3 minutes ago, Tlfj200 said:Sweet! Old Fenaroo comes out unscathed!
If I want to play OP, I enjoy FennBoats way better...throwing loads of reds and then Boba-ing their best card is great fun!
Edited by clanofwolves3 minutes ago, Tlfj200 said:Sweet! Old Fenaroo comes out unscathed!
If I want to play OP, I enjoy FennBoats way better...throwing loads of reds and then Boba-ing their best card is great fun!
Edited by clanofwolves28 minutes ago, Pretty Green said:As I stated before, some ships will always see more play than others. That´s not a reason to nerf something, now is it?
You will always find something that are "in a disproportionate amount", so do you really want nerfing every 6 months or so to the ships that you happen to see more at the top?
If you want to just see one list from each faction, fine.
I'd rather not have 90% of my investment into this game reduced to being expensive paperweights.
Edited by Stevey865 minutes ago, clanofwolves said:Love your thoughts as always. If this is true @Stevey86 --which is a quite logical thought-- then why was the Imperial faction specific nerf (I know Degaroo was killed in the Scum faction, but other OP Scum mechanics --worst being the JM base stats and MindLink-- were left untouched as well as obvious Biggs, Miranda and Sabine on the Rebel side) done just before Worlds? It quite literally killed the entire top squads of one faction, whereas the other "non-Imperial stuff" that "still needs looking at" remain not only unscathed, but we're boosted by the now neutered third faction. It seems you either clip off ALL the very top performers of each faction to give balance within each faction better footing all in one FAQ, or you leave the high outliers in each faction so they all have a shot at the top table and keep the overall game ballanced. One way or another, not the way they did it, never that way....never that way.
This bit is the killer. And it is the single biggest cock up FFG has made in this game. They've tried to hit it in every FAQ since its release and the **** thing just won't die.
I think all but the most ardent Scum-only player wishes they'd just man up, admit how royally bad a design it was, and make wholesale changes to the Jumpmaster.
As for Rebels, I really do hope we get a Sabine rewording soon. And I am truly puzzled why they just can't bring themselves to change Biggs rather than designing an entire faction around him to the point that when he finally does get the nerf his **** moustached face deserves it'll cripple the entire faction.
I love how d*mn gets censored here but cock doesn't. ![]()
7 minutes ago, Stevey86 said:If want to just see one list from each faction, fine.
I'd rather not have 90% of my investment into this game reduced to being expensive paperweights.
No, I don´t.
But in order to see more different ships at the table, is nerfing all winning lists really the way to go? You know it´s an endless road.
43 minutes ago, asters89 said:You'll have to show your workings there.
Que?
.
Edited by KeffischThat's a start.
9 minutes ago, Pretty Green said:No, I don´t.
But in order to see more different ships at the table, is nerfing all winning lists really the way to go? You know it´s an endless road.
Nerf some at the top, buff some at the bottom. Keep going until there's some kind of balance.
Not suggesting everything should be equally competitive, but at least have some kind of a role to play.
But as I've said previously and on other threads, to make that happen they need to come down hard on the Jumpmaster, far more than little wording changes will allow.
Instead I imagine they'll keep treating the symptoms. I imagine a small ship only errata to Extra Munitions to start. Then probably a when a ship takes a focus action, all others get a focus token to Mindlink.
Neither of which will fix a broken chassis, but will take more Scum ships out of play and unbalance the faction even further.
2 minutes ago, Keffisch said:Que?
You made a comment to the effect that my previous comment was wrong.
Then you said that it's like being back in a wave 5 meta, but haven't explained why you think that.
For me, I remember wave 5 being about large base arc dodging turret ships. I don't see how this meta is anything like that, the wave 10 post FAQ meta seems to be mostly about action economy.
15 minutes ago, Stevey86 said:This bit is the killer. And it is the single biggest cock up FFG has made in this game. They've tried to hit it in every FAQ since its release and the **** thing just won't die.
I think all but the most ardent Scum-only player wishes they'd just man up, admit how royally bad a design it was, and make wholesale changes to the Jumpmaster.As for Rebels, I really do hope we get a Sabine rewording soon. And I am truly puzzled why they just can't bring themselves to change Biggs rather than designing an entire faction around him to the point that when he finally does get the nerf his **** moustached face deserves it'll cripple the entire faction.
I'm in full agreement the Jump was a bit OP from the word go and FFG have been treating the symptoms rather than the cure. I honestly don't think Biggs needs a nerf though. The only reason Biggs is around so much is because of the amount of red dice currently on the table. Biggs is a necessary meat shield for so many Rebel lists in the current meta as the other ships really need to not be alpha'd off the table. It's the meta game that makes Biggs a crutch; not his ability. The ability's been the same since the game began. It's frustrating people now because he's the only viable option for not loosing your important ships on turn 1 of combat and is therefore everywhere. I think sometimes people mistake over saturation for over powered.
