Yeah, I agree. Rebels (including Sabine IMO, she is only once a turn) really did not have anything in need of nerfing.
New FAQ. It's crazy
The only thing that
MIGHT
need a nerf for Rebels is Sabine. However shes not only once per turn out of several bombs, you still have to HIT someone with a bomb and thats not easy to do.
Rebel regen is largely still countered because this update didnt really do anything to curb the fist o' dice attacks, and they murder regen lists.
Honestly, i dont see rebels doing so well in tournaments, so maybe they are most balanced faction out of the three.
Thank you FFG. I love it when heads roll.
don't think attani mindlink needs nerfing. it is a good card but also nuanced and has it's weak points (stress, and diminishing returns).
Attani wasnt considered powerful or anything more than niche until people noticed how Manaroo breaks it. With her range1 limitation you wont see it anywhere near as often.
It wasn't manaroo solely, so much as it was also the addition of two very efficient ships to make it work with her - the Fang and the Lancer. It wasn't being played until then, even after Jumps had been nerfed.
Overall these are all welcomed nerfs. It's never fun to play a game that has inherently broken and abusive parts to it. Even the one abusing gets bored because it removes skill and limits people to the broken aspects. Weighing in below on the notable changes:
-Didn't see the Palp Nerf coming, this is the only one I'm 50/50 on as the cost seems high for him now either 6 points or only one crew slot seems fairer now but oh well...
-Range one around a large ship is still a reasonable amount of space. Manaroo just needs to fly in formation now.
-Zuckuss I agree with (and I mostly play scum)
-TIE X/7 I think is perfect. Still usable and beneficial but requires more skilled flying.
Lol. Using Palp now requires more skill and what will do the people? Complain (:
This FAQ is last years. It's useless.
3 minutes ago, Fuzzywookie said:This FAQ is last years. It's useless.
The date has been fixed on it.
Ok. *Going back up in tree... observing.
Really good updates!
Scum being my primary faction I'm happy for the changes.
Zuckuss has now something to actually "play" instead of spamming the effect mindlessly througout the game. Might be he stops gathering dust and see some play at least from me too now.
Manaroo is fine I think, just need to fly her differently from now on. Manaroo with Mindlink, R4 & and Adv Proton Torpedos with Fenn & Teroch is something I'll try.
X7 & Palpatine are fine as far as I can tell.
Happy they didn't touch Mindlinks so my favourite list with Kaa'to, Fenn, Serissu & TPV will still perform well.
Also forums haven't been this entertaining in ages. I've been laughing in tears. There is some added entertainment value in FAQ 4.3.0 indeed.
Edited by Green Doo9 minutes ago, Green Doo said:Zuckuss has now something to actually "play" instead of spamming the effect mindlessly througout the game.
That seems to be a common thread with all of these changes. Instead of just hitting these like you would macros in World of Warcraft every time you fight, you now have to put some thought into it. You can't just peel Manaroo away from the fight the entire game; you have to fly her carefully. You can't just happily stress Zuckuss to death without a care in the world; you've got to manage the stress. You can't recklessly do 3-, 4-, or 5-speed maneuvers on your Defender and get an evade every time; you have to avoid obstacles. And you can't just add something onto your roll with Palpy like toppings on a sundae; you've got to decide if this roll merits using him before you make it. To me, that's a lot more fun than just auto-tapping everything like some kind of subroutine.
1 hour ago, Vineheart01 said:Rebel regen is largely still countered because this update didnt really do anything to curb the fist o' dice attacks, and they murder regen lists.
Regen doesn't even require large dice attacks, since most ships that can make effective use of Regen are fairly low agility meaning even multiple smaller attacks can usually push damage through. E-Wings are the highest agility and are too over-costed to see competitive play, even Corran isn't that hot. X-wings are Agility 2 which is manageable and everything else is Agility 1.
Regen on its own is decent but not especially overpowering. It needs good flying to keep a regenerator alive to the late game where they become hard to take down.
Double-post
Edited by KarhedronDouble-post
I saw this over at BGG.
Since you has always referred to the that ship, not the player, is the Emperor written wrong? Does he, if RAW, only affect rolls from his ship. It says:
QuoteAfter rolling, you must change 1 of your dice results to the named result.
I added the emphasis for your dice results.
