Well, I wasn't going to post this because we just had a good few days of actual discussions and not just nerf threads . . . but now the nerf threads are back, so here's my contribution.
The question: assuming FFG wants to nerf the Jumpmaster, what's the best way to do it?
The answer: remove the turret. Throw in an erratum that just says "The JM5K can only target ships inside its firing arc." Here's the reasoning:
- One of the major complaints about the JumpMaster is its dial. The thing is a monster. Without a turret, though, the insane maneuverability makes a bit more sense -- a big ship has to work hard to keep things in arc. It can still be a great blocker, but it'll be harder to block while also getting a shot. Oh, and the white sloop becomes a much more risky move -- yeah, it's white, but what if you end up facing the wrong way? Suddenly you're missing out on shots.
- Manaroo gets reigned in as a support ship. She can't kite around as effectively, and her options are pretty limited now that she has to be at Range 1. A lot of rounds, this basically means a trade-off between getting a shot and being able to pass tokens.
- Dengar is still nasty, but now there's a win condition against him. As it is, playing Dengar is really tricky for a lot of ships because the best you can hope for is to trade shots (he shoots you from out of arc, you shoot him, no revenge shot). Without a turret, though, it becomes imperative that the Dengar player actually gets you in arc more often than not; if he doesn't, he'll fall behind in the damage race.
- Tel stays pretty much the same, which I think is fair. In the case of the Worlds list, it makes Tel and Dengar much more comparable to Dengar and Bossk; Tel loses out on some late-game strength, but is still far more maneuverable than his counterpart.
- The combination of upgrades, while still a bit hard to swallow, is somewhat mitigated. Torp Scouts are still borderline busted, but at least they only get two good shots apiece. After that, they can block, but they'll be blocking each other as much as blocking you. The Elite slot is a bit much, but the second torpedo slot is now reasonable.
- Perhaps most importantly, it seems like a fix that's actually in keeping with FFG's credo. They don't want to change point costs or ban cards because doing so makes it easy for a new player to show up to a tournament or even a store's game night with an illegal list. There's a big difference between "aw, man, this card doesn't work like I thought it did?!" and "soooo . . . what you're saying is that I can't fly this list? Period?" I can't think of any list you could come up with that works only because the JumpMaster is a turret. Any list will obviously work better that way, but at least you can still fly your ships.
Basically, it seems to me like this is the simplest way to fix the Jump. It would remain a powerful ship, and it might still be a bit busted in conjunction with Mindlink -- but that's as much a Mindlink problem as anything else. Thoughts?
VS