Why not just make it a once per round ability?
Biggs nerf idea?
18 hours ago, Mrk1984 said:I do like the Biggs in the line of fire, I've thought of having if Biggs is the closest enemy ship idea, but why get another attack if it misses?
Because you aren't making the attacker fight you, you are physically putting yourself in the way, which means if you dodge, the attack keeps going, toward the intended target.
My preferred would be if an opponent measures range through Biggs for an attack, Biggs becomes the target of the attack.
3 hours ago, Nickel said:Why not just make it a once per round ability?
Because that makes Biggs arguably even more powerful, as he continues to disrupt attacks but may live even more turns.
You want to nerf Biggs I think I know a sure fire way. Just stop playing. If you're not playing then there is no reason to be upset about Biggs and the ability he has in the game.
Another alternative: Make a brand NEW Biggs (there are two Han and Chewie pilots so there is a precedent) that would be the powerhouse X-Wing it seems everyone want. Make this new Biggs so strong that no one will care to play the old one because any help he provides for the rest of the team means you're giving up the powerhouse that is the New Biggs. Let's see:
New Biggs: PS 6, EPT + standard upgrades, 20 points, Once per round an attack targeting an ally within Range 1 of Biggs must target Biggs instead if possible. There you'd have your "nerf" while also still giving you plenty of reason to take him. Of course this may also make you want to target him more despite not needing to.
1 hour ago, StevenO said:You want to nerf Biggs I think I know a sure fire way. Just stop playing. If you're not playing then there is no reason to be upset about Biggs and the ability he has in the game.
Another alternative: Make a brand NEW Biggs (there are two Han and Chewie pilots so there is a precedent) that would be the powerhouse X-Wing it seems everyone want. Make this new Biggs so strong that no one will care to play the old one because any help he provides for the rest of the team means you're giving up the powerhouse that is the New Biggs. Let's see:
New Biggs: PS 6, EPT + standard upgrades, 20 points, Once per round an attack targeting an ally within Range 1 of Biggs must target Biggs instead if possible. There you'd have your "nerf" while also still giving you plenty of reason to take him. Of course this may also make you want to target him more despite not needing to.
So, by this reasoning, the way to fix Jumpmasters is to stop playing or to make them cheaper?
6 minutes ago, SabineKey said:So, by this reasoning, the way to fix Jumpmasters is to stop playing or to make them cheaper?
Stop playing works.
As for making Jumpmasters cheaper you should ask yourself "why are they a problem in the first place?" As that same question about Biggs. Are the two answer ANYWHERE close to each other? If you say they are then I'm afraid there is no hope for you. In isolation Biggs is WORTHLESS or at least his ability is but does your Jumpmaster NEED another ship around to be worth anything?
With all of this constant talk about " NERF BIGGS NOW !!!" how many remember hearing about other ships being called "Biggs like" because they provide a big enough benefit to the rest of their squadron that you may actually prefer to take a slightly harder shot to eliminate it because of what it does for everyone else. A prime example of this had be Howlrunner; back in the swarm days you would consider shooting her out of the sky early if you have any chance just because of the boost the provides the rest of her squadron. Throw Biggs in with a swarm of Z-95s and you may still want to take him out first to remove the 3 die attack which is harder to deal with than 2 die attacks.
Make Biggs a target you WANT to destroy for whatever reason and all of those complaints about his ability suddenly don't mean so much. If you think Biggs is holding back an X-Wing upgrade that is crazy talk unless you're only looking at it for an upgrade in DEFENSE. In a lot of way Integrated Astromech is the WORST upgrade the X-Wing could have gotten because now it just make Biggs that much stronger which is causing all of those complaining about his ability before to do so even more loudly. Has the X-Wing "fix" been something to boost the ship's offense then it really wouldn't help Biggs one bit because if he were to try to use it you'd have all that much more reason to want him dead.
I know I started this thread, but I don't even think Biggs needs to be nerfed. There is absolutely nothing about Biggs that would make a buff to Xwings bad, if it is an offensive or maneuvering buff. He is a pain, especially in some new lists, but not impossible to fly against. I think the best counter to him are arc dodgers (which can keep him out of arc, or shoot without taking return fire), but bombs are keeping them out of play.
I brought it up because so many of the Biggs suggestions completely change the concept behind him, and make him completely useless, which in turn makes it hard to run most low agility rebel ships. It is disappointing to hear that rebel ships have been designed with Biggs in mind, which probably means they were made a little more fragile than they would have otherwise.
3 hours ago, StevenO said:Stop playing works.
