On Nerfs And The Rationale Behind Them

By Firespray-32, in X-Wing

To conclude, things get nerfed because they distort the metagame: not because they're damaging to balance but because they're damaging to diversity. Things get errata nerfs if they're killing off a large number of strategies and builds that would otherwise be viable. Powerful generalist builds that don't hard counter things out of the meta tend to be dealt with by new releases rather than rule changes.

But can't you easily argue that something that is damaging to balance is damaging to diversity? Let's look at the lists that had 6 wins or more at worlds. 10 rebel lists, 12 Imperial, and 19 Scum.

Rebel lists without regen or TLT- 40%

Scum lists without Zuckuss or Manaroo- 37%

(side note: 2 of these lists were quad TLT, and another had 2 TLT Ys. If TLT is included in the restriction, the % plummets to 21% )

Imperial list without Palpatine or x7- 0%.

Yes, perhaps balance wise, regen, Manaroo, TLT and Zuckuss are a little overpowered, but they largely have not eliminated faction diversity to the extent FFG needs to nerf them... Yet. If Dengaroo overwhelms this regional season though, I think Manaroo may get a look.

Unfortunately, Imperials cannot say the same as its two rival factions. They are being warped by both Palpatine and x7 in a very real way. Even GOOD lists, such as Crack Swarms, are being lost because they can't compete with the efficiency of lists including these upgrades.

If any cards need to be looked at next, it's Palpatine and x7. Not because they destroy diversity of other factions (as Uboats did to Rebels), but because they destroy diversity of their own.

If your conditions are set wide enough you can prove just about anything.

For Rebels the "TLT or regen" condition would include lists as varied as Corran+Miranda, Kanan+Ezra+Biggs, Dash+Poe and say, Triple ARCs. What do these list have in common? They play differently, they fly differently, they have massively different preference for certain match ups. I'm honestly surprised 40% of rebel lists do NOT fall in this extremely broad category.

Same goes for other factions:

For Scum "Zuckuss or Manaroo" would include Dengaroo, Manny + double fangs and Bossk+Dengar.

For Imperials "x7 or Palp" might include DeciWhisper, Crackglaives, but also Soontir+Inquisitor+Palp Shuttle.

So yeah, some upgrade cards are effective and popular. A large percentage of successful lists do use at least one of them. That does not mean the game lacks diversity. In fact, the only list in the Worlds that did repeat itself several times would be Commonwealth Defenders. And yeah, they're popular, they won Canadian Nationals, they're straightforward, effective and fairly easy to fly. But somehow they didn't dominate the top, did they? And apart from that popular netlist everything else was just one huge surprise for me. This year's Worlds were probably more diverse than ever. We even had a Han+Jake in top 4 for christ's sake! I wouldn't believe it if someone told me that list could make it to top 4 at regionals in this day and age.

So you did not see Dengaroo and Manaroo Mindlink lists coming? Or the general comeback of TLT and rebel regen? I mean the runner up list was exactly this, even if it was in a surprising fashion, i'll give you that!

Nothing bad in this, but i could see these lists come from miles away on worlds and guessed Dengaroo world champion right before the first list was even posted.

Yup, I knew Dengaroo would be there but I thought the list would get countered too hard for it to win the entire thing and that people would learn to fly against it by now. I did expect TLT to come back, as well as rebel regen in some form but 2 fat small fighters? Nah, didn't see it coming at all. Don't even get me started on Han+Jake. Or twin shadowcasters winning everything on the first day.

Also, what was missing surprised me almost as much as what was there. I thought ARCs would be the thing as well as Dash&Poe with the new pattern analyzer. I thought quad TLTs would come back with a vengeance. Maybe even rebel formations with Biggs sitting in the middle. But I'm not complaining. It was surprising in the best of ways, with many new/old lists having a strong showing.

Edited by Lightrock

I just enjoy that the nerf requests are all over the board. Not a whole lot of repeated items. Almost... Almost like they are all in a decent position and that it starts coming down to player skill...

I believe there still is a fallacy that the forums are why FFG make these nerfs. Again that is nonsense. There are other reasons why FFG believ it was time to nerf certian cards. Deadeye for example.