Don't get me wrong; I understand it is a game warping ability but it's always been there. It's really now becoming a problem because of one shot nuking ships not because Biggs is "good". He's literally there to allow you to escort your other ships in to do the job.
3 minutes ago, Stevey86 said:Nerf some at the top, buff some at the bottom. Keep going until there's some kind of balance.
Not suggesting everything should be equally competitive, but at least have some kind of a role to play.But as I've said previously and on other threads, to make that happen they need to come down hard on the Jumpmaster, far more than little wording changes will allow.
Instead I imagine they'll keep treating the symptoms. I imagine a small ship only errata to Extra Munitions to start. Then probably a when a ship takes a focus action, all others get a focus token to Mindlink.Neither of which will fix a broken chassis, but will take more Scum ships out of play and unbalance the faction even further.
Bottom-buffing would be my choice. Emperor nerf was needless as the card wasn´t dominating at the top.
And at least they are trying to buff weaker ships with the new shield revocery and unguided rockets.
I think shield regeneration should have some kind of maximum limit how many times you can do it. But of course it would create a problem for counting it.
Just now, Pretty Green said:Bottom-buffing would be my choice.
To each their own
I like the idea of getting rid of all nerfs, give me back good ole palapatine and decloak at activation and you will see the empire roar back
9 minutes ago, Smutpedler said:I honestly don't think Biggs needs a nerf though. The only reason Biggs is around so much is because of the amount of red dice currently on the table. Biggs is a necessary meat shield for so many Rebel lists in the current meta as the other ships really need to not be alpha'd off the table. It's the meta game that makes Biggs a crutch; not his ability. The ability's been the same since the game began. It's frustrating people now because he's the only viable option for not loosing your important ships on turn 1 of combat and is therefore everywhere. I think sometimes people mistake over saturation for over powered.
Don't get me wrong; I understand it is a game warping ability but it's always been there. It's really now becoming a problem because of one shot nuking ships not because Biggs is "good". He's literally there to allow you to escort your other ships in to do the job.
The other part of that problem is that Rebels can't defend for ****. Which is what happens when an entire faction is designed around a single ability.
Buff the X-Wing? Can't makes the meatshield stronger. A survivable Rebel ship? Nope, because it'll get slapped next to Biggs. So long as they kill something before Biggs pops it they're laughing all through the end game.
Every other issue in this game can be fixed. Even the Jumps if FFG have the balls to do it.
But you can't rebuild an entire faction. Biggs is the single reason we'll eventually see an X-Wing 2.0.
Edited by Stevey865 minutes ago, Smutpedler said:. The ability's been the same since the game began. It's frustrating people now because he's the only viable option for not loosing your important ships on turn 1 of combat and is therefore everywhere. I think sometimes people mistake over saturation for over powered.
Don't get me wrong; I understand it is a game warping ability but it's always been there. It's really now becoming a problem because of one shot nuking ships not because Biggs is "good". He's literally there to allow you to escort your other ships in to do the job.
Without getting into the debate of whether or not Biggs needs a nerf... While Biggs and his ability have been around since wave 1, I think its just important to point out that several combos have developed over the waves which have multiplied the effect of his ability since then.
R4-D6 (Rebel Transport), Integrated astromech (Wave 8), Kanan Jarrus Pilot (Wave 8), Captain Rex (Wave 10), Jyn Erso plus Jan Ors crew combo (Wave 10).
In the interest of balance, we've also had the slight nerf about choosing your weapon before having to attack Biggs.
All in all though, a wave 10 Biggs is a very different proposition from a wave 1 Biggs. A Wave 10 list can stack combos to keep Biggs alive for much longer. I think that gets overlooked a bit too often.
6 minutes ago, asters89 said:Without getting into the debate of whether or not Biggs needs a nerf... While Biggs and his ability have been around since wave 1, I think its just important to point out that several combos have developed over the waves which have multiplied the effect of his ability since then.
R4-D6 (Rebel Transport), Integrated astromech (Wave 8), Kanan Jarrus Pilot (Wave 8), Captain Rex (Wave 10), Jyn Erso plus Jan Ors crew combo (Wave 10).
In the interest of balance, we've also had the slight nerf about choosing your weapon before having to attack Biggs.
All in all though, a wave 10 Biggs is a very different proposition from a wave 1 Biggs. A Wave 10 list can stack combos to keep Biggs alive for much longer. I think that gets overlooked a bit too often.
Good point - they're buffing Biggs faster than they're nerfing him.
21 minutes ago, asters89 said:You made a comment to the effect that my previous comment was wrong.
