For what it is worth, everything is nerfed.

By Engine25, in X-Wing

I will still fly Parattanni. Except I will do so with Manaroo within R2 of Assaj and protected via being on the outside of Assaj, it'll take more flying and she will take more shots but Assaj will be there to retaliate immediately.

1 minute ago, WWHSD said:

So... it looks like Palptine is due for another errata...

emperor_palpatine_new_web.png

He only works on the ship that he's riding in as written.

:lol: LOL! Nice catch!

9 minutes ago, Lobokai said:

Pretty sure that's Miss

It's Ms. We don't talk about the former Mr. Howlrunner.

Just now, Cgriffith said:

I will still fly Parattanni. Except I will do so with Manaroo within R2 of Assaj and protected via being on the outside of Assaj, it'll take more flying and she will take more shots but Assaj will be there to retaliate immediately.

See, you grasp the point of the nerf. You need to think about it, strategize more, play the risk-reward in your head. **** that you should have already been doing with Manaroo but didn't need to thanks to unlimited range. Good on you. You're a good X-Wing player.

4 minutes ago, WWHSD said:

So... it looks like Palptine is due for another errata...

emperor_palpatine_new_web.png

He only works on the ship that he's riding in as written.

"Once per round, before a friendly ship rolls dice." looks to me like that means any friendly ship.

stupid double post >.>;

"Move along, this is not the post you are looking for."

Edited by fledrel

The keyword is "you." "You must change 1 of your die results," and "you" always refers to the ship the upgrade is attached to. Therefore, Palp can only modify the dice of his ride.

1 minute ago, fledrel said:

"Once per round, before a friendly ship rolls dice." looks to me like that means any friendly ship.

The "your dice results" can only ever be dice results that belong to the ship that Palpatine is equipped to. If you select any friendly ship other than Palp's ride the rest of the text on the card doesn't really apply.

7 minutes ago, Razgriz25thinf said:

See, you grasp the point of the nerf. You need to think about it, strategize more, play the risk-reward in your head. **** that you should have already been doing with Manaroo but didn't need to thanks to unlimited range. Good on you. You're a good X-Wing player.

I'll admit the easy button was nice while it lasted :)

I fully expect the next few times I fly the list that Fenn will now need to be more aggressive immediately, I usually outflanked the opponent's ship that was chasing Fenn now Fenn may be needed more as a counter. Should be interesting playtesting manuvers and ship placement in the coming weeks.

Edited by Cgriffith

I am fine with what they did to Palp, however he is not as powerful as he was and his ability is not guaranteed. That being said, his cost should only be 4-6pt and cost one crew slot . His ability is similar to C3PO and right now he is not worth the cost. I see this as a big blow to this card and people will stay away from a big cost card for it's minor ability.

I'm curious what you guys think will be the consequences on the meta from this.

Dengaroo is obviously gone, but what will this mean for all the other lists.

As many people already has pointed out, Mindlink lists will still be really good, but this might mean a rise of other Mindlink carriers than Manaroo?

I have no doubt the 29 point Palpshuttle is pretty much gone, at least from the top tables, so no more Commonwealth. But what about triple defenders?

They are vulnerable to stress control and blocking now, but they still have good action economy, so i doubt they are completely dead.

Stress control might get a boost from this, but it still doesn't do much to mindlink.

Blocking on the other hand: will swarms be back? And if so, how much will that change for other lists?

raw

Palp change was not what I expected, but I wanted him banished to Epic.

Zuckuss is right where I think it should be now.

Manaroo is a bit harder than I expected, but still playable.

/x7 looks good now. Bringing blocking back into the game and pulling Palp back a bit will make the ship fun to fly against.

Edited by kris40k
49 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.

Ah, and isn't that always the case. OTOH, I always found Palp's use to be far to dilute in Epic to be worth much, anyways.

NERF THREADS OP!

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But for what it's worth SO MANY PEN & INK CHANGES, and not for clarifications or patching to make cards work as intended. These are straight up rewrite (and now the proxying cards seem to be more reasonable).