To conclude, things get nerfed because they distort the metagame: not because they're damaging to balance but because they're damaging to diversity. Things get errata nerfs if they're killing off a large number of strategies and builds that would otherwise be viable. Powerful generalist builds that don't hard counter things out of the meta tend to be dealt with by new releases rather than rule changes.

But can't you easily argue that something that is damaging to balance is damaging to diversity? Let's look at the lists that had 6 wins or more at worlds. 10 rebel lists, 12 Imperial, and 19 Scum.

Rebel lists without regen or TLT- 40%

Scum lists without Zuckuss or Manaroo- 37%

(side note: 2 of these lists were quad TLT, and another had 2 TLT Ys. If TLT is included in the restriction, the % plummets to 21% )

Imperial list without Palpatine or x7- 0%.

Yes, perhaps balance wise, regen, Manaroo, TLT and Zuckuss are a little overpowered, but they largely have not eliminated faction diversity to the extent FFG needs to nerf them... Yet. If Dengaroo overwhelms this regional season though, I think Manaroo may get a look.

Unfortunately, Imperials cannot say the same as its two rival factions. They are being warped by both Palpatine and x7 in a very real way. Even GOOD lists, such as Crack Swarms, are being lost because they can't compete with the efficiency of lists including these upgrades.

If any cards need to be looked at next, it's Palpatine and x7. Not because they destroy diversity of other factions (as Uboats did to Rebels), but because they destroy diversity of their own.

If your conditions are set wide enough you can prove just about anything.

For Rebels the "TLT or regen" condition would include lists as varied as Corran+Miranda, Kanan+Ezra+Biggs, Dash+Poe and say, Triple ARCs. What do these list have in common? They play differently, they fly differently, they have massively different preference for certain match ups. I'm honestly surprised 40% of rebel lists do NOT fall in this extremely broad category.

Same goes for other factions:

For Scum "Zuckuss or Manaroo" would include Dengaroo, Manny + double fangs and Bossk+Dengar.

For Imperials "x7 or Palp" might include DeciWhisper, Crackglaives, but also Soontir+Inquisitor+Palp Shuttle.

So yeah, some upgrade cards are effective and popular. A large percentage of successful lists do use at least one of them. That does not mean the game lacks diversity. In fact, the only list in the Worlds that did repeat itself several times would be Commonwealth Defenders. And yeah, they're popular, they won Canadian Nationals, they're straightforward, effective and fairly easy to fly. But somehow they didn't dominate the top, did they? And apart from that popular netlist everything else was just one huge surprise for me. This year's Worlds were probably more diverse than ever. We even had a Han+Jake in top 4 for christ's sake! I wouldn't believe it if someone told me that list could make it to top 4 at regionals in this day and age.

Agreed, Zuckuss is good, but he only really works in a couple of lists and those lists pay far more than 1pt to make him effective, they will normally take a token passing ship to counter the no actions, and the ship has it's maneuvers limited by not being able to take reds.

Manaroo makes so many lists is the need for action efficiency, you only have a few solutions for that in scum, Rebels have quite a few ships that can pass extra actions. Scum currently have Atanni + Manaroo really. It's a shame when a support ship that is worth using is introduced to the game there are so many calls to nerf it, you don't see HWKs used hardly at all.

The nonexisting no-Palp no-X7 list show one thing IMO:

Imperial ships are "poorly" designed.

Here is what I mean: Interceptors, Advandceds, Adv- Prototypes (and arguably Omega Leader) are more or less the exact same ship. Phantoms are pretty similar as well.

Bomber and Punisher are the same as well (and Punishers are abysmally bad).

TIE Fighter and FOs are pretty similar too, FOs dont really exist in the meta apart from maybe Omega Leader.

Firesprays and Lambda without Palp are just not viable. And there is the Decimator and Defender.

You could say there are only 4 different ships: The Arc-Dodger, the ordnance-jouster, the swarm-jouster and the high-prowess jouster. Swarms are mentally risky and dont work that well (or at all, I did not try) against Dengaroo. Bombers are rather fillers than main ships of a list. Arc-Dodgers were bullied out of the meta (which A LOT of people wished for) so there is not much left.