Then you said that it's like being back in a wave 5 meta, but haven't explained why you think that.
For me, I remember wave 5 being about large base arc dodging turret ships. I don't see how this meta is anything like that, the wave 10 post FAQ meta seems to be mostly about action economy.
It is a reference to The Phantom Nerf (tm), and to the *** state the game was in for Imperials, when Fat Han and Fat Dash reigned supreme.
2 minutes ago, Stevey86 said:The other part of that problem is that Rebels can't defend for ****. Which is what happens when an entire faction is designed around a single ability.
Buff the X-Wing? Can't makes the meatshield stronger. A survivable Rebel ship? Nope, because it'll get slapped next to Biggs. So long as they kill something before Biggs pops it they're laughing all through the end game.
Every other issue in this game can be fixed. Even the Jumps if FFG have the balls to do it.
But you can't rebuild an entire faction. Biggs is the single reason we'll eventually see an X-Wing 2.0.
Pretty much my point but worded better.
Just now, asters89 said:Without getting into the debate of whether or not Biggs needs a nerf... While Biggs and his ability have been around since wave 1, I think its just important to point out that several combos have developed over the waves which have multiplied the effect of his ability since then.
R4-D6 (Rebel Transport), Integrated astromech (Wave 8), Kanan Jarrus Pilot (Wave 8), Captain Rex (Wave 10), Jyn Erso plus Jan Ors crew combo (Wave 10).
In the interest of balance, we've also had the slight nerf about choosing your weapon before having to attack Biggs.
All in all though, a wave 10 Biggs is a very different proposition from a wave 1 Biggs. A Wave 10 list can stack combos to keep Biggs alive for much longer. I think that gets overlooked a bit too often.
But you can also get around Biggs now. Torp boats are on the rise again to kill off Kanan in the Kanan/Biggs list. There are also many more ways to auto-damage Biggs than there used to be so whilst Biggs has had a few tasty extras over the years; everyone else also has some tasty anti-Biggs extras. Auto blaster's, bombs, feedback array, BMST, Wampa etc. I'm not convinced it's a very different proposition; just the context has changed. Does that make sense? I think I'm trying to say; Bigg' is still Bigg's. There's just a larger array of tools for the biggs and anti-biggs toolboxes.
10 minutes ago, Keffisch said:It is a reference to The Phantom Nerf (tm), and to the *** state the game was in for Imperials, when Fat Han and Fat Dash reigned supreme.
So imperials suffering in the current meta = salty imperials . Like I stated originally?
Does anyone remember a year ago when 3x Deadeye jumps were running around the meta and imperial aces were actually winning all the tournaments? During that time imperial aces weren't crushed, they were just abandoned for x7. You don't necessarily have to nerf everything just because.
I'd lower blaster turret cost by 1 and remove the token spend requirement.
Increase PTL cost by 1 or 2.
Increase VI cost by 1.
Increase all regen ability cards and pilots cost by 2 across the board.
Reduce the cost of all modifications by 1. And create a Heavy Modification slot for all ships where you can add a second mod but it costs +1 point over listed cost.
Each TLT shot is a separate attack and can proc effects, also the first shot uses up blinded pilot so you can still fire the second shot.
Attaini mindlink can be used by all factions.
I think those things would make the game more fun.
6 minutes ago, ViscerothSWG said:I'd lower blaster turret cost by 1 and remove the token spend requirement.
Increase PTL cost by 1 or 2.
Increase VI cost by 1.
Increase all regen ability cards and pilots cost by 2 across the board.
Reduce the cost of all modifications by 1. And create a Heavy Modification slot for all ships where you can add a second mod but it costs +1 point over listed cost.
Each TLT shot is a separate attack and can proc effects, also the first shot uses up blinded pilot so you can still fire the second shot.
Attaini mindlink can be used by all factions.
I think those things would make the game more fun.
Please explain to me how that version of TLT is in any way "more fun".
7 hours ago, Giledhil said:Again, lolnope. Events like Worlds does NOT give an overview about factions. Players are here to win, therefore choosing ships and upgrades (and therefore faction) that are the best bet for them in the current meta. So all you can get from it is toilet seats and fenn are OP, as might be Miranda. But you can not conclude from Worlds results that a single faction is "in a bad place".
In short : competitive plat does not summerise the entire game.
Yes it does. The game is a competitive game. It might not be the only way to play, but it is the primary one. Plus, it's not just worlds that shows us that Empire is in a bad place. There are also I couple of System Opens to draw data from, which supports the conclusion.
9 minutes ago, Stevey86 said:Please explain to me how that version of TLT is in any way "more fun".
Playing a TLT hwk and losing your entire attack due to blinded pilot is the biggest NPE I have ever experienced in this game. That's how.