First of many Nerf threads (probably)
Nerf Atannit mindlink -only cheaters use that combo
Just nerf Sabine Wren and undo the Palpatine nerf - this way everything will go back to normal state.
As it happens Jumpmasters are so popular because at this moments are the only cost-effective ships that can survive inflated red dice attacks and broken Sabine bombs.
3 minutes ago, Embir82 said:Just nerf Sabine Wren and undo the Palpatine nerf - this way everything will go back to normal state.
As it happens Jumpmasters are so popular because at this moments are the only cost-effective ships that can survive inflated red dice attacks and broken Sabine bombs.
you forgot nerf/ban biggs.
Make the X-wing no longer a part of X-wing again!
Good call. With Imperial's in the dumper let's nerf Scum some more so that the precious Rebels never lose. Or maybe they could fix some **** instead.
Problem is that Jumpmasters never got nerfed. They tried to nerf out the Torpedo Scout archetype and did nerf Manaroo. Dengar and Tel were never touched. The entire ship is too good for its price and that has never been addressed.
8 minutes ago, gamblertuba said:Problem is that Jumpmasters never got nerfed. They tried to nerf out the Torpedo Scout archetype and did nerf Manaroo. Dengar and Tel were never touched. The entire ship is too good for its price and that has never been addressed.
Because your supposed to pay 12 points to increase your primary atk by one... and the community goes "but what if I don't?"
10 minutes ago, FlyingAnchors said:Because your supposed to pay 12 points to increase your primary atk by one... and the community goes "but what if I don't?"
bring up a good point, three firepower is not that much of a necessity.
However 2 firepower in arc is still pretty much phased out thanks to power creep. If you have 2 firepower you need to either a way to multiple attacks (such as snap shot for A-wings) or a PWT (like K-wings) or be able to take a turret (Like Y-wings).
26 minutes ago, gamblertuba said:Problem is that Jumpmasters never got nerfed. They tried to nerf out the Torpedo Scout archetype and did nerf Manaroo. Dengar and Tel were never touched. The entire ship is too good for its price and that has never been addressed.
This, Jumpmasters never got the nerf.
@Marinealver Jumpmasters make an excellent Torp boat with extra munitions and scavenger crane. Played right, in arc, they will do 3-4 dice attacks all day. It's those 2 dice on a turret that make the ship so good.
1 minute ago, Mep said:This, Jumpmasters never got the nerf.
@Marinealver Jumpmasters make an excellent Torp boat with extra munitions and scavenger crane. Played right, in arc, they will do 3-4 dice attacks all day. It's those 2 dice on a turret that make the ship so good.
That's what i said. PWT (Primary Weapon Turret) is needed to make a 2 firepower ship still viable.
Yeah, the jumpmaster shouldn't have a PWT. Take that way and it is still a very good ship. You can do something like this, without the PWT and have a solid list.
| Tel Trevura — JumpMaster 5000 | 30 |
| Veteran Instincts | 1 |
| Plasma Torpedoes | 3 |
| Advanced Proton Torpedoes | 6 |
| K4 Security Droid | 3 |
| Unhinged Astromech | 1 |
| Scavenger Crane | 2 |
| Guidance Chips | 0 |
| Ship Total: 46 | |
| Dengar — JumpMaster 5000 | 33 |
| Expertise | 4 |
| Plasma Torpedoes | 3 |
| Advanced Proton Torpedoes | 6 |
| K4 Security Droid | 3 |
| Unhinged Astromech | 1 |
| Scavenger Crane | 2 |
| Guidance Chips | 0 |
| Ship Total: 52 | |
1 hour ago, gamblertuba said:Problem is that Jumpmasters never got nerfed. They tried to nerf out the Torpedo Scout archetype and did nerf Manaroo. Dengar and Tel were never touched. The entire ship is too good for its price and that has never been addressed.
So how do you nerf jumpmasters? The most popular pilot had an ability errata. Every upgrade card that it used got take away from R-4 Agro, to Deadeye. Changing stats or point cost of firing arcs is not a precedent set by FFG. And you can forget about changing the dial.
The best change would be to remove the PWT. The dial, upgrade slots, printed numbers, all that need not be touched.
5 hours ago, Embir82 said:Just nerf Sabine Wren and undo the Palpatine nerf - this way everything will go back to normal state.
