New FAQ. It's crazy

By Shenannigan, in X-Wing

I felt a great disturbance in the Force, as if millions of netlister's voices suddenly cried out in terror....

I think manny was hit way too hard. Range 1 is extremely limiting on her. Should have been at least Range 2 imo. The rest were ok but i have the feeling these faqs will go the way of the phantom. It will be ok for a bit but will eventual nerf good ships too much to deal with later waves.

I'm lost on the other Palp rule

Emperor Palpatine This ability can be used to change a die rolled as the result of a card ability (such as Anti-Pursuit Lasers or resolving a Damage card effect) or when a friendly ship has overlapped a Proximity Mine, Cluster Mine, or obstacle. A player may change a die result to the result it is already showing (for example, using Emperor Palpatine to change a crit? result to a crit ? result).

does anyone understand this?

2 minutes ago, Salacious Crumb said:

I'm lost on the other Palp rule

Emperor Palpatine This ability can be used to change a die rolled as the result of a card ability (such as Anti-Pursuit Lasers or resolving a Damage card effect) or when a friendly ship has overlapped a Proximity Mine, Cluster Mine, or obstacle. A player may change a die result to the result it is already showing (for example, using Emperor Palpatine to change a crit? result to a crit ? result).

does anyone understand this?

It means Palp is used whether you needed him or not.

That's not the Palp change. That's a clarification on the change. The change is:

SUd45n8.png

3 minutes ago, Salacious Crumb said:

I'm lost on the other Palp rule

Emperor Palpatine This ability can be used to change a die rolled as the result of a card ability (such as Anti-Pursuit Lasers or resolving a Damage card effect) or when a friendly ship has overlapped a Proximity Mine, Cluster Mine, or obstacle. A player may change a die result to the result it is already showing (for example, using Emperor Palpatine to change a crit? result to a crit ? result).

does anyone understand this?

This is to lock your result and avoid the modification. For example, you are defending with a ship, you use Palp and get the evade you needed, you "change" that result to the same result, now, that die can't be Juked for example.

It's the only reason to "change" a die result to a result you already expected.

In what universe are people happy that Palaptine, the galactic Emperor and one of the most powerful Sith to have ever lived, is on a comparable power level to a chatty cathy protocol droid?

If nothing else, Palp costs more than twice as much as threepio, and takes up TWO crew slots.

17 minutes ago, Ikka said:

Palp is now basically as powerful as C3PO, what with having to decide to use him before a roll.

Oh cmon, you know you exaggerate. Threepio can guarantee one evade on a ship he's on. That's all. Palps can guarantee an evade OR a crit in any friendly ship, which is definitely a lot more versatile (and thus a lot more powerful), which is offset by the much higher costs. Now, I don't know if the old cost is in line with the new circumstances (it might very well be overcosted now, but I'm positive he was undercosted before), but I do know that A) He was a bit too powerful and B) he's still going to have the same effect much of the time, but it's whereas it was a nobrainer to use him, it now adds a decision to make. And that's a good thing, imo.

4 minutes ago, takfar said:

Oh cmon, you know you exaggerate. Threepio can guarantee one evade on a ship he's on. That's all. Palps can guarantee an evade OR a crit in any friendly ship, which is definitely a lot more versatile (and thus a lot more powerful), which is offset by the much higher costs. Now, I don't know if the old cost is in line with the new circumstances (it might very well be overcosted now, but I'm positive he was undercosted before), but I do know that A) He was a bit too powerful and B) he's still going to have the same effect much of the time, but it's whereas it was a nobrainer to use him, it now adds a decision to make. And that's a good thing, imo.

There was still a decision to make. The difference now is that that all important, once-in-a-turn decision is now partially/mostly based on chance.

43 minutes ago, Parakitor said:

P.S. Lt. Lorrir needs an errata to remove that stress token penalty. After that, FFG could do no wrong in my book.

I agree; after this precedent, I hope FFG will eventually errata Kir Kanos to have an EPT slot as well.

I'm glad the precedent has been set, even if it may come at an inopportune time.

I love it . xwing is about flying again . So Happy

Quote

If Fel’s Wrath has used his ability and destroys the last enemy ship, the match ends in a draw as “winning the game” is checked at the end of the round.

Fel's Wrath is still so bad that his FAQ isn't updated. I just want to fly him in a tournament just to mess with the TO.

31 minutes ago, Volkren said:

This is to lock your result and avoid the modification. For example, you are defending with a ship, you use Palp and get the evade you needed, you "change" that result to the same result, now, that die can't be Juked for example.

It's the only reason to "change" a die result to a result you already expected.

I think that bit in the FAQ just makes the "must change" possible even if you roll nothing other than the called result. If that FAQ entry wasn't there people would be arguing over whether or not a die could be modified to the same result that it was already showing. Then there would be a big argument about what happens in the event that you are not able to satisfy the "must change" bit. Preemptively adding this to the FAQ sidesteps a lot of that.

1 hour ago, Audio Weasel said:

Countdown got a bump, as far as I can tell. Looks like she's impervious to ion and advanced homing missile effects unless I read it wrong.

He can also keep,a stealth device forever

4 minutes ago, Hrathen said:

He can also keep,a stealth device forever

He can be shot twice a round, you know.

As someone who uses Zuk a lot in my scum builds, I think the change is good.

I like that now Youngster works with Tie/SF's too

This is a great FAQ, Swarms live again. You can block a defender and nuke it.