Agree and disagree. Arc-Dodgers are still a thing, Defenders are more forgiving IMO but I don't think Soontir or Fenn are gonna fall off the map any time soon. After all, the best defense is still just not being shot at in the first place. As for Imperials being poorly designed, you have somewhat of a point that most Imperial ships fall under limited categories, but I'd say that's more of a defining feature of the faction. Imperials have a good ship to fill in at almost any point range, so far you're the only ones with true "mini-aces" in the form of Wampa and Omega Leader that can be independently useful despite whatever else you may have in your list.

There is however a somewhat limited amount of competitive archetypes currently, but this effects everyone. One notable case are Bruisers ships., and to a lesser extent bombs.

Bruisers are ships with limited dials and actions that rely on a healthy amount of hull and shield for it's price to live, examples being the X-wing, B-wing, G1-A, and the K#$%ax. This type is well out its depth(with a few notable exceptions(Biggs)) in the current meta as it's primary advantage is simply not comparable to the damage mitigation or action efficiency of the other archetypes. I think a big problem with this is that they decided to give such ships the same firepower as Arc dodgers and PWT, this IMO was a mistake. A bruiser is only gonna get limited opportunities to attack the aforementioned ships as it's much easier for them to pick and choose a fight based on their nature. Hindsight's 20/20 so the Xwing and Bwing being older ships it's forgivable that they've fallen behind a bit, but I do got to wonder why the hell they gave scum two ships with very similar properties without making necessary improvements to be relevant.

Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

I love the original post. We are in a good place at the min. Dengaroo almost didn't win worlds at all. The game before he came 1 turn away from losing. Had Han not hit that rock and had the dengaroo player not been clever enough to pounce on Han to make it really hurt, dengaroo wouldn't have been in that final.

Had the Corran pilot met that Dengaroo player earlier in the day he wouldn't have been there I think. Neither of those lists need to be messed with, they both have major flaws that can be used to beat them.

Edited by Spaceman91

To conclude, things get nerfed because they distort the metagame: not because they're damaging to balance but because they're damaging to diversity. Things get errata nerfs if they're killing off a large number of strategies and builds that would otherwise be viable. Powerful generalist builds that don't hard counter things out of the meta tend to be dealt with by new releases rather than rule changes.

But can't you easily argue that something that is damaging to balance is damaging to diversity? Let's look at the lists that had 6 wins or more at worlds. 10 rebel lists, 12 Imperial, and 19 Scum.

Rebel lists without regen or TLT- 40%

Scum lists without Zuckuss or Manaroo- 37%

(side note: 2 of these lists were quad TLT, and another had 2 TLT Ys. If TLT is included in the restriction, the % plummets to 21% )

Imperial list without Palpatine or x7- 0%.

Yes, perhaps balance wise, regen, Manaroo, TLT and Zuckuss are a little overpowered, but they largely have not eliminated faction diversity to the extent FFG needs to nerf them... Yet. If Dengaroo overwhelms this regional season though, I think Manaroo may get a look.

Unfortunately, Imperials cannot say the same as its two rival factions. They are being warped by both Palpatine and x7 in a very real way. Even GOOD lists, such as Crack Swarms, are being lost because they can't compete with the efficiency of lists including these upgrades.

If any cards need to be looked at next, it's Palpatine and x7. Not because they destroy diversity of other factions (as Uboats did to Rebels), but because they destroy diversity of their own.

Thats some interesting stats right there. I see some interesting points further up about the points cost for these combos. Its the combos that are the 'nerfable' if you please. Palp on a shuttle is slow moving, not very manouverable but has good attack defence potential due to Palp's ability. However its the combination with these defenders in that build that makes them truly difficult to kill. They can do highly flexible moves and be tokened up with little downside. Earlier somone suggested there was not downside to heavily stressed ships. Well there are plenty. Not least lack of felxibility on manoevers and actions. Out arcing a Bounty Bus should be simple for a Defender ace. I do think though Manaroo and Palp should be range limited or youre activley flying around and not engaging which kinda goes against the fly casual aspect.

"Stop posting nerfs because you don't understand why nergs are implemented."

[Forum members immediately propose nerfs.]

Seriously, folks! If after this topic's first post you still feel your pet fix is justified, go make a new thread somewhere else. This topic is about why nerfs happen, not about which nerfs would be justified. Trying to argue for a Zuckuss or Palpatine nerf in a thread about fewer nerfs is just hijacking someone else's topic.

