Need help tweaking Overcharger mod

By Deadwolf, in Imperial Assault Campaign

I am currently testing various cards Ive deemed underpowered and I am currently running a campaign where I am using this mod.

I am currently using it with the text: "[1 strain]Exhaust this mod when you declare an attack."

My thoughts were this. A black die cancels an average 1.5 dmg, not counting the evade (1.67 if the evade cancels 1, 1.83 if the evade cancels 2). When you compare to spread barrel which does a straight 1 dmg, I thought the 1 strain would be a fair cost for the additional damage above the 1 dmg that you may get.

On the table however, it just felt really really strong but maybe my perception was skewed because I was using it with Onar, who has strain for days. I'm not sure.

2 strain is too much I think. It could still work on Onar, but that is probably it.

Any thoughts?

1 Strain and an Exhaust might be fine, but I think you'd have to increase the credit cost a bit, maybe to 500 credits.

There might be some other way to modify it though. Maybe make it 1 Straint and Exhaust, and you can only perform 1 attack during the activation when you use it (because you're overloading your weapon?).

But this might be a case where the designers deliberately made this a bad item. The damage you get out of it (with the "exhaust" version) may be reasonable, but not being able to roll a defense die feels a lot worse than it actually is. So maybe this mod is supposed to be bad, to reduce the amount of anti-fun it produces.

Wait, what?

When did Overcharger get bad?

Maybe not a must buy, but when an objective is based around an imperial officer (quite a few of them), this is the go to attachment. No cower. No white die. No dodge.

13 minutes ago, Armandhammer said:

Wait, what?

When did Overcharger get bad?

Maybe not a must buy, but when an objective is based around an imperial officer (quite a few of them), this is the go to attachment. No cower. No white die. No dodge.

Sure it helps ensure that you avoid the dodge, but on average it's less than 2 extra damage per mission. That's pretty terrible for 300 credits.

I feel like you're trying to solve a problem that does not exist

If EVERY item card are as "powerful" as you deem them to be then what's the point of bad draws anymore? Might as well let Rebels pick what they want

As a side note, what about the Imperial side? There are also plenty of bad agenda cards that I'd probably never take but I really, really love that 1 specific card from the 3x card pack

I dont believe in cards that are useless cards, just so there are bad draws. But less useful/niche cards are still in the deck, bad draws can still happen, and the highest priority items still only have a 50% chance to drop. And i dont consider buying overcharger for the offchance of a officer boss to be useful, not when you can buy a spread barrel and use it for 1 damage every round.

I am actually only changing very few item cards, one being a nerf (tho there are some I have simply just removed from the deck) but because overcharger is a mod I am more concerned with fixing it because are a limited number of good ones and more variety makes things more interesting.

Because there are a large number of agenda sets to choose from and you can choose the ones you want, i am less concerned about it because there is a degree of control. You have no control over drawing item cards you will never ever buy.

And I may make a pass on the imperial class cards eventually, to improve variety, like the hero cards.

Anyway, back to Overcharger. I like the idea of limiting to when you only attack once in an activation, but im not sure how to word it.

Edited by Deadwolf
1 hour ago, Deadwolf said:

Anyway, back to Overcharger. I like the idea of limiting to when you only attack once in an activation, but im not sure how to word it.

Maybe something like:

"Exhaust this card when you declare your first attack during your activation to remove 1 die from the target's defense pool. You cannot attack with this weapon while this card is exhausted."

That might not fit on the card though.

18 minutes ago, Stompburger said:

Maybe something like:

"Exhaust this card when you declare your first attack during your activation to remove 1 die from the target's defense pool. You cannot attack with this weapon while this card is exhausted."

That might not fit on the card though.

I don't think a trigger like that currently exists: if you only attacked once

Best wording I can come up with: "1 Strain: Exhaust this card when you declare an attack. If you do and you did not perform a second attack during your activation, remove 1 die from the target's defense pool"

depending on intent, might need to change "during your activation" to something else (what if you attach it to Fenn and Gideon commands him to shoot?)

7 hours ago, ricope said:

I don't think a trigger like that currently exists: if you only attacked once

Best wording I can come up with: "1 Strain: Exhaust this card when you declare an attack. If you do and you did not perform a second attack during your activation, remove 1 die from the target's defense pool"

depending on intent, might need to change "during your activation" to something else (what if you attach it to Fenn and Gideon commands him to shoot?)

I didn't say "If you only attacked once;" I said "When you declare your first attack during your activation." It has to be used on your first attack or not at all.

As for not being able to use it outside your activation, I think that's fine. Otherwise you can get around the downside.

8 hours ago, Stompburger said:

Maybe something like:

"Exhaust this card when you declare your first attack during your activation to remove 1 die from the target's defense pool. You cannot attack with this weapon while this card is exhausted."

That might not fit on the card though.

Yeah, okay, This works.

I will try it.

Thanks

16 hours ago, ricope said:

I feel like you're trying to solve a problem that does not exist

If EVERY item card are as "powerful" as you deem them to be then what's the point of bad draws anymore? Might as well let Rebels pick what they want

As a side note, what about the Imperial side? There are also plenty of bad agenda cards that I'd probably never take but I really, really love that 1 specific card from the 3x card pack

Yeah, I think it's been established that this card is situational, but that doesn't necessarily make it bad. A fix could make it more viable, sure, but it would also make it all the more powerful in those situational circumstances. I'd agree that it's probably not needed.