Thank you FFG for making X-wing about Maneuvering and flying better again !

Mind link is still good, but the best ship in the game for it is Roo, and now with her ability weakened she is still good, but not that good.

Wonderful!

Edited by eagletsi111

As a new player who has been playing the game only a little more than a year, this FAQ and the previous one really make me question getting into the game and continueing with it. I thought the game was stable. But these are huge changes. I want stable rules and minimal errata. This seems like I/we are playtesting the game.

1 minute ago, Shot in the Dark said:

As a new player who has been playing the game only a little more than a year, this FAQ and the previous one really make me question getting into the game and continueing with it. I thought the game was stable. But these are huge changes. I want stable rules and minimal errata. This seems like I/we are playtesting the game.

No worries, the basic game was always great. And yes this is a lot of changes, but no more than any other game out there. Now the game is way more balanced, this is the perfect time to get into the game.

I have to say I am very happy. Now if you have two decent shots at a turrtled Soontir you have an okay shot of hurting him and knocking off that stealth device. Before Palp was insurance used after the fact of a bad roll. Now basically you decide before the roll when to use no knowing if you will need him or not. He is sill good and people will still use him, but He might not be an auto-include for Imperial Aces Lists any more.

Couldn't be more happy with Zuccus. He got supper nerves, but he was only a 1 point card that basically made. But before he made a ship just not need to take actions because he could force a re-roll on all successful defense dice.

Manaroo, I didn't really hate Manaroo so much as the Manaroo Zuccus combo. That being said, I like that he has to stay in the fight. It brings his ability in line with just about every other buff in the game.

x7 Defenders. I saved this one for last, because I am a defender player. I have been trying to make them work since the came out, and have really enjoyed my time in the sun with the x7 title. I will say that I feel like this is a really good nerf, because I think I will still fly defenders, and I am perfectly willing to have to make some decisions as I fly them.

There have been some comments about how mindlink is already the new meta, but mind link is so easily countered by stress mechanics, stress mechanics that are likely to come back in the game because of changes to zuckas, manaroo, and x7 Defenders. I think I may dust off my stress hog. Of maybe come up with a stressing slicer tool scum list.

This FAQ is going to open up a lot of lists. Zuckuss is still a great card for 1pt. Protection against aces. Stresshog/arc is very strong now, stopping x7 Defenders, Expertise, PTL, Zuckuss, and limiting attanni to a single focus token with Manny nerf. Manaroo nerf is harsh. Range unlimited to range 1. Range 1-2 would have sufficed, but I am wondering if they needed to do this to protect from future cards currently being tested. Once she has a reliable source of getting an evade token to pass, that range 1-2 could seem very broken then. Palp Aces could very well be dead as tier 1 list. I dont own Palp, but I might pick one up on ebay now for $3. I was expecting a range limit to Palp. Not a guessing game. Oh well, never liked the card anyways.

Edited by wurms
1 hour ago, FangedChicken said:

There was still a decision to make. The difference now is that that all important, once-in-a-turn decision is now partially/mostly based on chance.

So I call "crit" and roll three hits and a blank and get a crit, or I roll four crits and shrug at dealing four face up cards to my opponent. Oh woe is me.

59 minutes ago, Shot in the Dark said:

As a new player who has been playing the game only a little more than a year, this FAQ and the previous one really make me question getting into the game and continueing with it. I thought the game was stable. But these are huge changes. I want stable rules and minimal errata. This seems like I/we are playtesting the game.

So you would prefer hilariously broken things don't get fixed? You'd prefer to wait years for answers to the meta's problems today?

Also where did you get the idea that this was a stable game? Even in the last year there have been many changes. The X-wing meta is a fickle ***** and always has been. FFG has routinely done things to upset the established order, first by making Phantoms to knock off TIE swarms back in wave 4. It changes drastically every 6 months and I love it for it. It makes it interesting. If I wanted set rules I'd go play chess.

Edited by DarkArk

Good changes overall.

Slightly annoyed that these changes would have converted three of my four System Open losses into victories while not affecting my non-meta list, but them's the breaks.

1 hour ago, FangedChicken said:

There was still a decision to make. The difference now is that that all important, once-in-a-turn decision is now partially/mostly based on chance.

It means you have to take a dice roll result into account when playing in a game where there are dice rolls. You have to analyze how the round is going to go, and decide whether (considering you're attacking first) to guarantee that crit right now and hope you survive an enemy attack without using Palps for an evade, OR you forego that crit and guarantee one evade.

Before the change, if your first roll goes right, you don't have a decision to make: you simply don't use the power, period. If anything, that effect was even more chance based: the result of the first roll, not your experience and skill at analyzing the odds of scucess, was the deciding factor on whether to use the card.

With the new rules, It's a lot more tactical to have to think about your odds of hitting or surviving whatever attack comes later in advance, rather than in retrospect. You have to think about whether to push your luck in attack or defense. Yes, the card is weaker, but it's also more interesting and more fun, imo.

It also makes more thematic sense that Palps is watching the fight and focusing his Sith powers to help direct a specific crucial attack or push an evade, rather than sensing every possible battle interaction and guiding a shot into a critical spot after it's already missed, or veering an enemy hit away from your ship after it's already hit. I don't recall him ever being presented as this omniscient entity that can act beyond the possibilities of space and time; in fact, he's always pointing and cackling and being very physically involved every time he uses his powers in the movies.