1. Maarek Stele's ability. It's not cool enough.2-5. See 1.
Uh. It's incredible, really. Over 50% chance of a direct hit. And if that's not enough there's still a pretty reasonable chance something extremely painful will be there.
1. Maarek Stele's ability. It's not cool enough.2-5. See 1.
Uh. It's incredible, really. Over 50% chance of a direct hit. And if that's not enough there's still a pretty reasonable chance something extremely painful will be there.
I think he is balanced in pretty much every squad except for possibly alongside Soontir. I have no idea why Biggs was higher in FFG's nerf priority though.Why do so many people want range restrictions on Palpatine? Am I the only person who thinks he's balanced?
Because the Biggs interaction wasn't exactly intuitive. And kind of ruins ordnance, which has enough problems outside U-boats.
Uh. It's incredible, really. Over 50% chance of a direct hit. And if that's not enough there's still a pretty reasonable chance something extremely painful will be there.
Awesome ability with the old Damage deck, which had lots of useless crits, and some really crippling ones. Now that the new deck has made all the crits just "pretty good", all Maarek's ability does is let you switch from one pretty good crit to another.
With the old damage deck, Mareek Stele was easily one of my favorite pilots. Just sooo many brutal things you could do with him. I have pretty much stopped flying him entirely after the new damage deck came out, however. Though, I guess a big part of that is because I've been having too much fun with other ships, and haven't really gone back to the TIE Advanced build I was flying for a while (Jendon w/Palp, Vader, and Stele both with ATC)
1) General buffs for most small base generic pilots so 4-5 ship lists are actually present in tournament meta.
** this is buy far the most important from my perspective **
2) Specifically nerf R2-D2 astromech regen. (other regen is okay)
3) X7 defender title changed to free evade action or, don't get the evade with a bump. (X7 essentially is Imperial regen)
4) Make Starvipers great with a nifty defensive buff! Fix Kihraxz in the same aces pack. (Hopefully in the next 6 months, cause waiting sux)
5) Give Firesprays a free barrel roll action somehow. Boba Fett wants it & they should get action economy, just like the Lancer gets with gyro-targeting.
With all the anti-ace tools around these days, I would say we are past peak Palpatine. The ever shifting meta means the Palp fanatics may naturally move on cause it just won't perform like it use to. The new Epsilon shuttle is an unknown factor. I'm totally happy if Palp does get limited to range 3, but it's possibly not necessary.
Some ideas well tested in friendly casual play, from small 40 pts turboscenarios to 600 pts Double Epic
-TLT: +1 Green at Rng 3
-Rhymer: -3 Pts
-Named Y wing Rebel Pilots plus Grey Sqdrn. can equip an EPT Card for one extra point.
-"Rogue Squadron" X wing title (if at rng 1-3 of another squadron mate, free Evade). Cost 0.
Odd thought for the Firespray... Would it be broken to allow it to equip upgrades that read "Small Ship Only"?
I mean, you could throw a Cloaking Device on it, which would be wild. Vectored Thrusters? Why not? Deadeye? Sure! Lightning Reflexes would be kinda pointless, but maybe fun with Tailgunner or other arc-based shenanigans. Juke, perhaps? Could be fun.
I dunno, none of that seems like it'd be too terribly broken. Cloaking Device comes the closest, but with the chance of failure, I'm not sure it'd be too terrible for the game. Just imagine a Mandalorian Mercenary with Cloaking Device, Juke, and Stygium Particle Accelerator. How weird would that be?
Since FFG is finally willing to errata, I thought this would be a good time for the community to share what they believe is important to them. Which top 5 things, in no particular order, do you believe need to be look at the most for buffs/nerfs? Do you have a simple, elegant suggestion for one?
1.) Autothrusters
2.) TLT
3.) Palpatine
4.) TIE Punisher
5.) Kihraxz Fighter
Now, I'm not sure how many of you are aware, but TLT do more damage on average (no matter how many evade dice) than a 3-damage PWT. They are so powerful that they allow turrets to out-joust jousters, their supposed natural counter. I've read/heard many times on here and other places that TLT is one of the things that really started to break the whole jouster > turret > arc dodger > jouster balance. A simple, elegant fix for TLT would be to make the range 2 or 3 instead of 2-3.
EVERYTHING! Let's change everything! All at once, one option at a time!
Seriously, this thread is a testament to the game's balance post-U-Boat. There is little to no overlap between any of your lists.
Edited by hasloMy main problem is ships like Miranda and Bossk can throw out 5 die missile shots not only ignoring the vast majority of my tokens, but now they completely ignore 26 points of my list as well... As someone who has previously liked to fly triple x-wings it was already an uphill battle, but now they can't even make it past the first engagement consistently.I wouldn't expect many more buffs or nerfs via errata any time soon- By the time we've adjusted to the FAQ and Heroes, Wave X will be upon us.
Also, I'd expect most errata to take the form of adding/modifying card text as these did, which means Generics without a dedicated title or mod are out of luck.
