What would make your 2017 Nerf/Buff list?

By KrisSherriff, in X-Wing

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Buffs:

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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.

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Should maybe state somewhere what happens with the discard. Is this supposed to be an "integrated" failsave? Or is that just emptying your tubes faster?

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.

My nerf was slight. Basically you have to go straight or k-turn to get the evade with a 3-5 speed maneuver. However, I tend to agree. I like the idea of buffing other ships than nerfing others.

I agree with the X-7 free evade action vs. free evade.

Outside of that, just give a bit more to the X-Wing and call it good. I could see range restrictions on things like Palp and Manaroo but I don't think they are entirely needed at this point. Still holding out hope for squadron cards to kinda buff your squadron as a whole.

At some point ffg needs to do more nerfs than buffs when it comes to ship and upgrade fixes.

If you rely mainly on buffs it just keeps raising the standard of a good ship higher and higher AKA power creep.

That being said here's my list of nerfs.

No unlimited range abilities (palp, manaroo, etc)

Make TLT unique so it's not spammed

Change auto thrusters to say you change one blank to a focus instead of evade

Make regen capped at your shield value for how many times you can use it.

Change zuckuss so that you have to subtract one die to reroll for every 2 stress tokens you have. So if you you have 0-1 stress you can force as many rerolls as you want. If you have 2-3 stress a 1-agility ship is safe from rerolls and a 3-agility ship could only reroll 2 at most and so on.

Add the text "when a friendly ship is attacking or defending" to Palpatine. Slight nerf to feel it out. Still maintains the core design, but now you can't use him to dodge asteroids/flip crits/trigger ion projector automatically.

Then if more is needed, you can get more heavy-handed with it.

I think limiting Zuckuss to rerolling 1 die is reasonable.

These threads almost always make me realize how hard it is to be a designer and how glad I am that the community as a whole does not design this game.

I wouldn't nerf anything as currently I don't think there's anything worth nerfing. For buffs I'd certainly start with giving the firespray a title that lets it take 'small ship only' cards. Sure it already has 2 titles but they're not very universally useful.

I'd also probably rewrite r3 astromech to be once per round when attacking with a primary weapon you can cancel an eyeball to regen a shield (up to max value). Keep it at 2 points, fits into rebel theme and buffs generics of x, y, e wings because the named pilots don't love that effect much.

Otherwise I haven't really put the time in to think of good buffs but I'd try to get the kfighter, syck, and starviper all in 1 card.

Most things seems fine to me.

The limitlesstokenextension which makes Dengaroo viable is a point that should be reconsidered .

Edited by Smaeks

*Regarding upgrades/pilots:

TIE/x7 --> not evading while stressed or bumped

manaroo, palpatine --> range restriction

Improve not unique pilots by using some kind of squad cards specifying specific ship builds to get a bonus (a lot of generic pilots are useless like Ewing, StarViper, kihraxz, etc)

*Make players to take harder decisions by:

Not allow players to measure combat range before declaring the target

Allow barrel roll and boost over obstacles or off the board

Edited by negroscuro
On 12/5/2016 at 5:05 PM, Gundog8324 said:

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

As an Imperial and then Scum exclusive player, I have always thought you should have to complete your manuever to get whatever benefit the upgrade allows; ie X7, R2-D2, etc, hell even a green to clear stress.

buffs:

E-Wing/Integrated Astromech - remove X-Wing only restriction

E-Wing Generic with EPT skill 5

new droid: Your action bar gains the evade action

new droid: after performing a green maneuver assign yourself an evade token.

Tie Punnisher - title granting extra munitions for free

T65 X-Wing - title allowing a second modification slot and reducing ordnance cost by 2

T-65 X-Wing - linked laser cannons dual card - dual fire/ increase your attack value by 1 at range 2-3. quad fire / increase your attack value by 1, increase your targets agility value by 1

Hawk - gets -2 point reduction across the board and gets +1 attack

Star Viper - when defending, treat all attacks as if they were at range 3

Nerfs:

Palpatine gets a range restriction

Manaroo gets a range restriction

Zuckuss cannot be used if stressed

X7 title no longer gives evade title

Nerfs:

+1 for Manaroo and Palp having range restrictions. Sabine may also need one. I don't think these are super important but they'd be good.

I'm on board with x7 not giving an evade when you bump or overlap an obstacle. You could even handle this with a generic rule that ships which bump or overlap an obstacle can't acquire or use evade tokens.

Something has to be done with Zuckuss. Maybe you take damage instead of stress if you are already stressed? Not sure. Right now there are too many builds where he's effectively got no downside, so he needs a drawback that applies in all situations, including when you don't care about taking on more stress.

Buffs:

Punisher needs to be tankier. Its problem is that there's no point in paying to fill up all its slots because it won't live long enough to use all that ordnance. My fix for this is a Punisher-only title that gives it a free Reinforce action when it acquires a target lock or drops a bomb. Makes it much tougher and also encourages you to fill up all those ordnance slots.

E-Wing needs a cost reduction (title, PS 6 or less only), maybe in addition to giving it more options, maybe a tech slot. The PS restriction lets you help the generics without boosting Corran.

