A discussion on Nerfing Biggs and how it should be done

By Do I need a Username, in X-Wing

If Biggs gets nerfed, all rebel ships from wave I-XI need to be buffed, because they were designed with him in mind. My solution I wrote in another nerf thread was to include a Mod upgrade for rebels only:

Modification "Rebel Only: Your ship gains +2 Hull if your agility is 1. Your ship gains +1 Hull if your agility is 2. You may equip another modification. You cannot equip two of the same modification."

With the extra hull, rebels without Biggs can stay on the table longer to actually compete with the red dice frenzy.

3 hours ago, Elavion said:

It shouldn't.

Biggs is popular right now because he works well in the current meta. He also allows ships that would otherwise see pretty much no play, such as Jess, Rex or Thane, to function- without Biggs they would be literally useless (Jess might see some play, but I wouldn't bet on it).

There IS counterplay to Biggs. He is pretty much a flying brick that costs 25 points plus upgrades- that's 1/4th of a list. And yet against this very immobile, arc-bound ship so many people just joust. Biggs enables some of the best jouster lists in the current meta. Just flank the guy.

That, and pretty much every good Biggs-centric list gets countered by DengarTel.

I understand this. My main problem is not with most Biggs lists, its with Biggs protecting a large ship that is in front of him. My goal was to make people flying Biggs put him in front (no more Biggs behind a Kannan on the side of the board.) I understand why he shouldn't be nerfed, and I mostly just want to rework it to make him fly in front.

4 hours ago, Dymond Kyng said:

So I posted a "I think Biggs needs a nerf" thread awhile back. I have since changed my viewpoint. Not because I've started playing Biggs, but I think I finally nailed down why I had (why I think other people have) a problem with him. The main complaint seems to be "we want to see X Wings flown in the game of X Wing, and right now, Biggs is the only pilot that is competitive yet I want to be able to fly other pilots competitively". Here's my perceived flaw in that thinking. We are seeing an X Wing at competitive events. People just want it to be a different pilot (or 3). I understand wanting to see a variance of X Wings at the competitive level, but think about how many other ships have multiple pilots that are seen competitively (Jumpmaster excluded). I'm not going to make a full list, but I'd point out that no one is complaining that there aren't more E Wing pilots other than Corran. K Wings are usually just Miranda, the 2400 is Super Dash, Whisper for the Phantom, Inquisitor, etc. While there are some ships that have multiple options, it's not unheard of to simply have 1 pilot that eclipses others. And I've even seen Biggs with Wedge and some A Wings (yet another original X Wing pilot). I even have a trip X Wing list that I find fairly competitive that is a blast to fly (Luke, Nien, Snap). My point is, I've changed camps and think that Biggs is a tool in the Rebel arsenal that isn't an auto include, but a strong option. People just want to fly the X Wing like they see it in the moives, not have it blow up first thing protecting everything else. I get that, but hey, again, we are seeing a classic X Wing at competitive events (final table at Worlds for example). IMO, I think Biggs is fine. I took awhile and a lot of thought to get to that point.

I understand this too. It's why I mostly play casual. Conversely, I do think that Biggs is limiting the ability to buff other X-wings (which are not fine) and while the X-wing is in line with most things, in that it has one good pilot, it should have more, as it is the name of the game. (I also think the same should be true of a Tie Fighter) but again, I want Biggs to work as a more thematic thing.

4 hours ago, HanScottFirst said:

I only like nerfing Biggs IF the classic rebel ships get a buff. (If you do nerf him, I like the idea of "once per round," or maybe something like the ability only triggers if the firing line to the target passes through Biggs or something - which means he could block farther than range one, but would be a lot more tricky to use).

The buff would have to be some blanket thing, like a "Rouge Squadron" title for any small base rebel ship (X-Wing, Y-Wing, B-Wing, K-Wing, etc.) that just copies and pastes the text from"adaptive ailerons" (basically if you're attacked by more dice than you defend with, after rolling your defense, roll one additional green die). If you want to go Epi 7+8, have the title be Poe Dameron's "Black Squadron" instead.

The buff would be simple, but not overpowering. Bringing a B-Wing up to 2 green dice probably wouldn't do much with the red dice power creep, but getting an X-Wing up to 3 would be sweet - and seem a lot more like the movies. TIEs are more maneuverable, but watching the movies, X-Wings aren't slouches, either. Besides, TIEs have an evade and X-Wings don't - that by itself simulates the increased agility.

What do you think? Would that buff be enough to replace Biggs, or would it need to be something greater? Would the title be free, or cost 1 point?

In terms of a rebel Buff to replace Biggs, I think it could be something involving more damage output, or even something like "While defending, you may set one die to an (evade) for each friendly ship at range one" But maybe Biggs doesn't need a nerf, hence why I want to discuss it. Hence the firing line pass through thing.

10 hours ago, wurms said:

If Biggs gets nerfed, all rebel ships from wave I-XI need to be buffed, because they were designed with him in mind.

Please, please, please stop perpetuating this bull. Rebel where not given weaker stats because Biggs exists. Rebels suffer now, because the careful balance of HP to defense to offence that was originally established for the game has become lopsided. There was a time when a B-Wing's stats where consider almost too good.

Edited by Duskwalker

How to nerf biggs:

1) build a list that can kill a T-65.

2) move on.

1pte13.jpg

Don't touch mah moustached friend!

I'm currently working on a global recosting for a fanmade "Xwing 3.0" starting with wave 1.

Part of my approach is to drop the likes of Howlrunner and Carnor in PS, ships you take for the ability on ships you would otherwise prioritize PS, and raising the PS of midtier generics to be above them.

I basically take whatever version of the ship is closest to viable in the meta,, and use that as the baseline to rebalance the rest of the pilots for that ship.

Biggs, I ramp up the cost to 28, and drop to a PS below Red Squadron at 23 (who also gains an EPT at PS5), Integrated Astromech allows an additional modification, and the R5 generic is a 0 point droid.