Biggs has been nerfed. Why there is no topic about it yet?

By Jedu, in X-Wing

2 hours ago, SEApocalypse said:

He would lose his revenge shot instead in that case, and gain the torpedos and mech. I doubt anyway who actually likes playing Dengar would like that idea. ;-)
Though it would be not without precedence that the pilot card itself adds slots. Genetic YT-1300 on the old falcon did not have missile slots for example, while Han, Lando and Chewie did come with those slots. And Dengar's pilot ability for sure could be "Add two torpedo slots and a mech slot". ;-)

Either way, the devs wanted him weaker, by a lot, so he lost his mech slot. He is still good though.

no, he can have his revenge shot and the mech slot is what i'm saying. not the double dose of torps and the revenge shot.

and that's what I said. But I think it's utterly ridiculous to say the jumpmaster still needs more severe nerfs, when there isn't any data to suggest that. After regionals then you can maybe start making that claim.

3 hours ago, SabineKey said:

Now, does anyway have an objection to the target lock bypass of Biggs going away in the light of his once per game nerf?

Yeah, does the “TL bypass” still work?

20 minutes ago, FlyingAnchors said:

no, he can have his revenge shot and the mech slot is what i'm saying. not the double dose of torps and the revenge shot.

and that's what I said. But I think it's utterly ridiculous to say the jumpmaster still needs more severe nerfs, when there isn't any data to suggest that. After regionals then you can maybe start making that claim.

Next two weeks are several nationals played with the new FAQ. Data is coming fast ;-)

52 minutes ago, BlodVargarna said:

Yeah, does the “TL bypass” still work?

As far as I know.

6 hours ago, SabineKey said:

And even then, I've been seeing plenty of Rebel players say they aren't too fond of Biggs. He was a necessary evil to them. Now, with Lowrick and Rex, there are more options to support the lower agi ships.

Never thought Biggs was a problem. Shoot at "A" hit Biggs instead unlike trying to hit Soontir. Shoot at Soontir and "He's not there!

1 hour ago, SEApocalypse said:

Next two weeks are several nationals played with the new FAQ. Data is coming fast ;-)

I predict no (classic) X-wings in X-wing.

If there are any then time to start a hundred threads on why Poe should be nerfed.

2 minutes ago, Marinealver said:

I predict no (classic) X-wings in X-wing.

If there are any then time to start a hundred threads on why Poe should be nerfed.

Brilliant prediction, considering that Alex said that X-Wings are in need as much of an Ace Pack as the Starviper and Kihraxz was. Now with Biggs out of the way, we know already what we get as ace pack for wave 12/13. :P
Though ironically I still would not be surprised to see a Biggs or two.

47 minutes ago, Stoneface said:

Never thought Biggs was a problem. Shoot at "A" hit Biggs instead unlike trying to hit Soontir. Shoot at Soontir and "He's not there!

I considered him an annoyance until FSR(2?). Then he became a problem.

Existence or otherwise of Biggs nerf topics aside, why isn't anyone talking about 4 Wookie Gunships making the final of Australian Nationals last weekend?...

(not completely off-topic... Biggs was in the squad that won... AND he survived the game... though, to the detriment to his long-suffering 'mech)

Edited by ABXY
Spelling
14 hours ago, Rinzler in a Tie said:

Because you're not looking hard enough.

Yeah... I'm just lazy to that point, where it's easier to start a new topic, than search for the previous ones :D

6 hours ago, Stoneface said:

Never thought Biggs was a problem. Shoot at "A" hit Biggs instead unlike trying to hit Soontir. Shoot at Soontir and "He's not there!

I'm a Rebel player and I hated Biggs because so many rebel ships were almost designed around Biggs being on the table that it's not fun. He wasn't called "the Biggs tax" for nothing.

Most Rebel ships are too clumsy and lack any kind of damage mitigation to survive nowadays alpha strikes and peak damage (yes, I know there are a few that don't, but they aren't most) to pay their point cost back before they are vaporized. You cannot just say "fly better" or "git gud" because the only way to do better with them is just not to add them to your list. They have too crappy dials, too little agility, too few ways to get evade tokens, too few ways to get out of firing arcs.
For too long did the developers rely on Rebels bringing Biggs to even this out. The entire Rebel faction has been built around Biggs for the past years.
Think about it: ARCs, Y-wings, X-wings of both kinds, B-wings, U-wings, HWKs, wookie gunships, ...
Only the freighters and the fast ships like A-wing, E-wings and K-wings have a chance to do some maneuvering to avoid being blown up. The others? They can just face a direction and move forward.
The wookie gunship seems to be the first Rebel jouster ship to actually being designed with a post-Biggs mentality, and given a mechanism to mitigate incoming damage to survive the initial approach. The others still had to bring Biggs to serve as 26 point health buffer.

I welcome the death of Biggs once and for all. I really hope, though, that FFG have planned ahead, and a new batch of upgrades for those outclassed ships are coming to make them relevant again.

Edited by Azrapse
2 hours ago, Azrapse said:

I'm a Rebel player and I hated Biggs because so many rebel ships were almost designed around Biggs being on the table that it's not fun. He wasn't called "the Biggs tax" for nothing.