As for making Jumpmasters cheaper you should ask yourself "why are they a problem in the first place?" As that same question about Biggs. Are the two answer ANYWHERE close to each other? If you say they are then I'm afraid there is no hope for you. In isolation Biggs is WORTHLESS or at least his ability is but does your Jumpmaster NEED another ship around to be worth anything?
With all of this constant talk about " NERF BIGGS NOW !!!" how many remember hearing about other ships being called "Biggs like" because they provide a big enough benefit to the rest of their squadron that you may actually prefer to take a slightly harder shot to eliminate it because of what it does for everyone else. A prime example of this had be Howlrunner; back in the swarm days you would consider shooting her out of the sky early if you have any chance just because of the boost the provides the rest of her squadron. Throw Biggs in with a swarm of Z-95s and you may still want to take him out first to remove the 3 die attack which is harder to deal with than 2 die attacks.
Make Biggs a target you WANT to destroy for whatever reason and all of those complaints about his ability suddenly don't mean so much. If you think Biggs is holding back an X-Wing upgrade that is crazy talk unless you're only looking at it for an upgrade in DEFENSE. In a lot of way Integrated Astromech is the WORST upgrade the X-Wing could have gotten because now it just make Biggs that much stronger which is causing all of those complaining about his ability before to do so even more loudly. Has the X-Wing "fix" been something to boost the ship's offense then it really wouldn't help Biggs one bit because if he were to try to use it you'd have all that much more reason to want him dead.
Better explanation. I do consider what is wrong with Biggs, and yes, compared to Jumpmasters, he is a smaller fish. But that doesn't mean I don't think he shouldn't be seen to. Many, including the designers, think of him as a mistake. Yes, there plenty of ways to boost X-Wings that doesn't help Biggs (adleast directly). Still doesn't change that I think Biggs needs adjustment. I have used your techniques, and still think Biggs should be toned down.
Plenty of other cards have gotten similar chopping blocks, to the dismay of some and the relief of others. I don't see why Biggs should be exempted from such a block, nor that those hoping for it should just leave the game.
6 hours ago, StevenO said:You want to nerf Biggs I think I know a sure fire way. Just stop playing. If you're not playing then there is no reason to be upset about Biggs and the ability he has in the game.
If there is one thing that aggravates me more than any other in a game, it's when I am told the solution to an issue I or anyone else has with its design is to stop playing or leave. Not exactly conducive to expanding the community to be so elitist, and the long term health of the game is what suffers with such a hostile, exclusionary attitude.
If you don't agree that Biggs is a problem, you're entitled to that opinion, but do not get all high and mighty when legitimate criticism is levied; no game is perfect and X-Wing has notable issues right now. As for Biggs, the designers themselves have openly admitted that he has warped their design process since the beginning, so it's hardly an empty complaint.
[Double post because forum Quote system is broken]
11 hours ago, Boris_the_Dwarf said:Yeah, let's remove the X-wing from the game of its namesake. Nerfing Biggs will be the final nail in the coffin for that ship, as it is completely and utterly useless in all other forms, and has been for at least 2 years.
The blame for the plight of the X-Wing lies solely with the games' designers and their inability/unwillingness to make it viable. Just because Biggs persists on account of a clunky ability doesn't mean that ability is well thought out or interesting, and it's a very weak argument for keeping it as-is.
I always liked the idea that Biggs has to be closer to the firing ship than the intended target. still powerful but requires more maneuvers to work or workaround.
it's insane that they put out the wookie ship without nerfing Biggs
20 hours ago, Boris_the_Dwarf said:Yeah, let's remove the X-wing from the game of its namesake. Nerfing Biggs will be the final nail in the coffin for that ship, as it is completely and utterly useless in all other forms, and has been for at least 2 years.
It might open up design space for some more X-wing fixes. How about the Vaksai title?
Integrated Astromech mostly served to make R4-D6 viable. On Biggs.
When other friendly ships at Range 1 are declared the target of an attack, you may spend a focus token to force the attack to be performed against you instead.
Restricts Biggs to once per turn unless other focus generators are included in the list (Esege, Kyle, Garven, Jyn, etc)
Can be stopped by denying Biggs actions via stress, bump or connor nets.
Gives the controlling player of Biggs more choice about when and where to use Biggs's ability.
4 hours ago, Verlaine said:It might open up design space for some more X-wing fixes. How about the Vaksai title?
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Integrated Astromech mostly served to make R4-D6 viable. On Biggs.
I keep hoping for an added clause on Integrated Astromech that allows for a second mod to be taken, like Smuggling compartments. Heck, you could even limit it to two points and not really worry about Biggs.