42 minutes ago, DeathstarII said:Are you happy X7 haters? Are you? (And poor manny, having to get into the fray, paratanni still doesn't care for that)
Yes I am happy.
42 minutes ago, DeathstarII said:Are you happy X7 haters? Are you? (And poor manny, having to get into the fray, paratanni still doesn't care for that)
Yes I am happy.
I think needing to declare that you'll use Palpatine before you even roll the dice will probably be enough to make him become a niche choice.
They took everything that was auto-include and dragged it back into the muck. Now, everyone needs to decide whether it is worth it again. . .which is supposed to be the fun part of playing a game like this.
Palp is still a solid card. If your opponent just rolled four hits on you, calling "Evade" is still probably going to help you more often than not. He still guarantees you a critical hit on offense. He's not dead in the slightest.
6 minutes ago, Biophysical said:I don't feel sorry for anyone who used the cards that got hit here. More decisions = better game.
Well said. I think they spanked Manaroo kinda hard, and I still wish they would touch on turrets ( of all kinds), but this is 80% of what I felt the game needed right now.
x7: Still works but much, much less efficiently. Considering that without a good understanding of how things work some may have already assumed that overlapping should have prevented "taking an Action" which is how many may have viewed gaining the Evade token. Now gaining that Evade actually does require an action and running into something may stop that.
Palpatine: If you know you need a result (like say Wampa) you can still get it but requiring it to be activated before it may even be needed... I guess it was this or adding a range limitation.
Manaroo: Ouch! Going from unlimited range to R1 is too much. How many other support ships have had problems with R1 limitations vs. ones that have been successful? Howlrunner but she requires such tight formation flying to be most useful. Biggs may still get used but he's not so absolute and you should want to kill a 3 die ship anyway.
Zuckuss: Ok, now it looks more like a 1 point upgrade with a big effect for a big risk.
ISYTDS: If the target would take a crit you cancel that and the CONDITION deals the card that is on it; Maarek doesn't get involved with that at all. Also, if you would search the DD for a Pilot card and don't find when then the Condition just doesn't get assigned a card (crew Action assigned card already) so it will then fall off.
I like the "Immediately" specification about being useless.
Well, my nerf target has moved. I think that Attanni mindlink should be 3 points and unique...
1. Palpatine is great - his ability is still valid, and the opportunity cost and unlimited range makes it well worth the risk of wasting it, even at 8 points.
2. X7 got its two major nerfs at once, which is great news. Now they take skill to fly well, as they should.
3. Zuckuss. I've been wanting this specific fix for some time now, and it's going to open up the meta more than anything else. I can now bring X-wings and not have them explode immediately.
4. Manaroo. I could see range 2 as a fair restriction, just to shut of Dengaroo's lone wolf, but range 1 again makes skill the only factor in win/lose. I think this will bring about a bumpmaster Manaroo.
They didn't nerf TLTs though.
#Sadpanda
2 minutes ago, PhantomFO said:Palp is still a solid card. If your opponent just rolled four hits on you, calling "Evade" is still probably going to help you more often than not. He still guarantees you a critical hit on offense. He's not dead in the slightest.
I think he's still solid but I don't think he's "bring a ship just for him to ride around in" solid. His real power came from the fact that his effect would never be wasted and that's the aspect of the card that just got removed.
Edited by WWHSDI will finish what you started.... (Kylo riding out to take the top of the meta now that Grandpas boss is nerfed)

I've been playing an old fenaroo list and manny WAS overpowered. This should make things interesting.
x/7 went a bit too far, but it's still a good upgrade. Maybe the rebel crybabies will STFU about it now.
FFG seemed to answer a lot of the questions that get argued about in the rules forums with this FAQ. I was disappointed to see no mention of Targeting Sycnhronizer.
6 minutes ago, MaxPower said:The only thing I fear, now that i think about it, is that paratanni or the likes of it may become even more dominant. With the ability to dish out stress through the shadowcaster, and defenders finally afraid of stress, it might tip the balance even more in their favor...
A large part of Parattani's power was that it was reactive. The player could look at the board state at the start of combat, see who was likely to be defending against multiple attacks, and send them that extra focus token while still gaining one for herself. It was a big factor in the finals at Endor yesterday -- Manaroo was running away from combat, but was still able to double-focus Asajj at range 5 to help her stay alive.
A range-1 restriction makes that substantially harder to pull off. It may not kill the list, but it definitely brings it down several pegs.
Just now, WWHSD said:FFG seemed to answer a lot of the questions that get argued about in the rules forums with this FAQ. I was disappointed to see no mention of Targeting Sycnhronizer.
They even got r3-a2 in there but no mention of TS was surprising and saddening.
Sadly, it has been pointed out in the comments of a Facebook group I'm in that these changes were effective 3/17/2016.
Everyone, please make arrangements to replay your respective World, Regional, and Systems Open events.