Sometimes i think FFG is simply Blizzard reincarnated. Well good buy Patrini.

P.S. They didn't nerf Zuckuss for the C-ROC :D HE's going to be so totally OP not even IG-8000 could withstand him. :P

Edited by Marinealver
2 minutes ago, Darth Meanie said:

Ah, and isn't that always the case. OTOH, I always found Palp's use to be far to dilute in Epic to be worth much, anyways.

Well guess what: he's even worse now. Most powerful Sith Lord...grumble, grumble..

everything I hoped for. very well done.

Now I just wish the ISYTDS didn't ignore shields... thats annoying AF.

I'm hoping the choice between x7 and D is an actual choice now, and also that this leads to more Imperial fighter variety.

Zuckuss is now either 1 or 2 dice a couple of times, or one big effect once per game, with a stress cost either way, which is about right for a 1 point card.

Palpatine is really interesting. As a casual player I'll be a lot more inclined to field him because there's an element of risk with him now, it's a bit of a gamble and not just an easy mode button. I'm expecting the competitive crowd to hate this, though. The real victim will probably be the Lambda, I sorta expect you'll still see Palp in competitive play now and then but I'd think he'd be more likely to show up on a batwing which is inherently useful. I have a hard time imagining tourney players would bring a Lambda just to ferry around this version of Palpatine. Maybe I'm wrong, I'm not super plugged into tournament play.

Manaroo seems harsh. Range 1-2 was more what I was expecting.

Overall, I like it.

9 minutes ago, Marinealver said:

P.S. They didn't nerf Zuckuss for the C-ROC :D HE's going to be so totally OP not even IG-8000 could withstand him. :P

I'm no so worried about him on the C-ROC which has one hardpoint, as I am about the next S&V Epic ship.

If it is comparable to the Raider, Zuckuss is going to be scary again.

7 minutes ago, Wiredin said:

everything I hoped for. very well done.

Now I just wish the ISYTDS didn't ignore shields... thats annoying AF.

It would kind of suck if it didn't.

Not everything got nerfed. Countdown got a bit of a bump.

I'm very happy with the changes to Palp but disappointed it didn't come with a price reduction. He could have been a very interesting and fun card to play but not if nobody will use him because alternatives are so much better for the same cost.

x7 change is perfect.

Manaroo change is harsh - I think a simple price increase would have done the trick. I'm beginning to see a pattern here. Is FFG happy to change the text on the cards but not the point cost? I suppose it makes sense, as it would create a lot of confusion when checking the costs of ships and the legality of the lists. Still, I think it might force them to take suboptimal decisions when it comes to balancing the game.

Zuckuss will now be used as intended (or won't, plenty of competition for the Scum crew slots).

The one elephant in the room left is Sabine and the rebel bomb madness. It's the one thing left that forces Imperials to use defenders/tie sfs because nothing else is tanky enough to survive the onslaught. Making advanced SLAM unique would at least curb the worst excesses of rebel bomb lists and I'm a bit disappointed they didn't put it in the FAQ or address the problem through some other means.

Quote

Not everything got nerfed. Countdown got a bit of a bump.

It's a clarification rather than errata and if anything, it's a nerf. It means gunner and similar effects will trigger if he uses his ability.

Edited by Lightrock

Wow - that's one heck of a Ryad Buff!

1 minute ago, Ravncat said:

Wow - that's one heck of a Ryad Buff!

Not really, since they nix'ed her being able to do it off of a bump.

1 hour ago, unfassbarnathan said:

Manaroo-less Attanni is still good.

Hell, Attanni with Manaroo might not even be too bad

Don't need to read the rest of this. Glad unfassbarnathan got to the point on page 1.

Nerfs are good when done right, but when you don't nerf everything that needs a nerf, then whatever isn't touched floats to the top.

Mark my words- Mindlink is going to be EEVVVVVVEERRRRRRYYYYYYWWWWHHHHHEEEERRRREEEE.

Also, TLTs are back in full force.

Other than that, I'm pretty pleased with the erratas.