Ideas for FAQ Buffing terrible upgrades.

By Marinealver, in X-Wing

So with Pen & ink changes now the norm for balancing. And the utter negativity the FAQ has for putting in all nerfs and no buffs (not to mention the trolls that keep calling for more nerfs) I was thinking why not use the same method on bringing in some terrible upgrades cards to just okay. Right now I am only doing upgrade cards not pilots cards (apologies to the cult following of Fel's Wrath). So here are a few upgrade cards that need to be errata in order to be playable. Again, only to buff bad upgrade cards, not nerf upgrade cards you think are op. Go make another thread for that!

Not really a bad card but IMHO Jabba needs all the help he could gat and this would be it. Still I'll put this in the spoiler locker.

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Okay, Shadow caster doesn't exactly need help, but Jabba does. Add in "Adds <crew> slot to your upgrade bar. Seriously this ship is the largest non-epic ship in the game and it can't carry Jabba. It is a unique that cost 3 so it won't replicate U-boats. Also scum could use another ship with > 1 crew slot other than a party buss.

Okay this is not a bad card so I am going to lock it away in the spoiler locker. But IMHO Jabba could use a little more help and this would be it.

blaster-turret.png

Simple easy fix, remove the spend focus requirement. If you are worried about that being to powerful, then keep the spend requirement add in some dice modification. How about "spend focus to perform this attack (even a ship put side your firing arc), You may reroll all <focus> results, If the defender is inside your firing arc you may reroll all <blank> results too.

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Change from range 1 to range 1-2 (or even range 1-3) It still uses the action and you still need to get a damage card on the defender. It will work wonders with Wampa. Not with Kylo thoguh, still a perfetct companion. Wampa IWSYTDS Sabetour. Make it happen FFG.

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Make it from range 3 to range 2-3. There you go, now there is a decent reason to take him other than boosting RAC.

r5-k6.jpg(sorry for big card, only image outside of X-wing wiki i could find)

Remove "You Cannot spend this target lock during this attack". seriously we have plenty of abilities that allow you to spend the target lock you just gain it won't even be ahead of the power creep, and this is dependent on a dice roll, so it is no guarantee.

And some good ideas from replies I think should be up here.

Quote

From Phantom FO

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Add you may perform Red maneuvers while stressed. Make it earn the 4 points it is worth!

So what other upgrade cards do you think need a buff. Remember only pen & in changes to the text. No changes to point cost, upgrade slot, or range and firepower values. Again this is a thread for Buffs for underperforming and/or overcosted cards NOT Nerfs. Post your nerfs somewhere else.

Edited by Marinealver

There can be a very thin line between bad and too good.

I agree with the blaster turret but no to all else.

So, agree about Blaster Turret definitely. Poor guy needs the help.

Open to the idea of the middle three, but would like testing.

Disagree on the Shadow Caster title. Yes, it would be awesome to get Jabba on a Lancer, but the Shadow Caster title is powerful enough without adding more slots. There are some Ketsu builds that terrify me.

As for adding to the list, how about giving Integrated Astromech similar text to Smuggling Compartments and letting a second mod under three points be added?

The B-Wing/E2 mod is a candidate, but I'm not entirely sure what to add to it. I was thinking the Reinforce action, but with the Wookiee Gunship incoming, that doesn't seem to be the right avenue anymore.

Shadowcaster definitely isn't in need of any buffs

One of many I have thought about-

Expose (still 4 points): At the start of the combat phase, you may raise your primary attack value by one and decrease your agility value by 1. If you do, you may not fire outside of your primary firing arc.

15 minutes ago, Kdubb said:

One of many I have thought about-

Expose (still 4 points): At the start of the combat phase, you may raise your primary attack value by one and decrease your agility value by 1. If you do, you may not fire outside of your primary firing arc.

