Hi all,
I made a fun video this morning where I made a list of what cards I thought FFG may buff/nerf in 2017 and some ideas on what I think those changes could be.
Some samples are;
Making Manroo a Condition Card so she "Mind Links" with a specific ship.
Add a Stress Cap on Zuckuss
Just make the StarViper Cheaper
What would make your list and what ideas do you have?
Kris
If you want to watch the video you can find it
here
.
What would make your 2017 Nerf/Buff list?
Off the top of my head.
For Buffs:
Tie Punisher, give it a title that gives it a -2 point cost to a missile or torp. Essentially gives you EM for free. Something like that.
Imperial/Scum Firespray. Title or Mod that gives it a free Tech upgrade. Or give it boost for free.
Errata the HWK for 2 attack.
Drop the cost of all EPTs that discard, (Cool Hand, Adrenaline Rush, etc) that aren't Crackshot, to zero points.
I agree with the SV, maybe a generic with an EPT too.
Nerfs:
4 or more stress tokens and white maneuvers become red. This would hurt certain pilots like Tycho, but the A-wing has a bunch of green so it wouldn't be that bad. Or you can just errata him as well.
Add to x7, After executing a 3-, 4-, or 5-speed straight or K-turn maneuver, you may assign 1 evade token to your ship. Its a slight nerf, but still a nerf.
Zukuss cap seems reasonable. Maybe only allow 2 dice to be re-rolled.
Buff:
Bombadier - 0 points
Saboteur - also 0
Lightweight frame - yes 0
Ion bombs - 1 point (combo breaker!)
ghaz - replace 1 agility with a single assigned evade token if at least 1 enemy in arc
Also an ept slot
Targeting Astromech - works on GREEN manuevers instead of red
Whatshisface 3 point crap gunner from Rogue 1: instead of gunner on a different target, allow to cancel attack dice before dice mods and then attack again with a primary weapon (cannot attack again that round)
weapon engineer - allow stacking locks on the same target goddamnit
Hummmmmm? Well...
Buffs:
Tie Punisher : Title, place (2) Extra Munitions tokens on each munition added to this ship , 0 points.
Tie Bomber: Title, place (1) Extra Munitions token on each secondary munition added to this ship, 0 points.
Firespray : Title (Scum), add one illicit slot to the upgrade bar , -2 points.
Firespray : Title (Imperial), add (2) Tech upgrade slots to the upgrade bar and install (2) tech upgrades, reduce squad cost by 4 , 0 points.
HWK: Title (Rebel and Scum), main laser cannon upgrade, increase primary attack by 1 , 0 points.
Tie Interceptor: Title, Veteran Training, if you do not already have an EPT slot, add (1) EPT slot to your ship , -1 points.
Star Viper: Title, Flight Systems Upgrade, You may have (2) modifications on this ship , -2 points
Nerfs:
(Not a Nerf, but a correction. I don't dig the slicers, they're too specific to be Scum. They should be imperial only like they are; I think it needs to be far more Scummy)
Black Market Slicer: Action: All ships at Range 1-2 must roll (1) Attack die per stress token. On a "Hit" or "Critical Hit" result, remove (1) stress token and deal it (1) Facedown Damage Card. Then discard this card. 3 Points
There, stress stacking is over.
I also agree that a Zukuss cap needs to occur; allowing 2 dice to be re-rolled is plenty.
(...)
Nerfs:
4 or more stress tokens and white maneuvers become red. This would hurt certain pilots like Tycho, but the A-wing has a bunch of green so it wouldn't be that bad. Or you can just errata him as well.
Add to x7, After executing a 3-, 4-, or 5-speed straight or K-turn maneuver, you may assign 1 evade token to your ship. Its a slight nerf, but still a nerf.
Zukuss cap seems reasonable. Maybe only allow 2 dice to be re-rolled.
If you more or less cap at 4 stress, why would you still like to do another nerf on Zuckuss?
Shooting from the hip:
Buffs:
Starviper cost reduction
Punisher needs help
Kihraxz needs some slight help
Nerfs:
Range restriction on Palp and Manaroo.
