3 hours ago, Boris_the_Dwarf said:I'm not saying Biggs' ability isn't powerful, or that it doesn't need some addressing at some level, but **** that is the most watered down, weakest change I've seen proposed for it. Ever. Oh no, I get a stress token but I kill your best ship in a single shot with my tricked out OP scum and now your squad can't even compete? Why not just ban the x-wing from competitive tournament play, because that's what's being proposed here.
Seriously, I do not understand how people hate on the one and only good ship the game is named for when we have issues like Scurgg Genius and Dengar double shot running rampant.
1. My general approach is to maximize player choice, and emphasize stress as the universal currency of tactical tradeoffs. This change accomplishes both.
2. Integrated Astromech is now dual sided and the first use can discard a dealt facedown damage card.
3. Biggs cost reduced to 44 (22)
4. OP Scum stuff is also getting nerfed, some mechanical and some to bring it in line with a consistent power curve.
5. Reverse rebel captive is still good, and punishes the highest PS ships in the opposing squad.
6. It's still pre-beta.
7. The developers have stated they would not have written Biggs ability as written if they were to redo the game.
2 hours ago, kris40k said:You realize that change would prevent the big, bad Dengar and other current Expertise carriers from killing your best ship in a single shot? Also, a typical mindlinked Fenn Rau would be double stressed, actionless (except a gifted Focus) and then killed the following turn. PtL Aces would hate life. Thankfully, MJ's change is only once per round.
There is a reason why Rebel Captive is effective and worth 3pts and a crew slot.
Bingo. In Biggs case I priced him where he needed to be at PS5, then added about 6 (3) points for his reverse rebel captive ability.
Edited by MajorJuggler