I don't think having unlimited stress is a problem. There aren't many ships in the game that can function with that--Tycho, Dengar, the Party Bus (to an extent). Tycho and the party bus are not problems. Dengar is only even an issue because Manaroo can pass actions from across the map. The stress mechanic is fine.

Manaroo and the emperor probably should have had range 3 restrictions, but eh.

Edited by quasistellar
Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

You need to try Deathfire. He rocks. He might not have the same punch as Sabine-crewed K-wing or the same reach, but when it comes to actually dropping his bombs on the enemy of choice, the ability to do so before moving or after a barrel roll makes him second to none. Also, he's way cheaper than a bomber K-wing, which doesn't hurt.

Edited by Lightrock

Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

You need to try Deathfire. He rocks. He might not have the same punch as Sabine-crewed K-wing or the same reach, but when it comes to actually dropping his bombs on the enemy of choice, the ability to do so before moving or after a barrel roll makes him second to none. Also, he's way cheaper than a bomber K-wing, which doesn't hurt.

Based on the fact that bombing oriented lists saw next to no top level play before Sabine crew came on the scene, I think it is fair to assume that, while Deathfire's ability really is sweet, and Genius is a really fun droid to run, it is the low damage output that keeps us from seeing any bombing lists outside of the Rebel faction. I think we will have to hold tight until we see an imperial or scum upgrade that gives the necessary buff to bombs before we can feel comfortable fielding them at high level tournaments.

But casual? Shoot, fly them all day!

Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

You need to try Deathfire. He rocks. He might not have the same punch as Sabine-crewed K-wing or the same reach, but when it comes to actually dropping his bombs on the enemy of choice, the ability to do so before moving or after a barrel roll makes him second to none. Also, he's way cheaper than a bomber K-wing, which doesn't hurt.

Based on the fact that bombing oriented lists saw next to no top level play before Sabine crew came on the scene, I think it is fair to assume that, while Deathfire's ability really is sweet, and Genius is a really fun droid to run, it is the low damage output that keeps us from seeing any bombing lists outside of the Rebel faction. I think we will have to hold tight until we see an imperial or scum upgrade that gives the necessary buff to bombs before we can feel comfortable fielding them at high level tournaments.

But casual? Shoot, fly them all day!

im one of those people that believes that if something is so good its ran something like 70% or more of the time it clearly needs a nerf. Yea there are times where you see a unit used way more than others because its legitimately the only thing they got thats valid (see 4th edition Orks in 6th edition 40k ALWAYS having Bikernobz running around), but its incredibly rare and definitely not the case for scum. Torpscouts were counterable, like you said, but they promoted insanely stale lists because they were so easy to use it was boring to both play and face imo. I didnt hate them because they were "OP" i hated them because it was the exact same fight every time no matter who was flying them. Palpaces atleast have various approaches and different aces to use, rebel regen the same way. Torpscouts? Only difference is if the third was a bumpmaster, which was just as rare as a nontorpscout list.

Applause is right thank you for posting this! I hope everyone reads it, I'm getting tired of Nerf topics from people who don't get that they just need to learn to fly better and list build better. This game is so diverse there are so many viable tournament lists. If you don't believe me try playing Warhammer 40K for three years. You'll have nothing bad to say about x-wing.

Translation: "Let's not make competitive X-Wing better because there are other competitive games that are much, much worse."

im one of those people that believes that if something is so good its ran something like 70% or more of the time it clearly needs a nerf.

Nah, if something's so good it's considered an auto-include, you (possibly) need alternatives that break open the list building, you don't necessarily need to bring down the offending upgrade. If it is only an auto-include on a few ships, say PtL or VI, then you'll be fine.

A balancing adjustment is only in cases as the OP stated: where it significantly negatively impacts the list design space; where you have to design against that or run a severe risk of losing.

And if you encounter such lists outside of competition, do design against it, hard, so people will stop running it all the time. If you keep bringing a classic Whisper, I'll bring a Fat Han. And if you keep bringing Fat Han, I'll bring a swarm.