Some kind of stress cap.
Edited by ManagarmrBuffs-Make Virago free, you already have to pay for both slots, and/or give the StarViper an illicit base (as far as I know it was used exclusively by criminals)
give a generic E-wing Astromech that lets you roll 1 additional attack die but caps your primary at range 1-2 (I think there was some fluff back story on having to triple blaster gas output because of a engineering thing, and the Astromech forces Corran to choose between R2D2 or the new buff for generics maybe 0 or -1pt)
Nerfs- a friend suggested requiring Defenders to complete the 3+speed maneuver so no more bumping, or my suggestion would be to make it require no stress
I would personally like some sort of mechanic like if you have more than 3 stress you have to roll an attack die for each additional stress at the stat of the combat phase suffering the result, there are just too many passive modifiers available to some people that makes them not care about stress anymore. I don't want to make it a you must instantly clear your stress but I don't like stacking up 5+ and it feels like the intent was for stress to be both structural stress on the hull of the ship and mental stress on the pilot
Negative Nancy's Nerfs
Tie/x7- -1 points. Must complete maneuver without overlap to gain evade.
TLT- 7 points.
Manaroo- added text. "You may not assign tokens to a ship with 1 or more stress token"
Palpatine- 13 points
regen- May only regen 1 shield more than your lowest in game shield total (if you hit your hull, you are only getting 1 shield back for the rest of the game tops.).
Dengar- added text, "Once per round after defending, if the attacker's attack hit and the attacker is inside your firing arc, you may perform an attack against that ship.
Engine- 5 points on large base, 3 on small
Debris- Can no longer shoot while on top of debris
Kanan crew- 5 points
Balanced Berry's Buffs
Arc dodging ships (boost and barrel roll on dial) under PS 8- All reduced in cost by 1 point
All named pilots without an Elite, which have a fellow pilot of that ship with an Elite, gain an Elite.
Firespray- extra attack dice at range 1 with title equipped
ST-321- 1 point
Mercenary Co-pilot- 0 points
Ibtisam rework- When attacking or defending, you may remove 1 stress token to reroll 2 of your dice.
Lightning Reflexes rework-After you execute a white or green maneuver on your dial, you may discard this card to rotate your ship 180°. Then receive 1 stress token after your "Perform Action" step.
Winged Gundark rework- When attacking, you may change 1 of your <hit> results to a <crit> result.
Lt. Lorrir- Ability no longer stresses
Dace Bonearm- Ability no longer stresses
Annd I'll stop there... (yes, there are lots more).
Edited by KdubbBuffs
- Give the Storm Squadron TIE Advanced an EPT
- All named TIE Interceptors get EPTs if they did not already have one
- All named A-Wings get EPTS if they did not already have one
-
TIE Punisher - I think just giving it Extra Munitions just won't cut it. It's supposed to be a heavy bomber! Therefore, I'd add two new titles for it
- TIE/IT: When dropping a bomb token, you may use the 1 <bank> template. If you do, you may drop a second bomb token after the first with a 1 bank token of the opposite direction.
- TIE/Pn: Grab a suggestion from Reddit - grab auto target locks
- X-Wing. This is well traveled ground.
- Give named Rebel Y-Wings EPTs.
- TIE/D for Defenders deducts 1 point from the cost of the cannon equipped.
- Khiraxz gets a title that gives it an Illicit slot for free. This comes with a few cards, including one that allows the Khiraxz to exchange its illicit slot for a Salvaged Astromech slot ("Jury-Rigged Droid Socket").
- The HWK is supposed to be fast! I'd give it a mod that lets you take a boost before revealing a maneuver.
Nerfs:
- Zuckuss must be used to reroll all enemy Evade dice. No need for a general stress cap for only one card.
- At the beginning of activation, Palpatine must select what ship he can use his ability on. He cannot use it on other ships.
E Wings - System: adds an extra evade die (makes it a bit harder to kill, doesn't overpower Corran as he is still super squish and prefers FCS or Advanced Sensors. If he does take it he looses out on major offensive power and positioning). Negative point cost.