At first I thought you were suggesting a nerf by limiting to in arc. Then I read it again and saw you removed the action requirement! +1atk, -1agi I think is fair for 4 points, no out of arc keeps the Deci from really abusing it.

Saboteur - Guaranteed crit flip or chancy crit generator.
Either:
Action: Roll 1 attack die. On a [hit] or [crit] result, assign one faceup damage card to a ship at range 1.
Or:
At the start of the combat phase, you may choose an enemy ship at range 1. Flip one of its facedown upgrade cards faceup.

R7 Astromech - Much more powerful, and no once per turn clause. That astromech slot is really contested.
When defending, you may spend a target lock you have on the attacker to force them to reroll all [hit] and [crit] results. They cannot modify those results again.

Luke Skywalker - 7 points should make him better than gunner.
Once per round after you perform an attack that does not hit, assign the defender one stress token, then you may perform a primary weapon attack.

Leia Organa - Stays with the maneuvering theme, but in a much more meaningful way to 100/6.
Friendly ships at range 1-2 of you may treat all red maneuvers as white when executing maneuvers.

Flight Instructor: in addition to the original effect, add "You may perform red moves while stressed." It's a 4-point card. It can add a little more maneuverability to Lambdas and HWKs.

3 hours ago, nitrobenz said:

At first I thought you were suggesting a nerf by limiting to in arc. Then I read it again and saw you removed the action requirement! +1atk, -1agi I think is fair for 4 points, no out of arc keeps the Deci from really abusing it.

Ya being able to elect for it after seeing where everyone is for combat is pretty potent as well. Might even make Youngster swarms a thing.

Edited by Kdubb
Wouldn't be an action anymore, so no fun with Youngster, lol.
59 minutes ago, VanderLegion said:

Shadowcaster definitely isn't in need of any buffs

1 hour ago, SabineKey said:

So, agree about Blaster Turret definitely. Poor guy needs the help.

Open to the idea of the middle three, but would like testing.

Disagree on the Shadow Caster title. Yes, it would be awesome to get Jabba on a Lancer, but the Shadow Caster title is powerful enough without adding more slots. There are some Ketsu builds that terrify me.

As for adding to the list, how about giving Integrated Astromech similar text to Smuggling Compartments and letting a second mod under three points be added?

The B-Wing/E2 mod is a candidate, but I'm not entirely sure what to add to it. I was thinking the Reinforce action, but with the Wookiee Gunship incoming, that doesn't seem to be the right avenue anymore.

Yeah shadow caster is not a bad card. I just find it well meh (kind of like Jabba) However I do find it ironic that the largest ship in the game (excluding huge ships of course) cannot carry Jabba the Hutt.

But again, what cards will you make, so far I heard of B-wing/E2 and yes it needs a mod. I don't think reinforce will work since it doesn't have a 180 aux arc like the YV-666.

33 minutes ago, Astech said:

Luke Skywalker - 7 points should make him better than gunner.
Once per round after you perform an attack that does not hit, assign the defender one stress token, then you may perform a primary weapon attack.

How about we just let him turn all [eye] results into [boom] results instead of just one? Keeps him doing what he has always done but now just does it better and adjusts how the Focus token gets spent if that is even the chosen action.

Saboteurs can fail so it should keep the random nature of the upgrade but increasing its reach seems reasonable. I mean how much harder is it to mess with a ship at R2 than R1 when you aren't exactly touching it to begin with. If you really wanted to make Saboteur nasty perhaps it should be an automatic effect (no Action) that would happen any time it overlaps another ship.

R5-K6 is so much like the FCS that I miss the distinction except for the slot used and utter unpredictability of its use. Now if you want to make it better for ordnance then allowing the new TL to modify the attack the original TL was spent on actually makes plenty of sense.

I guess one thing to remember about buffing "bad" cards is that those cards may not stay bad forever. What was so amazing about Deadeye that it needed a nerf aftering never even getting used over the course many waves?

