Hello! just wanted to know people's opinions on the balance of the game as worlds just ended and HotR just came out and wave 10 is very close. I will talk about how zuckuss overclocked is overpowered in a specific scenario, jumpmaster's cost and why other factions aren't as good. Then, propose some possible directions and encourage discussion of these issues.
Edit: Reddit has a similar discussion, overclocked is also a force to be reckoned with, arguably better than zuckuss, as the infinite focus works to make offense and defense die 25% better.
TL;DR: Dengar with zuckuss and overclocked is a very, very strong synergy with almost no downside, specially when many attacks per turn (snap shot incoming) can happen, and the infinite focus tokens work on offense and the sweet 2 agility defense. It comes as close to 3 pure damage as possible. A limit to once per turn to overclocked/zuckuss may be able to bring down their power a notch, but even then jumpmaster looks undercosted and may have warped the metagame, making FFG powercreep future releases. Notable opposing ships, such as /x7 Ryad or TLT-3-CPO Miranda are good, but not as OP. Wave 10 comes with sweet large ships for Rebels and Imperial, but will it make enough of a difference?
UPDATE:
To make the point more clear, some lists are left as food for thought, and with this potential combo only to get better when more focus-related cards get released in the next year or two:
1) Dengar Unleashed:
51 Dengar, Decoy, Operation Specialist, Overclocked R4, Punishing One.
48 2x Syndicate Thug, TLT.
In this build, Dengar loses Zuckuss, but gains a lot of toughness and some consistent TLT damage. Decoy allows Dengar to shoot last, with 4 TLT's to potentially miss and give Dengar the so-beloved focus.
A variation is
Dengar, Decoy, Zuckuss, Overclocked R4, Punishing one.
HWK-290 + TLT + Operations Specialist
Makes the focus more consistent but the ships have less hp.
2) Dengaress:
51 Dengar, Snap Shot, Zuckuss, Overclocked R4, Glitterstim, Punishing One.
49 Assajj Ventress, Snap Shot, Operations Specialist, BMST, Burnout SLAM, Shadow Caster, Gyroscopic.
This is a bruiser-control squad. Just go get into melee with both ships in range 2 of each other. This is based on triggering and missing snap shots, but snap shots could be swapped for squad leader on dengar or decoy on assajj.
3) Focus Factory DengarLob:
48 Dengar, Attani, Zuckuss, Overclocked R4, Punishing One.
36 Palob, Attani, TLT, Operations Specialist, Moldy Crow, Stealth Device
16 Kaa'To, Attani
I doubt this list will be good. Only to showcase some focus synergies.
Overall Operations Specialist does open some doors to exploit Dengar-Overclock-Zuckuss, in that you now have your whole fleet dishing out even more damage than dengar alone. The TLT build adds considerably more HP, while the Assajj one has two beefy ships, but may trigger less consistently unless you are good at placing them at range 1 or enemies.
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Post:
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Personally, i think zuckuss and dengar/manaroo are issues to take into consideration. Nand's list is brilliant, as it almost maximizes dengar's offenses and manaroo's defenses at an incredible 97 points, of which countermeasures and glitterstim are a waste in my opinion (you already have infinite focus tokens). All in all, 92 points for what could easily pass as a 100 point squad.
Zuckuss is insane in that it works as many times as you want per turn. It is a big problem if you don't care about stress (jumpmaster/hound's tooth) and if you can attack many times per turn (dengar, snap shot). Basically, zuckuss is balanced as long as it isn't aboard dengar (snap shot will make this more insane, for a potential of 3 activations per turn with zero cost). I propose a very simple fix: Zuckuss can only be used once per turn.
