is a great comment. Palpatine is a symptom (and a bad one!) but not the disease. JumpMaster is the issue here as it has knocked so much other stuff which could control Palp out of contention.

This is a completely ridiculous comment and an example of Imperial players and their obnoxious greed/inability to see just how broken the ships they fly are.

Palp Aces kills off all of the U-Boat counters. It goes both ways, and a meta where Palp Aces was eliminated and U-Boats were left standing would be an easier one to deal with as all you'd have to do is bid to PS 4. Hell, triple Defender kicks U-Boat ass and those are just PS 1 ones.

I don't play Imperial, I play rebel! - and I stick by my comment! Palp is good, perhaps too good but I think U-boats are still the current problem in the meta. While Palp was good in the pre-U-boat meta, we still saw plenty of other builds and those builds were competitive - think rebel regen, or fat turrets or k-wings or whatever. Where are all these builds now? Gone because they can't stand up to the alpha strike from the combo of cards on the U-boat.

Fat turrets gone? Great.

Rebel Regen gone? Great.

TLT based lists gone? Great.

U-Boats were great for the meta. Now all we need to do is eliminate Palp Aces and we'll have the best meta ever.

This is a completely ridiculous comment and an example of Imperial players and their obnoxious greed/inability to see just how broken the ships they fly are.

He says straight after posting two Imperial lists... but you aren't an Imperial player right? Seriously dude, you are lowering the standards here again...

RoV

I play Palp Aces specifically because it's broken and it gives me easy wins. I fully acknowledge this. This is why I'm recording the value I'm getting from Palpatine, to prove to people who hold incorrect views that Palpatine is broken.

This will be a tall order, considering comments like yours but I'll be trying.

Now wait a second, ParaGoombaSlayer. If you're calculating the value of Palpatine, don't you also have to calculate the "value" of synergies in other squads? I mean, it's 8 points. Period. When you start calculating how many times your ship was saved or an enemy ship was destroyed because of Palp, couldn't the same be said for drawing the right crit with Maarek Stele? Or keeping Wedge alive with Biggs? I just don't get the statements estimating how much more Palpatine is worth because in doing so you treat him differently than any other upgrade/pilot ability in the game.

I'd rather get a LEGO then a nerf.

Don't you remember the commercials? It's NERF or Nothing!

Para, can you please explain how you work out the point value of palp uses

Para, can you please explain how you work out the point value of palp uses

I run a 31 point Inquisitor. Each of health of his is worth 7.75 points.

Each 38 point Vessery health I save is worth 6.333... which I round to 6.25.

Each Palp Shuttle health is worth 3.1.

I also calculate the extra damage Palpatine contributes in the same way, although when he adds a direct hit crit or stunned pilot on a ship that bumps and takes a damage I count that too.

So when I use Palpatine to save Vessery from an asteroid damage, I get 6.25 points of value from it.

Edited by ParaGoomba Slayer

Don't nerf Palpatine, but have some respect for the guy. He cares not for these petty 2 and 3 ship tickle fights. Put him in Epic on his Raider where he belongs.

He's a busy man what with a universe to run, a young Jedi to corrupt, and a rebellion to crush. Plus hes' got his country’s 500th anniversary to plan, his wedding to arrange, his wife to murder and Guilder to frame for it; He's swamped... I may be mixing my references again...

Inconceivable!

Potential fix.

Yoda - Two Crew Slots - 7 Pts

Emperor Palpatine's game text is cancelled.

Do you spend 7 pts just to cancel a potential Palpatine? Does your opponent spend 8 pts on Palpatine knowing Yoda can cancel him outright? The decisions.

Now wait a second, ParaGoombaSlayer. If you're calculating the value of Palpatine, don't you also have to calculate the "value" of synergies in other squads? I mean, it's 8 points. Period. When you start calculating how many times your ship was saved or an enemy ship was destroyed because of Palp, couldn't the same be said for drawing the right crit with Maarek Stele? Or keeping Wedge alive with Biggs? I just don't get the statements estimating how much more Palpatine is worth because in doing so you treat him differently than any other upgrade/pilot ability in the game.

Well, there's an argument to be made that token stacking in general has gotten somewhat degenerate but without Mathwing 3.0 we just have to take Major Juggler's word for that.

*That being said, r2-d2's vulnerability to alpha strikes makes his value per game a lot more variable.

Edit: Simpler explanation; The value of most upgrades can be calculated by their statistical effect on the ship. Simple modifiers like shield upgrade, stealth device, predator, or wedge-shaped ability can be done by anyone with the time to do so. More complicated effects like PtL or Engine Upgrade take a bit more work (And a lot more advanced mathematics), but are generally either limited to the ship they're equipped on, or have costs or tight restrictions built in. Palpatine's only drawback is the opportunity cost, and he has no restrictions. This ironically makes his value easier to calculate since you can just calculate the value of damage he prevents or pushes through, which is high school level math that most adults should be able to do with scratch paper.

Edited by Squark

DO NOT nerf Palpatine!

Please add Yoda and Jabba the Hutt to counter balance him!

Yaknow im glad when im attacking/defending i mod my dice after you. If they introduced Yoda as an inverse Palp that could literally counter him if the mod steps went in reverse lol

"Once per round you may modify one of your opponent's die results to another"

If a Yoda crew card were added, I think your idea is close, but instead he should only modify 1 of the friendly ships single defense dice per turn, as that would fit him better than a Palp kinda thing: "....a jedi uses the force for knowledge and defense never for attack." -Yoda

Yoda would need ability to modify 2 defensive dice a round, limit 1 dice per defense roll.

The ability of Emperor to modify ANY friendly dice is much stronger than 1 single defensive dice.