After the novelty wears off, you'll probably see fewer of those given what a headache high PS pilots (Aces especially) are for such ordnance carriers.Personally, the only errata/FAQ I want is for Biggs to go back to his old self. My other x wings that fly alongside him get wrecked by homing missiles and other target lock ordinance now and it makes me sad...
If they can shoot the missile at Biggs they still have to... it's not like ordnance completely ignores his ability. Just that good positional play gets even more rewarded for and against a Biggs player.
My main problem is ships like Miranda and Bossk can throw out 5 die missile shots not only ignoring the vast majority of my tokens, but now they completely ignore 26 points of my list as well... As someone who has previously liked to fly triple x-wings it was already an uphill battle, but now they can't even make it past the first engagement consistently.I wouldn't expect many more buffs or nerfs via errata any time soon- By the time we've adjusted to the FAQ and Heroes, Wave X will be upon us.
Also, I'd expect most errata to take the form of adding/modifying card text as these did, which means Generics without a dedicated title or mod are out of luck.
After the novelty wears off, you'll probably see fewer of those given what a headache high PS pilots (Aces especially) are for such ordnance carriers.Personally, the only errata/FAQ I want is for Biggs to go back to his old self. My other x wings that fly alongside him get wrecked by homing missiles and other target lock ordinance now and it makes me sad...
Well that affects Deadeye.. but You can't shoot someone with Ordnance if you don't have a TL on them. So it's not about positional play most of the time. Just getting the TL on the right ship.
EVERYTHING! Let's change everything! All at once, one option at a time!
Seriously, this thread is a testament to the game's balance post-U-Boat. There is little to no overlap between any of your lists.
That's true actually.
And when i see these lists... totally redonculous.
Shield regen, PWT, TLT.
Guys fyi. Rebels have not been anywhere to be found in the meta of the last months. TLTs might now make a comeback since alpha-strikes and tons of ordnance become less frequent, but can we maybe at least give the new meta a chance to develop before immediately going from "U-Boats op" to "TLTs op".
Also, the U-Boat nerfs still leave Dengaroo relatively untouched. Losing Deadeye is not that big for them and they never used R4 anyway. So maybe we now switched our 3-ship overlord Jumpys against a 2-ship version even more than it already was the case.
So, no, i have no list here, i just think we need more pilot options for certain ships and some older ships and upgrades need a little nudge, just like the Scyk and clusters got.
5 things to look at:
1. Support concepts: I'd love it if there where viable support ships and abilities outside of Palp and Manaroo. These support options must not be as strong as Palp and Manaroo, but like "worth it", whatever that means.
2. Bombs: Bombs other than the conner net might still need a little tweak on Imperial and Scum Side. This could possibly even fix some bad ships.
3. Scum: Give Scum some more things between incredibly strong and really crappy.
4. The meta in like 5 months. Wave 10 will be in store in 2 months (probably™) and we don't know many cards yet. We are in a transitional state right now so treat it like one.
5. See 4.
Odd thought for the Firespray... Would it be broken to allow it to equip upgrades that read "Small Ship Only"?
I mean, you could throw a Cloaking Device on it, which would be wild. Vectored Thrusters? Why not? Deadeye? Sure! Lightning Reflexes would be kinda pointless, but maybe fun with Tailgunner or other arc-based shenanigans. Juke, perhaps? Could be fun.
I dunno, none of that seems like it'd be too terribly broken. Cloaking Device comes the closest, but with the chance of failure, I'm not sure it'd be too terrible for the game. Just imagine a Mandalorian Mercenary with Cloaking Device, Juke, and Stygium Particle Accelerator. How weird would that be?
This idea is the best I've seen on this forum in a long time! Love it
Gives Firesprays barrel roll and juke, how nice.
Large ship decloak would probably have to use the 1-straight template.
Heh, still better than Rexler's.1. Maarek Stele's ability. It's not cool enough.2-5. See 1.
Steele causes one crit, set up right Rexler can cause up to four.
It's the difference between veteran defender pilots and you Johnny come latelies, vets know-how to use rex for devastating effectiveness.
Steele causes one crit
Heh, still better than Rexler's.1. Maarek Stele's ability. It's not cool enough.2-5. See 1.
Steele causes one crit, set up right Rexler can cause up to four.
It's the difference between veteran defender pilots and you Johnny come latelies, vets know-how to use rex for devastating effectiveness.
Stele doesn't cause crits, he selects which crit he wants to cram down your throat. If he is flying ur Advanced then he has an auto crit when he fires with a TL, otherwise it's up to chance or upgrades. If Stele gets more than one crit through to a ship he can choose with each one. Brath throws crits at you as long as he's got an extra focus left. Nothing like dealing out a hand full of damage cards and saying 'show me your hand'. Stele instead draws a hand and then plays the card he wants.
This is a minis game, right?