Most Rebel ships are too clumsy and lack any kind of damage mitigation to survive nowadays alpha strikes and peak damage (yes, I know there are a few that don't, but they aren't most) to pay their point cost back before they are vaporized. You cannot just say "fly better" or "git gud" because the only way to do better with them is just not to add them to your list. They have too crappy dials, too little agility, too few ways to get evade tokens, too few ways to get out of firing arcs.
For too long did the developers rely on Rebels bringing Biggs to even this out. The entire Rebel faction has been built around Biggs for the past years.
Think about it: ARCs, Y-wings, X-wings of both kinds, B-wings, U-wings, HWKs, wookie gunships, ...
Only the freighters and the fast ships like A-wing, E-wings and K-wings have a chance to do some maneuvering to avoid being blown up. The others? They can just face a direction and move forward.
The wookie gunship seems to be the first Rebel jouster ship to actually being designed with a post-Biggs mentality, and given a mechanism to mitigate incoming damage to survive the initial approach. The others still had to bring Biggs to serve as 26 point health buffer.

I welcome the death of Biggs once and for all. I really hope, though, that FFG have planned ahead, and a new batch of upgrades for those outclassed ships are coming to make them relevant again.

I agree with some of your sentiments but for different reasons. I think there was a flaw in whatever metric the Devs used from the beginning and I'm not blaming Biggs for it. In an effort to make the ship's different enough from each other, movement wise, they used the dials and ACTION Bar. As more ships were released the problem to make them stand out from each other were magnified. A freighter with the same agility as a fighter with a barrel roll that the fighter doesn't have? C'mon, that doesn't make sense and it's not Biggs' fault. Even most of the WW I aircraft could barrel roll and they were wood, canvas and wires!

A second problem is the pricing of EPT' s. This one, I think, is the hardest problem to prevent and relies heavily on playtesters to catch. Costing these, at least initially, relies heavily on FM until there's some play testing. Look at the number of playtesters listed early in the game. Probably could've used more. I don't mean the cards, I'm referring to the pilot abilities.

Until recently only the Rebels had the ability to regen shields and that ability has been hated by a lot of non-Rebel players even though it was very limited. Here's some of the Rebel damage mitigation you mentioned. I found it humorous that people railed against Rebel regen but had no problem with Fel' s ability.

I think a lot of design choices were made early in the game's design for "flavor" and that's what's haunting the game and Rebels in particular.

3 minutes ago, Stoneface said:

Until recently only the Rebels had the ability to regen shields and that ability has been hated by a lot of non-Rebel players even though it was very limited. Here's some of the Rebel damage mitigation you mentioned. I found it humorous that people railed against Rebel regen but had no problem with Fel' s ability.

I think a lot of design choices were made early in the game's design for "flavor" and that's what's haunting the game and Rebels in particular.

It's not humorous. It's just the way the human mind works.
Frank Brooks said in some podcast that when designing some ability to modify attack dice by rolling more and then removing results, they attempted several approaches that had the exact same statistic outcome.
One variation was about rolling more dice and then removing bad results. Another variation was rolling more dice and removing good results. Even when the amount of extra dice rolled compensated for the removal of the result in a way that both variations were identical, playtesters hated the variation were you had to remove good results.


The same happened (and happens) with regen as opposed to token stacking.
Dealing some damage to a rival, then getting that damage recovered feels more punishing to the attacker than not dealing the damage at all because of it being evaded, even when in the end of the day the results are the same.
It took many many months for people to start realizing that this was basically the same thing, and people started clamoring against PalpAces and X7s to be nerfed.

The same happens with the wookie ship's reinforce token. It substracting 1 damage from each of 3 attacks in one round doesn't feel as bad as it regenerating 3 shields, even when it truly is the same thing.
In the first case the attacker feels that he didn't hit hard enough and he is to blame. In the second case the attacker feels that he hit hard, but unfair game mechanics are undoing his attack by regenning shields.
If Miranda's ability said "At the beginning of the combat phase you may choose to roll one fewer attack die during one attack this round. If you do so, next time you are attacked, if there are more hit and crit results than evade results at the beginning of the Compare Results step, add 1 evade result.", I believe there would be fewer complains about her. It is essentially identical, but it feels different to the attacker.

20 hours ago, Jedu said:

As stated in the topic - what is going on? Biggs is now going to work only once for the entire game. I thought it would be a huge news and also a new hope for "fix t-65 x-wing" threads, but so far there is no fuss.

There was a topic, but niw players may only read it once per round.

55 minutes ago, Azrapse said:

The same happens with the wookie ship's reinforce token. It substracting 1 damage from each of 3 attacks in one round doesn't feel as bad as it regenerating 3 shields, even when it truly is the same thing.
In the first case the attacker feels that he didn't hit hard enough and he is to blame. In the second case the attacker feels that he hit hard, but unfair game mechanics are undoing his attack by regenning shields.
If Miranda's ability said "At the beginning of the combat phase you may choose to roll one fewer attack die during one attack this round. If you do so, next time you are attacked, if there are more hit and crit results than evade results at the beginning of the Compare Results step, add 1 evade result.", I believe there would be fewer complains about her. It is essentially identical, but it feels different to the attacker.

Do not mix evade/reinforce tokens as the same thing as regeneration. Each time a ship that cannot regenerate gets hit, it loses health permanently.