Eh

While i agree seeing nothimg outside palp and x7 would indicate the nerd for some changes, really the faction only has its desogn to blame

Name, ******* green dice

X7s and palps provide the guarantees you need to do consistently well over the many many rounds of tournament. Nothing else really does

Stuff like bombers, which i think are really solid after vets, can get absolutely ****** by an opponent rolling lucky green dice or by an errant **** crit and thats why i dont use them anymore

Except deathfire, because **** yeah conners!

Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

You need to try Deathfire. He rocks. He might not have the same punch as Sabine-crewed K-wing or the same reach, but when it comes to actually dropping his bombs on the enemy of choice, the ability to do so before moving or after a barrel roll makes him second to none. Also, he's way cheaper than a bomber K-wing, which doesn't hurt.

Based on the fact that bombing oriented lists saw next to no top level play before Sabine crew came on the scene, I think it is fair to assume that, while Deathfire's ability really is sweet, and Genius is a really fun droid to run, it is the low damage output that keeps us from seeing any bombing lists outside of the Rebel faction. I think we will have to hold tight until we see an imperial or scum upgrade that gives the necessary buff to bombs before we can feel comfortable fielding them at high level tournaments.

But casual? Shoot, fly them all day!

See, that's the problem. You have a rebel bomber's mindset. You assume your bombs have to kill things. And if you spend 35-45 points on your bomber they indeed do. On the other hand if you spend 23-28 points on a relatively dispensable ship, you still have enough points for 2 prime killers in your list. All you need from that dispensable ship is to, say, drop a Conner net on the enemy of choice, so your killers can tear it apart while it's actionless and predictable. If you spend more than bare minimum you can also put missiles on him so he's dangerous even at long range. On the lower end of the 23-28 point spectrum there's nothing in the imperial roster that could make remotely the same impact as a well flown Deathfire. On the higher end he competes with the likes of Omega Leader and Palp Shuttle and I still think he more than holds his own in this competition.

Btw, I've flown him in a fairly large tournament (200+ ppl). Got to top 16 and was actually disappointed. Up to that point I had only lost 1 game and it was only by a 7 points difference with incredible dice luck on my opponent's side. So yeah, it's competitive.

Edited by Lightrock

I was under the impression that the Phantom Nerf came about as a result of people running 85 point (ish) dual phantom lists in tournaments and winning.

I was under the impression that the Phantom Nerf came about as a result of people running 85 point (ish) dual phantom lists in tournaments and winning.

An example of how hard the TIE phantom countered ships that didn't tech against it.

Eh

While i agree seeing nothimg outside palp and x7 would indicate the nerd for some changes, really the faction only has its desogn to blame

Name, ******* green dice

X7s and palps provide the guarantees you need to do consistently well over the many many rounds of tournament. Nothing else really does

Stuff like bombers, which i think are really solid after vets, can get absolutely ****** by an opponent rolling lucky green dice or by an errant **** crit and thats why i dont use them anymore

Except deathfire, because **** yeah conners!

This is so true. Imperials can put together some really fun lists, but the problem is that if you have to win a few matches in a row to get anywhere, a LOT of those lists go out the window because of green dice reliance.

True story: my friend's 20 pt heavy Scyk took out my undamaged cloaked Phantom with a focus token in ONE HIT. He rolls 3 hits on a mangler for 2 hits and a crit. I literally blank my entire roll of 4 dice, then draw direct hit and die.

No other faction relies so heavily on green dice, so no other faction relies so much on random rolling luck.

Also, if you look at ships for a competitive standpoint, most Imperial ships are completely useless. 8-9 of the interceptor pilots? Almost completely useless. The Firespray? The pilot abilities aren't even close to as good as the Scum versions. And Vader is pretty much the only Advanced that gets played, and he doesn't even see that much action.

So you're pretty much left with two realistic options that can have some different flavor to them. Bank an evade and be able to take some damage when your green dice let you down (x7 Defenders) or avoid being shot at entirely/be super difficult to hit with token stacking (Palp Aces). But having so many ships without shields makes crits so crippling that it really limits the options of things you can competitively play.

Meanwhile, you throw in a simple guarantee and BAM all defenders are viable

Sure vess and ryad are the most seen due to having the most influential abilities, but theyre all to be feared

The first nerf was the TIE phantom: the decloak window was changed.