Also:
Y-wings with EPTs
GUNBOAT
GUNBOAT
GUNBOAT
GUNBOAT
The only thing I am a bit iffed about is the high efficiency of (imperial, often Palpatine backed) aces. It basicaly means if you play a "normal" ship you can't just outplay them by forcing them into a joust they should lose, since their mobility gives them that much of an edge anyways. You now have to super-outplay them by avoiding their fire and even then you still need to get lucky on your attacks and need them to be unlucky on their defense.That is seriously wrong. An idea would be to make Autothrusters only give you a blank -> focus conversion at range 3 in arc. That way the card and the ships using it are still pretty good, but not as ungodly against focus fire from arced ships. Then we also have x7 Defenders who are a bit too efficient, but I think those should for now be kept as they are, since TLT should keep them in check a bit along with regen ships that can outlast them one on one. A one point increase for the title should be the maximum.
1.) booty
2.) booty
3.) booty
4.) booty
5.) rocking everywhere
no finer sight in life; nothing more worth seeing
also, there's no such thing as a jouster/turret/arc-dodger balance and there never was
high PS fat PWTs are the best arc-dodgers in the game, because they combine large base displacement with a complete "I don't give a ****" attitude about facing
replace them with mobile arcs for the good of the game
My turret suggestion is to have out of arc turret primary to limit range 1-2.
Simple elegant change to could be easily faqed.
Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.
PWTs are fine, Autothrusters and TLTs counter them pretty good.
Defenders are finally kicking major booty, don't mess with them!
Bombers are overlooked, as are bombs. Trouble getting damage through 4-5 green dice? Not anymore!
Slicers, stress builds, seismic torps, there's lots of tricks old and new that need to be considered before you go FAQing crazy.
Don't let the meta define you. You define the meta.
Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.
You are right, they already aren't a counterbuild since they are so easily outmanouvered. It just doesn't feel right that Soontir Fel can sit at range 3 of 8 TIE Fighters and feel pretty safe. Change Autothrsuter so to get their in arc benefit you need to have and spend a focus token and that changes a bit. He still isn't too endangered, but one or two TIEs now actually can push through some damage.
Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.
PWTs are fine, Autothrusters and TLTs counter them pretty good.
Defenders are finally kicking major booty, don't mess with them!
Bombers are overlooked, as are bombs. Trouble getting damage through 4-5 green dice? Not anymore!
Slicers, stress builds, seismic torps, there's lots of tricks old and new that need to be considered before you go FAQing crazy.
Don't let the meta define you. You define the meta.
See while you're suggestions are fine, this is part of my issue with the game right now. You say at the end "don't let the meta define you", yet you specify things you feel are fine since you can run specific things (or not certain things) to be able to deal with them. This means your list is going to be defined by the meta because you need specific cards to deal with certain other cards. The further this game runs in to this the closer it gets to being a glorified version of rock-paper-scissors. The Uboat nerf and scyk buff was a great attempt at breaking this down, and I'm sure it will in some ways. Yet, I'm not going to be satisfied until I can bring a homebrewed list that can compete with net lists based on my flying and not on whether I brought enough of the 10 cards that can actually handle net list x,y, or z.
Edited by KdubbYou are right, they already aren't a counterbuild since they are so easily outmanouvered. It just doesn't feel right that Soontir Fel can sit at range 3 of 8 TIE Fighters and feel pretty safe. Change Autothrsuter so to get their in arc benefit you need to have and spend a focus token and that changes a bit. He still isn't too endangered, but one or two TIEs now actually can push through some damage.Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.
If Soonts is hanging out at range 3 of an entire TIE swarm then that's a poor swarm player. Ever hear of blocking? (That's coming from a poor swarm player tho...)
Aces are fine, they do have counters, just not spammed scrubs jousting them, except maybe crack squads.
PWTs are fine, Autothrusters and TLTs counter them pretty good.
Defenders are finally kicking major booty, don't mess with them!
Bombers are overlooked, as are bombs. Trouble getting damage through 4-5 green dice? Not anymore!
Slicers, stress builds, seismic torps, there's lots of tricks old and new that need to be considered before you go FAQing crazy.
Don't let the meta define you. You define the meta.
See while you're suggestions are fine, this is part of my issue with the game right now. You say at the end "don't let the meta define you", yet you specify things you feel are fine since you can run specific things (or not certain things) to be able to deal with them. This means your list is going to be defined by the meta because you need specific cards to deal with certain other cards. The further this game runs in to this the closer it gets to being a glorified version of rock-paper-scissors. The Uboat nerf and scyk buff was a great attempt at breaking this down, and I'm sure it will in some ways. Yet, I'm not going to be satisfied until I can bring a homebrewed list that can compete with net lists based on my flying and not on whether I brought enough of the 10 cards that can actually handle net list x,y, or z.
But the only way that this could happen is for everything to become so homogenized that you might as well be playing chess. As soon as you give something a unique character some things will be good against it some won't.
Edited by Rodent Mastermind