Add generic pilots with EPT's
X-Wings - title Rebel X-Wing only: Reduce torpedo cost by 2 points, all torpedoes gain a munition token
title Rebel X-Wing only: allow to take integrated Astromech and another 3 point modification.
modification Rebel X-Wing only: 1 point: adds reinforce action to action bar
modification Rebel X-Wing only: you may acquire target locks beyond range 3
Tie punnisher - title: missiles/torps get a -2 reduction.
Y-Wings - new pilots with EPT
Generally, I think that ships need buffs and cards need nerfs. I agree that the Starviper probably just wants a point cost reduction. Beyond that:
X Wing: This is very well trodden ground, and (like everyone) I have my preferred fix: a -4 point tile that requires you to equip a Torpedo. You either get a 2 point reduction and a free Seismic or Flechette, a 1 point reduction and a free plasma, or a free Proton. The option to equip multiple 0 point mods would be very welcome as well.
Khiraxz: The Khiraxz is a Scum X wing that never got the IA buff. It suffers from lack of manoeuvrability, a slight over cost, and the lack of a straight one. Give it a Vaksai title for 0 points that adds a shield, and lets you reduce the speed of a revealed green manoeuvre by 1. That gives you very limited quasi-post movement manoeuvrability and solves the straight one problem, while bringing it up to post-IA X-wing survivability.
HWK 290: The Hawk should never have had just one attack value, but it does. That should be turned into a feature rather than a bug with a HWK only dual sided mod that you can flip at the start of combat to let you either decrease your primary attack by one and increase your agility by 1, or vice versa. That way you keep the HWK’s agility at 3 99% of the time, shooting with your turret, and only swap it if you absolutely know you won’t get shot and can’t take a turret shot (like if you were behind an enemy at range 1 and you had a TLT equipped).
Firespray: The Firespray really wants a second crew, and it’s an iconic scum/imperial ship. A dual sided title that leans into that would be fun. One side is scum only, you gain a crew slot, but you must equip at least one crew member with the “IMPERIAL ONLY” text. Do the equivalent on the flip side, Imperial only equipping at leats one scum only crew. There’d need to be some restriction so you couldn’t equip Palp.
TIE Punisher: Needs a lot of work, in the vein of the TIE Advanced. I’d say a significant point reduction on ordnance and something to make it easier to fire. Two cards would be fun here.
A 1 point, TIE Only “Ordnance Spotter” modification that gives you a target lock when a ship using the “Ordnance Tracker” upgrade takes a target lock, and a 0 point, TIE Punisher only system (“Ordnance Tracker”) on other that lets you measure for target locks and ordnance range from any ship with the “Ordnance Spotter” modification equipped.
E Wing: This one's tough. Needs a buff, but only for generics. A free astromech with the R7 prefix would probably be a good buff, as long as there were some more decent ones added that didn't eclipse R2-D2 and buff super Corran.
Cards:
The Evade for X-7 should be an action so that stress control can do something about it.
Manaroo should be Range 1-3.
Zuckuss should only be usable when the ship he’s on isn’t stressed.
Palp, I’m not sure about. He maybe should have slightly more downside, but I’m not sure what it could be. His whole thing when he was revealed was that he had no range restriction, and a flat out point cost increase isn’t going to happen. TBH he bothers me a lot less than jumpmasters ever did or Dengaroo does. That may or may not change when the Upsilon comes out, who knows.
Edited by MacchuWA
oh almost forgot
r2-d2 and r5-p9 --> + 2 points
X-wings (including T-70s), Es and ARCs --> -2 points
except Biggs
Edited by ficklegreendiceDash buffs (any one or combination):
-Dash is PS8.
-YT-2400s get one more hull and/or one more shield.
-Outrider title is reworded to include: 'Your cannon is treated like a primary weapon.'
Edited by StriderZesseiDash buffs (any one or combination):
-Dash is PS8.
-YT-2400s get one more hull and one more shield.
