Congratulations

By Embir82, in X-Wing

note to self: Revisit thread after worlds to identify if nerfed cards that dominated faction squad building are on the same power level as the 99% of cards they were clearly better than before nerf.

Because, you know, Palpatine WAS disproportionately better than every other card in the game save... Manaroo, Zuckuss, and, uh, x7? Weird. Lists at top tables more often than not had one of those cards for imperial or scum, didn't they? And those all got nerfs, didn't they? It's almost like FFG wants players to be able to play with all of their products, not just the ones they accidentally made too powerful... Hmm...

Next FAQ, look for Mindlink to get the hammer as well.

All is well in the world when FFG is willing to admit their mistakes and make changes so diversity in the game can grow.

Edited by Kdubb
5 hours ago, thespaceinvader said:

I concur. I think we'll seem him still, but it'll be as part of low-agi high-HP lists that want hyper-reliable red dice e.g. Kylo pilot/RAC. When you're chucking 4 or 5 dice, you're much more likely to roll at least one blank or eye that you can turn into a crit, and you're vanishingly UNlikely to roll all crits and waste him completely.

Whether he's better than Op Spec/Gunner, however, for the same cost and slots, is a separate question.

I suspect the nerf bat has hit him just a touch too hard.

I actually disagree on this point. To me, Palp has more value whenever you can pair him with large numbers of dice, period. Interceptors and Phantoms in particular will still love him, because they rely on green dice with an implicitly higher chance of failure than the red dice. Plus, you roll for defense knowing how many hits you're trying to avoid, so you still know when you'll probably need Palp to ensure a good roll.

38 minutes ago, Ken at Sunrise said:

But a big part of X-Wing purchases is buying ships you don't want for cards that you do want.

Except now for 8 points and 2 crew slots you have a random chance if the card has any effect of contribution that turn.

You always had a random chance of Palp having an effect. I've had turns where I ended up not using him because my dice rolls were just that good.

I mean, seriously: if you're rolling 3+ green dice, announce you're going to Palp one into an evade, and the roll all evades anyway? That's a good problem to have.

Discuss the FAQ or the merits of Palpatine in another thread. This thread is now closed due to the player-to-player hostilities.