1 minute ago, PhantomFO said:A large part of Parattani's power was that it was reactive. The player could look at the board state at the start of combat, see who was likely to be defending against multiple attacks, and send them that extra focus token while still gaining one for herself. It was a big factor in the finals at Endor yesterday -- Manaroo was running away from combat, but was still able to double-focus Asajj at range 5 to help her stay alive.
A range-1 restriction makes that substantially harder to pull off. It may not kill the list, but it definitely brings it down several pegs.
I agree, well said. Heck, if Howlrunner has to do it, this chick will just have to put up or shut up; no room for cry-babies.
Herm... let's see:
x7 nerf - Pretty much what I expected. I figured that for sure it would be changed to an action. The overlapping part just makes sense even if I didn't explicitly figure that was going to be part of it.
Palpatine - I really figured the nerf was going to be R1-3, which really wouldn't have been that big of a deal, and might have promoted more use of the UPS since you were going to have to have your shuttle in combat anyways. But this is still an interesting change. I honestly feel like too many people are over-reacting to it - you normally know when you'll need to use Palp or not. For example, the HLC rolls 4 hits - you're going to be using Palp for an evade. R1 with Whisper rolling 5 dice, you're going to be using Palp for a crit. There are very few opportunities where making the decision afterwards has a profound impact, especially with token stackers (if you end up with an extra evade via palp, then you don't spend the token and save it for the next attack - you were likely to spend one anyways). To reiterate - I don't think this is that big of a nerf, but it does buff TLT attacks, and while I use TLT on my Kanan, I'm not a fan of buffing the TLT in general.
Manaroo - Wow, I did NOT see this coming, and I don't think it's really necessary. If anything, it should have been R1-3, putting a restriction on her without fundamentally changing how she was played. I'm not a fan of this drastic redefining of Manny's role.
Zuckuss - I have a feeling that the only reason Zuckuss was one point to begin with was that they never thought of people stacking stress to constantly reroll all green dice for forever. Zuckuss was extremely powerful at 1 point when the list was built around him (like Dengaroo or Bosgar). Now he's a 1 point situational card that you could toss on someone if you have a point, but it's not something to build around. Which is how a 1 pt card should be. I think you might still see him on a party bus w/ Dengar and Inspiring recruit. You can consistently remove 2 stress by doing a green, take your action for a focus, use Dengar for 2 rerolls, and then use Zuckuss for 2 green rerolls. Not too bad, but it does limit it to greens.
4 minutes ago, PhantomFO said:Palp is still a solid card. If your opponent just rolled four hits on you, calling "Evade" is still probably going to help you more often than not. He still guarantees you a critical hit on offense. He's not dead in the slightest.
Yeah, it's just that defense use of Palpatine is a little more rocky. In my Epic squad, I had 3 TIE advanced with Opportunist. If one of those ships is facing 5 shots (not uncommon in Epic), it's sure nice to know when Palpatine is needed. Every round that you guess wrong (for example, rolling perfect evades, which is also not uncommon for me) makes it that much harder to earn his points back. I'll probably still give it a shot, but when I read the change it felt like somebody pulled the chair out from behind me just as I was going to sit down.
6 minutes ago, Astech said:Well, my nerf target has moved. I think that Attanni mindlink should be 3 points and unique...
So, you want to ban Attanni Mindlink? Because it doesn't work if it is unique...
Zuckuss change brings about 10 aces back into the meta. Most importantly though... Corran. Good changes, even if Palp seems a bit harsh.
Manaroo one seems very limiting, but I think it's acceptable.
The rest are all perfect to me.
I was also hoping that there would be some questions about Inspiring Recruit that got answered (specifically how it interacts with 4-LOM's pilot ability).
Keep in mind - Manaroo is a large-based ship. R1 on a large-based ship is actually quite large. R1 may be too much of a change, though.
(disclaimer: I use Manaroo in almost all my lists)
3 minutes ago, Parakitor said:Yeah, it's just that defense use of Palpatine is a little more rocky. In my Epic squad, I had 3 TIE advanced with Opportunist. If one of those ships is facing 5 shots (not uncommon in Epic), it's sure nice to know when Palpatine is needed. Every round that you guess wrong (for example, rolling perfect evades, which is also not uncommon for me) makes it that much harder to earn his points back. I'll probably still give it a shot, but when I read the change it felt like somebody pulled the chair out from behind me just as I was going to sit down.
This is my problem with these changes. They are all geared toward the tournament scene and are being implemented to shake up the meta. Many of these cards were fine in certain lists or certain situations. The changes make these cards all but unplayable in non-traditional formats, like epic. Palpatine was perfect for a 300-point match, but too good for 100. Now the 300-point players suffer because of the tournament scene.
11 minutes ago, WWHSD said:I think he's still solid but I don't think he's "bring a ship just for him to ride around in" solid. His real power came from the fact that his effect would never be wasted and that's the aspect of the card that just got removed.
After further reflection I think I'm leaning this way on Palp too. Time will tell but I don't think his effect is strong enough anymore to build an entire list archetype around. At that point though, is he worth taking, especially at that cost?