As it happens Jumpmasters are so popular because at this moments are the only cost-effective ships that can survive inflated red dice attacks and broken Sabine bombs.
There weren't any Sabines in the top 16 of worlds, while there was a Palpatine...
Make Attani turn all turns white, so protectorates and Shadowcasters don't remove the penalty of restricted movement anymore, bump up the Jumpmasters point cost across the board, move the Salvaged Astromech slot into the title. That is the minimum we need to take scum down a notch. Than maybe look at Sabine and make it so she can't trigger of every single Cluster Mine token, so she won't find use every turn against high health ships, which should beat her and keep her in check.
6 hours ago, Marinealver said:So how do you nerf jumpmasters? The most popular pilot had an ability errata. Every upgrade card that it used got take away from R-4 Agro, to Deadeye. Changing stats or point cost of firing arcs is not a precedent set by FFG. And you can forget about changing the dial.
Well they could try to unnerf all the cards that were nerfed because of the Jumpmaster and increase the point cost of every Jumpmaster by something like 3 or 4.
I would rather see less cards changed and instead have only this one change. That would allow some other ships to take some of the nerfed cards again as well.
It does feel like they have hit the stage that a direct point increase would be required.
Personally, I don't see this being any worse than adding 'small ship only' to an upgrade card. They both have the effect that your list could be illegal if you don't keep up to date with errata.
EDIT - Mighty mighty Tel winning now means every build has been part of a well-known list, so harder to argue that a points increase would be unfair on one pilot when nerfing another.
Edited by FlipmodeSHI'm going to buy two more Jumpmasters and paint them as Batman & Robin, so I hope FFG aren't planning any nerfs!
2 hours ago, Admiral Deathrain said:Than maybe look at Sabine and make it so she can't trigger of every single Cluster Mine token, so she won't find use every turn against high health ships, which should beat her and keep her in check.
Sabine is already once per turn so she shouldn't be triggering off every cluster mine token.
2 minutes ago, asters89 said:Sabine is already once per turn so she shouldn't be triggering off every cluster mine token.
Ah yes, that was not put well: What I mean is that since usually one Cluster Mine token lingers around, you can usually send one of your own ships over it to deal out the Sabine damage when you knwo you won't get it otherwise. That way you get even more consistent usage out of her.
2 hours ago, Admiral Deathrain said:There weren't any Sabines in the top 16 of worlds, while there was a Palpatine...
It doesn't matter. The very fact that such a hard counter to aces exists make them risky to take. Add to that horrbile Palpatine nerf and natural gatekeeper of Jumpmasters is gone. Thus yesterday's results.
2 hours ago, Admiral Deathrain said:Make Attani turn all turns white
Yeah, lets nerf another upgrade card into oblivion - just like Palpatine crew card. Great idea. s/
6 minutes ago, Embir82 said:It doesn't matter. The very fact that such a hard counter to aces exists make them risky to take. Add to that horrbile Palpatine nerf and natural gatekeeper of Jumpmasters is gone. Thus yesterday's results.
Yeah, lets nerf another upgrade card into oblivion - just like Palpatine crew card. Great idea. s/
Kind of contradicting yourself there.
1 minute ago, Procastination said:Kind of contradicting yourself there.
Kind of you don't understand how good and bad designed counter works. One leaves you room for outplay (and Aces did that to Jumpmasters), another just counters you hard and you can't do anything about that (Sabine's crew card).
How on earth would making Mindlink downgrade green turns make it useless? It is a very tame nerf tbh.
11 minutes ago, Embir82 said:It doesn't matter. The very fact that such a hard counter to aces exists make them risky to take. Add to that horrbile Palpatine nerf and natural gatekeeper of Jumpmasters is gone. Thus yesterday's results.
Yeah, lets nerf another upgrade card into oblivion - just like Palpatine crew card. Great idea. s/
What most people seem to be proposing is to nerf the most powerful chasis in the game so that it brings it back down the powercurve and makes more other builds viable.
What you are proposing is to go to a rock papaer scissors scenario where palp aces beat jumpmaster, some other list (maybe stress control) beats palp aces like it used to and then jumpmasters beat that third list.
I know which meta I'd rather play in.
1 minute ago, Admiral Deathrain said:How on earth would making Mindlink downgrade green turns make it useless?
Just look how often Mindlink was used before hard green turning scum ships showed up (Protectorate Starfighter, Shadowcaster).
This was at most curiosity. Nothing more.