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Just flip flop "turn maneuver" and "bank maneuver" and this card would be epic and make way more sense. Why would maneuvering find make you turn less quickly? I'm not sure if the points need to be upped, but either way I would use it. As it is now, I don't think I have ever seen it used.

Saboteur:
At the start of the Combat phase you may choose 1 enemy ship at Range 1 and roll 1 attack die. On a [HIT] or [CRIT] result, choose 1 random facedown Damage card assigned to that ship, flip it faceup, and resolve it.

Flight Instructor:
When defending, you may reroll 1 of your die results. If the attacker's pilot skill value is "2" or lower, you may change 1 of your blank results to an focus result instead.

Baze Malbus:
After you perform an attack that does not hit, you may immediately perform a primary weapon attack against a different ship. You may change 1 [FOCUS] result to a [HIT] result. You cannot perform another attack this round.

R3 Astromech:
Once per round, when defending, you may cancel 1 of your [FOCUS] results during the "Modify Defense Dice" step to assign 1 evade token to your ship.

Elusiveness:
When defending, you may cancel a [FOCUS] result to change a blank result to a [EVADE] result.



38 minutes ago, JJFDVORAK said:

IMG_20170328_230858.jpg

Just flip flop "turn maneuver" and "bank maneuver" and this card would be epic and make way more sense. Why would maneuvering find make you turn less quickly? I'm not sure if the points need to be upped, but either way I would use it. As it is now, I don't think I have ever seen it used.

I was thinking of giving it a reinforce action since it is the only ship (besides the one in wave 11) with 180 aux, but like the shadow caster the YV-666 doesn't need any more help.

57 minutes ago, Kdubb said:

Ya being able to elect for it after seeing where everyone is for combat is pretty potent as well. Might even make Youngster swarms a thing.

Maiking Expose not an action may make it a better card in general, but it makes it a worse card for a Youngster swarm since Youngster's ability only works on action EPTs.

1 hour ago, Marinealver said:

Yeah shadow caster is not a bad card. I just find it well meh (kind of like Jabba) However I do find it ironic that the largest ship in the game (excluding huge ships of course) cannot carry Jabba the Hutt.

But again, what cards will you make, so far I heard of B-wing/E2 and yes it needs a mod. I don't think reinforce will work since it doesn't have a 180 aux arc like the YV-666.

While I am interested in seeing how well Reinforce would work on a normal arc, I agree that it's too experimental for something like this. Perhaps a point reduction on the crew, or systems?

1 hour ago, Marinealver said:

I don't think reinforce will work since it doesn't have a 180 aux arc like the YV-666.

Why does it matter to reinforce if a ship doesn't have a 180 arc? It makes "out of arc" a generally safer call for the reinforce action but you aren't really killing anything if all of the ships are out of your arc (assuming no turret). Nera would be kind of cool if she could get the reinforce action.

Edited by WWHSD

Just reduce the cost of upgrades that aren't used at all until they show up somewhere. Even if Expose has to cost -5 points!

17 minutes ago, WWHSD said:

Why does it matter to reinforce if a ship doesn't have a 180 arc? It makes "out of arc" a generally safer call for the reinforce action but you aren't really killing anything if all of the ships are out of your arc (assuming no turret). Nera would be kind of cool if she could get the reinforce action.

Different topic all together, however with reinforce you will need a full page of errata for all the different firing arc configurations, which can be split up into 3 categories.

  • 180 Aux & Huge Ship sections (fore and aft)
  • standard and 360 PWT firing arcs (they have the same standard firing arc)
  • Rear Aux and Mobile FA (now the biggest question is it only 1 side or 2 adjacent sides you have the reinforce action on?)

Still you will need not just a reference card but a whole page of errata for reinforce. Lets just keep it simple for now and restrict it to huge ship sections and 180 aux.

