Proposed VI nerf

By HolySorcerer, in X-Wing

I disagree. VI lets you boost you PS above other pilots and the pilots that usually rely heavily on their PS to get things done are the ones at the top. If you are worried about a Fenn (for example) and want to combat that by giving someone VI so they can move after him, I totally think you should do that. Why should whisper be allowed to buy his PS up to 9 and then someone else not be allowed to buy it up to 10 or 11 to combat that.

If anything I think VI is good for the meta because it makes face hard choices (with no one right answer) in your ship building. Nerfing VI would simply reduce that and make PS 9 ship more powerful.

Edited by Hrathen
1 minute ago, Thormind said:

You most likely own the player(s), not the pilot. Vs a skilled opponent it's hard to "own" Nym. At least until he has done his fair amount of dmg.

I mean physically own the pilot. I'm the only one who bought the ship.

1 minute ago, Cerve said:

Yeah basically people ask nerfs for that, not for somethimg really broken

In the case of Nym, it is broken...

2 minutes ago, GrimmyV said:

The T-65 will be the dominate ship after the nerf Wars. But only before GUNBOAT redefines everything!

Like I said before, the Gunboat could come out OP, but we wouldn't really get up in arms about it for a while due to its long sought after status and recent Imperial performance.

20 minutes ago, Cerve said:

Agree, there's nothing wrong with VI. No need to nerf it.

Sometimes I just wonder how will look X-Wing after ALL the nerfs proposed in this year (:

It won't look like anything. If all the proposed nerfs are implemented, no-one will be playing.

If the nerfers think the game is out of balance now it will be a shock to them how out of whack it became.

Not really interested in the VI nerf (plus a corresponding Adaptability nerf), unless the initiative rules were revised. Maybe if the rule was changed to have alternating initiative between players. My understanding is that's how Armada handles initiative.

Even then, I don't necessarily think it'd be better, just different.

The problem with Nym is not just pilot skill, pilot skill makes him that much more powerful, but the big issue with Nym is that he is an autodamage machine. His damage output is so stupidly efficient.

Here's hoping that the new Netrunner designer rubs off on the X-wing designers, and they finally decide to use a restricted list.

I'd rather have no VI at all but Adaptability working as usual. You could still beat PS9, but not as easily. VI is among the most boring cards that warp the game.

I'd go for it, for the sole reason that the Phantom, Soontir, Poe and to an extent Fenn Ray are currently unplayable and should be amongst the best pilots of the game.

however, if it does happen we are going to start getting ridiculous bidding wars for initiative.

The more I think about this, the more it seems like a bad idea.

The bigger problem I see right now is that they and the players are obsessed with wanting so many good upgrades or mechanics on so many ships.

It should surprise no one that there are super broken combos on ships that have access to many multiples of the best upgrade cards or abilities.

Pretending like there is only 1 specific reason why they are so powerful is sort of a waste of time since they will just evolve and adjust wave to wave.

  1. Nym
    1. High PS
    2. Pre-Movement BR/Boost
    3. Turrets
    4. Bombs
    5. High HP
    6. Missiles
    7. Torp
    8. Crew
    9. Illicit
    10. Astromech
    11. Barrel Roll
    12. Talon Roll
  2. Miranda
    1. Turret
    2. Missile
    3. Torp
    4. Crew
    5. Bomb 2x
    6. Slam
    7. Regen
  3. JM5K
    1. EPT
    2. Torp
    3. Crew
    4. Astromech
    5. Illicit
    6. PWT
    7. Barrel Roll
    8. White Sloops
    9. Green/White 1 Hard Turns

Anytime they release such flexible ships they should be afraid of the possible consequences.

It happened with Miranda and the JM5K.....and again with Nym.

Point Cost so rarely seems like a consistent way of keeping single ship platforms like these in check unless they cross the 60 pt threshold, especially over time as new Upgrades get released.

Ships with "fewer" tricks seems like something we should all be asking for.

Captain Hindsight signing off.

Edited by Boom Owl

I like VI where it is. I think there is other more creative ways to sort out low level pilots. (See my first post with snap shot.) Also, as pointed out I think Nym is the bigger problem.

That being said, if VI must be changed, I would do something like this:

Increase your pilot skill by 2 points.

Add 1 additional squad point to the value of this card for each pilot skill level above 7.

... but more elegantly stated. So for a PS 9 to take the card, VI would be 5 squad points. But for a PS 5 to take the card, it would remain at 1 squad point.

Edited by Jadotch
2 hours ago, clanofwolves said:

Oh, and forget potential bidding wars. Each player rolls three red dice at the initial genesis of the game; high damage roll wins, tie? Re-roll until their isn't.... Done.

Initiative should just swap hands each turn. It would make engaging at the right time more interesting at least.

1 hour ago, Thormind said:

In the case of Nym, it is broken...

He is not. Try to play him without Dengar or Miranda..