But an even worse offender than multi-activation-0-downside zuckuss is jumpmaster. 25 points for 9hp and 2 agility defense dice, one of the best dials in the game, ept, very useful slots and two very good pilots sounds ok in paper, because of the 2 attack and the 12 point title to make it have 3. In my opinion, if you add 2 points to their cost, lists would still look about the same and have about the same power. The proof is that brobots are irrelevant, where they used to be strong, along many other squads. Maybe we will never be able to pinpoint exactly what makes jumpmasters insane, but in practice dengar with zuckuss/overclocked (and even better with snap shot) is a bit overpowered: 2 or 3 attacks that are heavily modified, infinite focus (that makes your attack even better, and your 2 agility shine) and stress that doesn't affect you. Manaroo's infinite range makes manaroo good but not broken. Maybe undercosted, but not overpowered.
Now, regarding what a lot of people believe that TIE/x7 is broken... it is not. The only slightly unfair combo is ryad+ tie/x7, which is a bit (~1 point) undercosted at 32pts. Vessery isn't as good and glaives neither. This isn't as big of an issue because rebels also have miranda doni, which comes at 38 points with TLT, C-3PO and Long-range scanners which is very, very good. It is basically what regen millenium falcon wanted to be. x7 is definitely one of the strongest cards in the imperial side, but when compared to scum, it is lacking. People complain about defenders and palp, or that imperials only have few must have upgrades. In my opinion, palp should cost ~7, a bit overcosted at 8. Barebones Lambda is so bad it only got top 8 because of the sheer number of palp def players (top 4 was sensor jammered lambda with 1 def and 1 tie/fo).
How should a game be balanced? When you have very strong units, either nerf strong interactions, nerf units or bring up the power level of low power units. Despite what is currently happening, once we take wave 10 into consideration: FFG is bringing x-wing into the right direction (upgrades are becoming a little bit less cross-faction dependent, there are armies in a box with Ghost and HotR which make the game cheaper for beginners, and bringing up the power level of rebel and imperial large ships with Ghost, MF fix, U-wing, Upsilon). Did FFG make any mistakes? I think Punishing One was a mistake. It has brought the power level up, so now they must play catch up with other factions. And to be fair, one mistake in an otherwise polished and balanced game is acceptable, as the synergy comes into play with more than just punishing one.
Will wave 10 be enough to compete against Dengar-zuckuss-overclocked? Fixed MF and Upsilon look good, but lets hope it changes the tierlist as it currently stands. The tierlist looks like this, from my perspective:
Tier 0.9:
Dengar-zuckuss-overclocked: A strange alignment of stars makes this particular ship able to modify dice many times per turn both on offense and defense, and so many modifiers it makes palp look like a joke. The only downside is that you don't get focus while stressed (your dial doesn't even care). But i heard there was someone called Manaroo... It no longer sounds funny when put into words, ain't it?
Tier 1:
Ryad + TIE/x7: The most maneuverable ship in the galaxy comes with two tokens per turn.
Miranda + TLT + C-3PO: DIshes out more damage than Fat Han, while regenerating better than Fat Han. For 11 points cheaper. It is a mid-cost excellent filler to pair up with a beefy ghost or falcon.
Tier 2:
Palp looks with envy, fueling his dark side. A measly 1 point scum and a 1 point mech are sooo much better. Palp's ship is also bad. Lambda is only useful with Engine or Jammer, otherwise 29pts is too expensive for such an irrelevant ship. Manaroo laughs at Lambda and takes the crown as best support.
Corran Horn. Good players see the potential but, ultimately, it is too expensive and too filmsy to make an impact.
Tier waiting-to-get-fixed(again?):
Tie bomber (my complain with ordnance is range. Range 5 would make them competitive), Tie interceptor (an x/7 equivalent would be good), Slave I (even with fearlessness it got so far because it was piloted by Nathan, not because of the ship), Lambda (it would be ok with free engine upgrade or free sensor jammer, so something like /x1), Tie Punisher.
T-65 X-wing (we really need them S-foils), HWK-290, B-wing (but not 'Rebels' overpowered), E-wing (needs /x7 equiv).
Kihraxz (it copies X-wing, which is not a good ship. Maybe a free boost action?), StarViper (Costs too much, and can't evade. /x7 treatment). I would say Mist Hunter, but it comes with 4 good cards, so no. Can brobots make a comeback? Would 3 naked brobots be overpowered?
Edited by falveryn