I agree that it would be foolish to think that is the case but, if you 'Read as Written' then how might you say this applies?
2 hours ago, Blue Five said:I think he meant the FAQ itself, not the update.
Yes thank you,
1 minute ago, Ken at Sunrise said:I saw this over at BGG.
Since you has always referred to the that ship, not the player, is the Emperor written wrong? Does he, if RAW, only affect rolls from his ship. It says:
I added the emphasis for your dice results.
I agree that it would be foolish to think that is the case but, if you 'Read as Written' then how might you say this applies?
The errata for Palpatine is bad. As written it only works for the ship he's riding in.
Just now, WWHSD said:The errata for Palpatine is bad. As written it only works for the ship he's riding in.
That is what I said I think...
4 minutes ago, Ken at Sunrise said:That is what I said I think...
It's what the ruddy card now says, apparently (you were ninja-ed by the rules subforum, mind) and another example of the rules saying B when clearly A is what is meant.
Have send msg to FFG regarding the Hotshot Co-pilot issue.
The FAQ RAW the ship with HSC equipped is the one to spend the focus token.
If this as intended, the ship with HSC can time the spending of the token so that the opponent does not receive the benefit of the token.
8 hours ago, Cerve said:I am the one who loves bounty haunters in SW university. I want to run them. I play only scum for that.
Some people love Rebels, and want to play Ghost &co.
And what about the others who enjoied Ep7? Rey?
Oh, and some others love the Black Sun Organisation (as I do).
It seems a pretty unfair point of view to me.
Pretty much this. I have no interest in flying actual XWing's or tie fighters. I don't remember the last time I flew an xwing. Not because they're bad, I just don't care. If I fly rebel, I almost always have a ghost in the list (and no, it's not Kanan/Biggs). Formimperial I usually have at least one defender, partly because that's second favorite ship from Star Wars. But my true love is scum. StarViper is my favorite ship in the game despite being way overcosted, and I love most of the scum ships and play style. If XWing's and turnfighters were the only top tier ships I'd be way less interested in the game.
3 hours ago, streamdragon said:Yeah, I agree. Rebels (including Sabine IMO, she is only once a turn) really did not have anything in need of nerfing.
If only being once per turn is the argument, the same is true of palp and manaroo. Being limited to once per turn doesn't limit something from being above the power curve
3 hours ago, Zazaa said:Honestly, i dont see rebels doing so well in tournaments, so maybe they are most balanced faction out of the three.
Tarn Mison was in the top 8 at endor. As we're 1 or 2 other rebel lists
10 hours ago, Dr Zoidberg said:In a universe where I'm playing a game of pushing plastic toy spaceships around a mat and balanced gameplay takes precedence over fluff.
I also fail to see how the Emperor sitting in a shuttle force-pulling laser beams on or off target is especially fluffy.
21 minutes ago, VanderLegion said:If only being once per turn is the argument, the same is true of palp and manaroo. Being limited to once per turn doesn't limit something from being above the power curve
You have to consider the trigger for the card though. Palpatine triggered (that is, gave you the option to use his power) on any and every die roll that you made. Attack, defend, bomb, obstacle, anything. Manaroo triggers each and every turn, and has/had multiple effects each trigger. If her power ONLY passed a focus token, it would hardly be an issue, but it made hitting her with ordinance incredibly difficult. Sabine triggers only on a bomb explosion, something which depending on the bomb choice, may not be doing any damage to begin with (lookin at your Cluster Mines).
Sabine is one of those cards that is linked to something that has been in the game forever, but was generally considered not worth it. Add her card in, and suddenly that thing is good where before it was not worth it. That can throw people for a loop, sure, but that doesnt mean it needs a change. Look at guidance chips. Before GCs existed, ordinance was rarely if ever seen. Same with bombs. Before Sabine you might see an occassional Connor Net, but with Sabine bombs actually become a worthwhile option. I really do not see any issues with that. I think the game would be worse off if Sabine were nerfed.
4 minutes ago, Stefan said:I also fail to see how the Emperor sitting in a shuttle force-pulling laser beams on or off target is especially fluffy.
Or he is directing his forces through the use of Battle Meditation, which granted is old EU fluff, but it also explains why the Imperial fleets fell apart after his death during the Death Star II battle. He was no longer around to guide them.