-Outrider title is reworded to include: 'Your cannon is treated like a primary weapon.'
Good god would that be horrible to face. 4 dice at all 3 ranges?!?! AND 2 more health points? Dash would easily be the best ship in the game.
Glad some of these people aren't game designers as IMO there are some bad ideas in this thread.
To me it sounds like there are lots of people that want to nerf the ships/factions that they don't play instead of nerf/buff stuff to balance the game.
Based on the most recent regionals the meta is currently pretty diverse and balanced.
Buff : Make Starvipers great again.
Nerf : Destroy the abomination that is Corran Horn + R2-D2. The most hated upgrade combination in all of X-wing. Slicers weren't enough.
Nerfs-
Meh, I could get behind the 4 stress treats white as red... Small nerf. I play way casual so not much of a meta game around here.
Buffs-
Get EPTs: Kir, Lorrir (and no stress), Graz, Laetin, Countdown
Punisher and bomber: Free EM
Hwk title: -1 primary, must equip turret. -3pts
Firespray 31:
Prison Transport Retrofit, Mod. Remove cannon and missile slot. Add crew and +1 hull + 1 sheild. -2pts
Imperial Contractor, title: tech slot or illicit slot and -2 cost
Starviper: Virago = free. Add an illicit slot stock to all (virago gives you second!).
Kfighter: I have no clever fix. It needs one though.
Tie Phantom: errata ACD or make yet another phantom only mod to compete with it so that there are actual build options.
Edited by Rakky WistolDash buffs (any one or combination):
-Dash is PS8.
-YT-2400s get one more hull and one more shield.
-Outrider title is reworded to include: 'Your cannon is treated like a primary weapon.'
Good god would that be horrible to face. 4 dice at all 3 ranges?!?! AND 2 more health points? Dash would easily be the best ship in the game.
And notice I said, "any one or combination" of those, not necessarily all of them.
Also, I just edited it to 'one more hull and/or shield.'
Edited by StriderZesseiIm just horrified by some ideas here....
-capping stress sounds both reasonable and realistic as game change. 4 is too few but 6-8 sounds fine.
My buff list:
-Starviper either cost reduction or something fancy to make them stick/punch more.
-T-60. Not even gonna start here.
-Generic Interceptor pilots could use some love.
-Kyle Katarn errata - make him work whenever stress is removed, not just by the ship he is on.
-70% of EPTs are still useless.....
My nerf list
-Stress capping would bring Dengaroo to reasonable levels while not killing the list entirely
-Slight cost increase on Palp 1 maybe 2 points
-TLT spam : still irritating
<troll>
nerf the HWK needs to lose 1 red and 1 green dice.
buff palp should work on every roll
</troll>
Nerf X7!!!
The defenders can have the point reduction but they do not need the evade!!!
Nerf X7!!!
The defenders can have the point reduction but they do not need the evade!!!
use bombs..... conner net and cluster spam takes them out
Nerf X7!!!
The defenders can have the point reduction but they do not need the evade!!!
use bombs..... conner net and cluster spam takes them out
Guri doesn't have a Bomb slot
I think some of you need to leave the x-7 Defender alone. You can't propose to fix other ships all the while trying to unfix what is a really good fix in the first place.
Yeah? Yeah.
Nerfs:
1. Palpatine either epic play only or 16 point cost.
2. Zuckuss can only be used when not stressed.
3. I almost ant push the limit nerfed at this point - too many imp aces use it. Something like gaining an ion token as well as stress. Take that Inquisitor!
4. Ghost points cost increase. Every time I look at the thing I think its the Falcon on steroids.
Buffs:
1. E-wing unique and generic astromechs.
- Whistler (unique, 3 pts) At end of the planning phase your opponent must reveal the dials of all their ships at range 1 of you. Gives Corran a choice...
- Advanced Systems (generic, 1 pt) you gain 1 [system] upgrade slot.
2. Punisher Buff. Probably along the lines of:
- (Rapid-Launch Systems, System, 1 pt) After you perform a secondary weapon attack that does not hit, you may attack again with the same secondary weapon.