I wouldn't mind seeing a fix for the Hawk to open up its dial a bit (make all banks green?) along with an illicit slot. This would give the Rebel hawks something unique and useful and still be thematic, while being less helpful (although still good) on the scum hawks, which I think are already better than the rebel ones. Make it a title and call it 'smuggling refit'.

StarViper and Khiraxz need something but I haven't played with either enough to offer good suggestions. My plan is just to wait for Scum Aces and see what FFG came up with.

Or, as I suggested in another topic, a general rule that caps ability range to Range 3 (unless explicitly stated otherwise, like Long Range Scanners)

[opinion]

I look at a lot of these nerf suggestions and outside of a couple that can have good arguments for them (even though I don't agree with them), I mostly just see people suggesting nerfs for ships/upgrades they don't enjoy flying against or have difficulty beating. The nerf suggestions look like they're just to enrich the poster's personal experience in the game. Not improve the game overall.

Many could could easily have a negative impact on the game.

[/opinion]

There are a few nerfs I listed as things I wouldn't mind seeing, but I will say that I care about the buffs much more than the nerfs. I would live with Zuckuss and x7 if it meant that TIE Punishers could be good.

· Twin Laser Turret

· Push the Limit

On ‎12‎/‎5‎/‎2016 at 10:34 AM, KrisSherriff said:

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 .

I'd be fine with Zuckuss if it were "If you are not stressed..."

buffs,

Hwk - unemployed, kids to feed, anything helps

Firespray, errata imperial fett & kath to get illicits, improve slave 1 title (maby tech slot or barrel roll (cough cough Jango Cough cough) or add a second mod slot)

S-foils, open i'd say no bonus, closed you may not attack but may slam, not great but more thematic and make players think before switching them, i'd also say switching modes causes a weapons disabled token

add a crew member that adds a EPT slot (i'd call it Loyal Copilot) if too op add pts limit

give the e-wing boost

make ACD a title

Nerfs

steak - (get it, nerf steak, star wars food? i go now)

Quadjumper wtf does it have more firepower than the HWK? it's a tug boat

TLTs

TIE/Adv Prototype the tie adv was a prototype to begin with, and why do they have entirely different diles and actions, i can see the -1 hull and having more greens but boost REALY? also the big back part the the TIE/Adv? that's the experimental shield generator & hyperdrive so why does the prototype who lacks the disk sheild generator have the same number of sheilds

BUFF:

1 Agility fixed arc small ships (B wing, G1A, TIE Punisher) We're seeing plenty of 1 agility ships with turrets or dual arcs, but no one is flying the non turreted 1 agility ships for a good reason.

E-wing, Starviper, Kihrazx,: These ships are not seeing competitive play. If they are it's always one specific ace and no one else.

T-65 X wing: Come on! The game is called X wing! I want to see these more often in the game.

NERF:

Zuckass: For 1 point he is too strong for what he does. Too many broken builds exist to take advantage of this.

Buffs: x-wing, hawk, e-wing, tie punisher, kixzhxzkxjsjharhashx fighter, starviper (anything would help them really)

Nerfs: change x7 point price to 0, make zuckuss only work when you have 3 or less stress, make palp range 1-5.

On 12/6/2016 at 5:44 AM, Dengar5 said:

Nerf : Destroy the abomination that is Corran Horn + R2-D2. The most hated upgrade combination in all of X-wing. Slicers weren't enough.

I'm actually pretty sure Zuckuss on the partybus holds this infamous honour.

Corran Horn + R2D2 destroyers:

Zuckuss, Kylo Ren, Proton Bombs, Connor Net, Rebel Captive, Dengar, Mindlink lists, almost any large base ship, tractorbeams...

3 shields and 2 hull is incredibly easy to cut through, especially with all the firepower out there right now. Only 4 maneuvers are green making regen pretty predictable. Even if he advanced sensors an evade, boost, 5 speed straight a large base can keep up very easily and just shut him down. He is a lot harder to fly than people think.

1 hour ago, Koing907 said:

I'd be fine with Zuckuss if it were "If you are not stressed..."

Zuckuss would be near useless then, and hes only used 2 ways Dengaroo and Party Bus. I could live with a stress cap but making him work while only unstressed means you're either only rerolling one die (which turns him into an inverted Elusiveness and who ever uses that?) or youre rerolling a ton of dice only once in the game, which does ziltch against the tough ships like Defenders and defeats the purpose of having zuckuss in the first place.

Edited by MegaSilver

Buffs:

The Assault Gunboat needs a buff by showing up in the next wave! :D

10 minutes ago, MegaSilver said:

Zuckuss would be near useless then, and hes only used 2 ways Dengaroo and Party Bus. I could live with a stress cap but making him work while only unstressed means you're either only rerolling one die (which turns him into an inverted Elusiveness and who ever uses that?) or youre rerolling a ton of dice only once in the game, which does ziltch against the tough ships like Defenders and defeats the purpose of having zuckuss in the first place.

I agree. I think limiting him to once per round would help. Then dengar and the rare use with TLT or gunner can't use it on a second shot.

Then it it becomes mainly a party bus inclusion. And while they hit hard they are very beatable by focus firing or just getting behind them.

Nerf everything good and buff everything bad, then once you do that do it again....oh wait, then again..... darn it there will still be good ships so nerf those ones too, and then buff the ships that are bad.