Step 1: Read new FAQ
Step 2: Play rebels
Step 3: ???
Step 4: Profit
Step 1: Read new FAQ
Step 2: Play rebels
Step 3: ???
Step 4: Profit
Just now, TasteTheRainbow said:Zuckuss change brings about 10 aces back into the meta. Most importantly though... Corran. Good changes, even if Palp seems a bit harsh.
Zuckuss just gets an Inspiring Recruit stapled to him for the foreseeable future. Still powerful, just vulnerable to Tactician/Stressbot/Flechette etc.
I really hate the Palp nerf. He's SO MUCH WORSE now. I'd go into further detail, but as I'm typing I'm realizing how much I sound like Anakin in episode 3.
Guess those whining threads paid off.
So, jettison 4LOM off the party bus for Inspiring Recruit?
2 minutes ago, Budgernaut said: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.
I wish they had started using the Restricted List a long time ago. Target the combos, and don't have an endless list of errata.
So, chances of Palpatine/Zuckuss/Manaroo appearing in upcoming Game Night Kits?
8 minutes ago, Budgernaut said: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.
Agreed...
And unlimited to range 1 on Manaroo ? Come onnnnnn...you can certainly limit it but that is a heavy change...within 3 would have been sensible...force her to stay within range of the fight.
Now what I really like is thatall of these changes are rather subtle... if you are a casual player and you dont follow the faqs, they wouldnt change your playing experience all that much. However, if you are a netlisting tourney player, then your favorite list archetype might have been nerfed. Good riddance and kudos ffg.
I mean it. Kudos ffg. Thanks for carefully assessing the situation and delivering subtle yet effective seeming nerfs. I really like the nerfing btw. Introducing counter-cards often leads to dangerous power creep or is ineffective. These changes seems very thought out (not that surprising since they were mostly developped by the community hive mind). Still. Kudos ffg.
Manaroo at R1-2 is still v.good. I kind of like the R1 only. Rewards more skilled play and movment.
11 minutes ago, Budgernaut said: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.
I don't see why this is such a big deal. Unless you are playing in an official tournament, just use the old text.
I don't own Palpatine, But i have proxied him quite a few times. This nerf (to me) makes him unusable; imo should have stayed the same, just with a range restriction of 3.
Zuckuss change was expected, and for the most part I agree with it, though I would have expected an errata that would cover the use on a huge ship also.
The Tie/x7 seems like it should have been that to begin with.
The Manaroo nerf seems a bit much; I would have expected a range restriction of at minimum 2 not 1; honestly I always thought it should have been range 3. How long until Attanni Mindlink has a range restriction?
1 minute ago, Mattman7306 said:I don't see why this is such a big deal. Unless you are playing in an official tournament, just use the old text.
Epic tournaments do exist and there is FFG support (rules) for that format, so we are still bound by the FAQ.
26 minutes ago, Blail Blerg said:Manaroo on R1 is pretty rough.
What this really means is that Mindlink lists are going to be king. You heard it here.
Attanni mindlink needed errata.
I still think Manaroo will be used and her presence in the match will be much more; say you run Paratanni using Mindlink still allows for the token stacking BUT now Manaroo if not a wingman to Ventress or Fenn isn't aloud to pass the tokens; so now flying 2 within a reasonable range is going to be the way to go and then Manaroo with the great JK5000 dial can slip within required range to pass the tokens needed to accomplish the objective. Parattanni just became more skill based
As to Manaroo as a pilot overall I think you will see an uptick in Dengar and Tel piloted lists.
The Manaroo "fix" is exactly in line with FFG's usual fix: lazy and stupid. Still absolutely no acknowledgement -- not even a hint -- that it's the JM5K that's broken, not the pilots. The Manaroo fix comes down to this thought process: "We see a LOT of Manaroo. What can we change so we don't see very much Manaroo from now on?" Congrats ... that's what you got.
Palpatine was unnecessary, but not jaw-droppingly stupid, at least. It's still in the wiggle-room of balanced, but now it's at the bottom of the wiggle-room, not at the top, so Palpatine is done doing well in large tournaments. Which, you know, is fine. God knows he had enough success.
Zuckuss fix was perfect. (Uncharacteristically, FFG seems to have grasped the underlying problem ... that Zuckuss was way, way too good if the ship carrying him didn't care about stress.) If, as a player, you can't make Zuckuss successful with -- for example -- only forcing one evade re-roll a turn, then you're just not a very good player, but instead are overly reliant on broken cards.
The rest of the changes were minor, and close to "fine," whether edging to one side or the other. TIE/x7 change, for example, was fine. It would have been better leaving it just a function of maneuver speed, but making it a speed 4+ maneuver, but whatever. It's going to continue to do very well with this fix in the hands of skilled players, but it's not quite so brain-dead easy to fly.
welcome back mr Howlrunner , will you have any friends joining you tonight ?
-yes i believe i will
I like the Manaroo fix. In almost every scum list you saw Manaroo. Now we fortunately can see more diverse scum meta and not that boring token shifts.
2 minutes ago, Thepreacher said:welcome back mr Howlrunner , will you have any friends joining you tonight ?
-yes i believe i will
"That's Mrs. Howlrunner, thank you very much."
Just now, Parakitor said:"That's Mrs. Howlrunner, thank you very much."
Pretty sure that's Miss
4 minutes ago, Jeff Wilder said:Zuckuss fix was perfect. (Uncharacteristically, FFG seems to have grasped the underlying problem ... that Zuckuss was way, way too good if the ship carrying him didn't care about stress.) If, as a player, you can't make Zuckuss successful with -- for example -- only forcing one evade re-roll a turn, then you're just not a very good player, but instead are overly reliant on broken cards.
I did think it was a nice touch that they left players the option to nuke a great evade roll at the cost of not being able to use Zuckuss for a few rounds.
I overall take this FAQ as taking the most "auto-take" Meta content and taking the Easy Button out of them. All these cards can still work, they now take either more time investing to learn how to make them work for you or (in the case of Zuckuss) may need other cards (Inspiring Recruit) to help them work closer to what they did before.
3 minutes ago, Parakitor said:"That's Mrs. Howlrunner, thank you very much."
i'm dreadfully sorry for the mistake mam
1 hour ago, DeathstarII said:Are you happy X7 haters? Are you?
yes
2 minutes ago, WWHSD said:I did think it was a nice touch that they left players the option to nuke a great evade roll at the cost of not being able to use Zuckuss for a few rounds.
Exactly. You can dole out Zuck-ing people over one re-roll (or two, with an Inspiring Recruit) at a time, or you can can mutha-Zuck an awesome roll, but then not use him for a while.
This was the perfect fix, and the way it should have been from the beginning.
So... it looks like Palptine is due for another errata...
He only works on the ship that he's riding in as written.