Anyway, if someone really want to nerf VI, just need to write:

" During the combat phase, increase your Pilot Skill by 2"

3 minutes ago, Cerve said:

Anyway, if someone really want to nerf VI, just need to write:

" During the combat phase, increase your Pilot Skill by 2"

this would be my solution as well

16 minutes ago, Cerve said:

He is not. Try to play him without Dengar or Miranda..

I played him with Corran last week. And with 2 Thugs TLT the week before, and with Dash the week before that. I also tried with Asajj and with Rey. OP + OP = more OP. Thats why people mainly use those combinations. He is broken. He has too many positives for no negative at all.

28 minutes ago, Cerve said:

He is not. Try to play him without Dengar or Miranda..

Someone's done that?

38 minutes ago, DodgingArcs said:

Initiative should just swap hands each turn. It would make engaging at the right time more interesting at least.

This. This, this THIS!! So much! I've been playing Runewars, and handing over initiative (referred to as "first player") each round makes for a very dynamic game, where you are guessing and second-guessing your opponent, and planning ahead for your masterstroke.

The TFA core set even comes with an initiative token - why not put it to use?

P.S. Imagine for a second, that you lost initiative as a "Whisper" player. She moves up and cloaks. Next round, you have initiative, you decloak, move, then attack and recloak because you get to fire first. Next round, do you risk decloaking again, and being shot by their PS 9? Or do you bug out and set up for an attack next round? Would Stygium Particle Accelerator see more play?

10 minutes ago, clanofwolves said:

Someone's done that?

With not so much results, ecept Corran. Once.

Nym is all but broken. Is the pair Nym/Miranda and Nym/Dengar that is broken. Nym has a lot of drawback, first of all it's weak when focussed down by multiple ships. He still agility 1 with NO regen.

Do you know what is the problem? When you pair him with another ship with the same flaw. And who are the bests for that? Miranda Doni, and Dengar, both of them suffer the focussed fire, and both of them are masters on late game. Precisely as Nym is.

So no, it's not Nym the problem: it's the PARTNER, the real problem. Dengar is broken because it's a marvellous ability with an amazing chassis, where Miranda is broken for the Adv.Bombs+TLT+regen ability.

Not Nym himself. Precisely as wasn't deadeye the problem, but the JM5K with it.

30 minutes ago, Thormind said:

I played him with Corran last week. And with 2 Thugs TLT the week before, and with Dash the week before that. I also tried with Asajj and with Rey. OP + OP = more OP. Thats why people mainly use those combinations. He is broken. He has too many positives for no negative at all.

Sorry, I don't want to seems salty, but I think that's a problem for your opponents, not for Nym itself. Expecially with the Nym+2TLT list :-/

Or you're basically telling that any good ship in this game is OP? What was that OP+OP=more OP, talking about 2TLTs, Corran or Asajj?

Anyway, a good counter for Nym should be the Ghost. Or even the Triple Jumpmasters. Or even anything with an Ion control, but the first two seems more reliable. I think that the meta just need to rotate: some of the old lists just counter Nym as well, in my opinion.

Edited by Cerve
22 minutes ago, Cerve said:

So no, it's not Nym the problem: it's the PARTNER, the real problem. Dengar is broken because it's a marvellous ability with an amazing chassis, where Miranda is broken for the Adv.Bombs+TLT+regen ability.

Not Nym himself. Precisely as wasn't deadeye the problem, but the JM5K with it.

honestly, yeah

my experience locally (we have TONS of nym, but no Denym because Dengar is boring as ****) is that Nym without an obviously broken partner that won worlds twice despite faq nerfs is simply not the monster people knee jerk him into being

Even though Asajj is a solid as **** ship, she just doesn't curbstomp like Dengar does and that makes Nym a lot less safe. As an example, I like to derp around with cruise missiles on Nym. In the few games with Denym before I got bored out of my mind, the combination of PS 10 + PS 9 chipped alpha strike would tilt the game so **** hard that it was very difficult not to win with nym's guaranteed damage and dengar's double tap

Asajj just can't output Dengar's damage, though, which gives your opponent a lot more time to burn nym down. This has almost always led to very close, intense games even against the poor, poor empire

as of yet, Nym (either version) has yet to win a local tournie. ****,SFs and Biggs have been having far more success overall. We have on average 3 Nyms but no denym and only one guy who plays Miranda Nym

Edited by ficklegreendice
2 hours ago, Cerve said:

Anyway, if someone really want to nerf VI, just need to write:

" During the combat phase, increase your Pilot Skill by 2"

This is perhaps an interesting concept but if it happens then the price probably should be lowered as well.

2 minutes ago, StevenO said:

This is perhaps an interesting concept but if it happens then the price probably should be lowered as well.

To 0?

There's nothing wrong with Veteran Instincts. The Scurrg having elite talent upgrade slots is the problem with the meta in my opinion.