  • The TIE phantom was a beatable list but it was a diamond-hard counter to anything that didn't tech against it. Falcons could deal with them with little problems and very skilled blockers could take them down with a swarm but anything else it could essentially solo. It wasn't the top list but its existence killed off so many strategies that the game started to devolve into Fat Falcon versus Phantom: few lists could deal with both.
  • To reiterate, the TIE phantom's statistical balance wasn't the issue: Falcons could easily deal with them. The problem was that they single-handedly killed off an enormous number of strategies, namely anything not dedicated to Wave 4 ghostbusting.
  • The TIE phantom wasn't made statistically weaker by the change but its ability to hard counter inferior arced PS was hugely reduced.

Yes! Someone else sees why I hate Tie Phantoms so much! They turned the game into the worst example of Rock/Paper/Scissors there was. Yes, you could beat it, but if you don't take some of the specific tools to beat it in the first place, then you lose (most likely). Man, I hate Tie Phantoms, even after the "nerf". They still suck. I might be OK with them if they just got rid of Advanced Cloaking Device.

Edited by heychadwick

Bombs are seeing use in Rebels due to SLAM and Sabine going to great strides to make them effective, but until Scum and Imperials get some equivalent options they remain mostly impractical besides CN or the stray SC for point filler. A shame as I really want to kamakazi a Y-wing into something with genius or take a bunch of bombs with Emon.

You need to try Deathfire. He rocks. He might not have the same punch as Sabine-crewed K-wing or the same reach, but when it comes to actually dropping his bombs on the enemy of choice, the ability to do so before moving or after a barrel roll makes him second to none. Also, he's way cheaper than a bomber K-wing, which doesn't hurt.

Based on the fact that bombing oriented lists saw next to no top level play before Sabine crew came on the scene, I think it is fair to assume that, while Deathfire's ability really is sweet, and Genius is a really fun droid to run, it is the low damage output that keeps us from seeing any bombing lists outside of the Rebel faction. I think we will have to hold tight until we see an imperial or scum upgrade that gives the necessary buff to bombs before we can feel comfortable fielding them at high level tournaments.

But casual? Shoot, fly them all day!

See, that's the problem. You have a rebel bomber's mindset. You assume your bombs have to kill things. And if you spend 35-45 points on your bomber they indeed do. On the other hand if you spend 23-28 points on a relatively dispensable ship, you still have enough points for 2 prime killers in your list. All you need from that dispensable ship is to, say, drop a Conner net on the enemy of choice, so your killers can tear it apart while it's actionless and predictable. If you spend more than bare minimum you can also put missiles on him so he's dangerous even at long range. On the lower end of the 23-28 point spectrum there's nothing in the imperial roster that could make remotely the same impact as a well flown Deathfire. On the higher end he competes with the likes of Omega Leader and Palp Shuttle and I still think he more than holds his own in this competition.

Btw, I've flown him in a fairly large tournament (200+ ppl). Got to top 16 and was actually disappointed. Up to that point I had only lost 1 game and it was only by a 7 points difference with incredible dice luck on my opponent's side. So yeah, it's competitive.

I never doubted the effectiveness of CN. I just wish we could get some upgrade options to make the other options a little more consistently useful. What ships did you run with Deathfire btw?

Edited by BomberGob

Right now, there are two major issues with X-Wing.

1. Stress. Right now players can gain as much stress as they want. The only drawback is that they cannot perform red maneuvers or actions. So, combos like R4 Agromech/Zuckuss can allow a player to rack up tons of stress for a lot of advantage. Right now, there is no downside. I was at the Omaha Regionals yesterday. I played against a Dengaroo build. At the end of the match he had over 20 stress on Dengar.

Possible Fixes

a. After X amount of stress (say 10), limit movement to 1 speed maneuvers

b. After X amount of stress (say 10), person receiving stress receives 1 damage

2. Manaroo/Emperor. Right now they can be anywhere on the table and their abilities still work. That is what makes them so powerful. The standard thing that they do is that they skirt the edge of the board while the remainder of the squad deals with the enemy. They stay out of the fight.

Possible Fixes

1. Limit the range to 1-3.

I would say after you have 5 stress or more, all of your white maneuvers are red. No wording or points changes to any cards. Limits Tycho, but really 5 stress should. However , the A-wing does have lots of greens.

Edited by eagletsi111