I understand it would never happen because it's more than an Errata, but this is how I think Expose should work:

Expose (EPT, Secondary Weapon, 4 points, Range 1-3, 1 Attack Die)

Reduce your Agility Value by 1 (to a minimum of 0.) You may not perform attacks with your Primary Weapon.

ATTACK: Attack 1 ship. Roll additional Attack Dice equal to your printed Attack Value, up to a maximum of 3 additional dice.

If price adjustments are acceptable, how about Outmaneuver down to 2 pts instead of 3?

In general, remove action headers from expensive cards.
These cards pay for themselves already with their squad point cost.

Saboteur:
At the start of the End phase ...

Flight Instructor:
Friendly ships at range 1-2...

Baze Malbus:
After you perform an attack that does not hit, you may immediately perform a primary weapon attack against a different ship (even a ship outside your firing arc). You cannot perform another attack this round.

R3 Astromech:
You action bar gains the Evade icon.

Expose:
At the start of the combat phase...

B-wing E2:
Your upgrade bar gains the (crew) icon. You may reduce the cost of equipped (system) upgrade cards by 1 (to a minimum of 0).

Leia Organa:
During the Activation phase, if you aren't stressed, you may assign a stress token to your ship to allow one friendly ship that reveals a red maneuver to treat that maneuver as a white maneuver until the end of the phase.

Luke Skywalker:
When attacking, you may change 1 Focus result to a Hit result. After you perform an attack that does not hit, you may immediately perform a primary weapon attack. You cannot perform another attack this round.

Han Solo:
When attacking, if you have a target lock on the defender, you may spend your target lock to change 1 blank result to a Hit result.

1 hour ago, WWHSD said:

Maiking Expose not an action may make it a better card in general, but it makes it a worse card for a Youngster swarm since Youngster's ability only works on action EPTs.

Ha. You're right. That's hilarious. I didn't even consider the implications.

1 hour ago, Marinealver said:

Different topic all together, however with reinforce you will need a full page of errata for all the different firing arc configurations, which can be split up into 3 categories.

  • 180 Aux & Huge Ship sections (fore and aft)
  • standard and 360 PWT firing arcs (they have the same standard firing arc)
  • Rear Aux and Mobile FA (now the biggest question is it only 1 side or 2 adjacent sides you have the reinforce action on?)

Still you will need not just a reference card but a whole page of errata for reinforce. Lets just keep it simple for now and restrict it to huge ship sections and 180 aux.

You're making it harder than it needs to be. The rules card for Reinforce on Large and Small ships covers all of that.

When you take the action you choose "in arc" or "out of arc". If you chose "in arc" then when you are attacked by a ship that is in your arc you get to add an evade result. If you chose "out of arc" then you get the evade result when attacked by a ship that is not in your arc. All of the FAQ entries you'd need already exist to cover effects like Tactician, Backstabber, or Outmaneuver.

11 minutes ago, WWHSD said:

You're making it harder than it needs to be. The rules card for Reinforce on Large and Small ships covers all of that.

When you take the action you choose "in arc" or "out of arc". If you chose "in arc" then when you are attacked by a ship that is in your arc you get to add an evade result. If you chose "out of arc" then you get the evade result when attacked by a ship that is not in your arc. All of the FAQ entries you'd need already exist to cover effects like Tactician, Backstabber, or Outmaneuver.

lol, Nope, you are not reading the rules right.

The reinforce actions specifies fore section or aft section. Not in arc or out of arc as huge ships have multiple arcs. With the 180 aux you can easily specify which is fore or aft section.

When writing and reading rules you should think of them as analog algorithms. There has to be clear instructions on which line, symbol, or value is which or else it could be misinterpreted or just down right fail. Firing arcs are not sections, and all non-huge ships that don't have 180 aux arcs don't have a fore or aft section.

As I said if you want reinforce to work in and out of arc you need to rewrite the rules. The current supplement simply does not support it.

But still if you want to keep this conversation going, make a new thread please.

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Edited by Marinealver