3. A-wing damage increase:
- RZ-1 A-wing (Title, 0 pt) When attacking, you may either remove an evade token from your ship to add 1 [crit] result, or remove a focus result to gain an evade token)
4. Kihrazx.
- Bait And Switch (Kihrazx only title, 1 pt) At the start of the combat phase, you may discard this card to exchange positions with another friendly ship equipped with Bait And Switch.
5. T-70 X-Wing.
- Quad-Linked Cannons (Title, 0 pt) After you perform an attack that hits, you may assign yourself a stress token to deal the defender 1 facedown damage card.
6. T-65 X-Wing. The ship in the game in most dire need of a fix. Its kinda hard to find another pilot worse than the Rookie (except Fel's Wrath)
- S-Foils (Attack Position) (Title, 0pts, dual card) Increase your primary weapon value by one. After performing an attack, you may flip this card.
- S-foils (Closed Position) (Title, 0 pts, dual card) your action bar gains the [slam] icon. After you perform an attack, you may flip this card.
- I think this is both thematic and effective. It gives the player flying the x-wings repositioning capability with SLAM, as the X-wing has long suffered from a total lack of repositioning, despite being a very fast ship. The attack position gives it the needed defense boost to compete with the likes of Phantoms, E-wings and (*sigh*) starvipers at a comparable point cost. TIEs and X-wings were the staples of the game during waves 1+2, but as the TIE was given new tools (Gozanti pilots, crack shot, Phantom escort) the X-wing was left behind.
Nerfs:
1. Palpatine either epic play only or 16 point cost.
2. Zuckuss can only be used when not stressed.
3. I almost ant push the limit nerfed at this point - too many imp aces use it. Something like gaining an ion token as well as stress. Take that Inquisitor!
4. Ghost points cost increase. Every time I look at the thing I think its the Falcon on steroids.
Buffs:
1. E-wing unique and generic astromechs.
- Whistler (unique, 3 pts) At end of the planning phase your opponent must reveal the dials of all their ships at range 1 of you. Gives Corran a choice...
- Advanced Systems (generic, 1 pt) you gain 1 [system] upgrade slot.
2. Punisher Buff. Probably along the lines of:
- (Rapid-Launch Systems, System, 1 pt) After you perform a secondary weapon attack that does not hit, you may attack again with the same secondary weapon.
3. A-wing damage increase:
- RZ-1 A-wing (Title, 0 pt) When attacking, you may either remove an evade token from your ship to add 1 [crit] result, or remove a focus result to gain an evade token)
4. Kihrazx.
- Bait And Switch (Kihrazx only title, 1 pt) At the start of the combat phase, you may discard this card to exchange positions with another friendly ship equipped with Bait And Switch.
5. T-70 X-Wing.
- Quad-Linked Cannons (Title, 0 pt) After you perform an attack that hits, you may assign yourself a stress token to deal the defender 1 facedown damage card.
6. T-65 X-Wing. The ship in the game in most dire need of a fix. Its kinda hard to find another pilot worse than the Rookie (except Fel's Wrath)
- S-Foils (Attack Position) (Title, 0pts, dual card) Increase your primary weapon value by one. After performing an attack, you may flip this card.
- S-foils (Closed Position) (Title, 0 pts, dual card) your action bar gains the [slam] icon. After you perform an attack, you may flip this card.
- I think this is both thematic and effective. It gives the player flying the x-wings repositioning capability with SLAM, as the X-wing has long suffered from a total lack of repositioning, despite being a very fast ship. The attack position gives it the needed defense boost to compete with the likes of Phantoms, E-wings and (*sigh*) starvipers at a comparable point cost. TIEs and X-wings were the staples of the game during waves 1+2, but as the TIE was given new tools (Gozanti pilots, crack shot, Phantom escort) the X-wing was left behind.
Good ideas, except for the S-foils, that is still thematically stupid. Pigeon-wings? No thanks. Those things are open for fighting (hence for the situation simulated by an X-wing game), period.