So...can we get the old deadeye back?

By Chief Hugh, in X-Wing

In my opinion the only reason deadeye was nerfed was simply an attempt to fix the jumpmaster by FFG. But with their more recent FAQ nerf to the jumpmasters...why not unnerf deadeye? I would love to be able to use it on Bossk or some of the Firesprays. Thoughts?

34 minutes ago, Chief Hugh said:

In my opinion the only reason deadeye was nerfed was simply an attempt to fix the jumpmaster by FFG. But with their more recent FAQ nerf to the jumpmasters...why not unnerf deadeye? I would love to be able to use it on Bossk or some of the Firesprays. Thoughts?

Yeah. This is why they should have banned the SOB instead of screwing up the rest of the game.

I hope that it is also a lesson learned.

Meh. Bossk isn't going to get much mileage out of it with the lone missile, and the ordnance doesn't mesh well with that expensive rear arc on the Firespray. I'd rather they keep it banned to avoid creating the Jumpmaster 2.0 the next time we get a large based ship with a decent ordnance bay, since large based ships tend to have larger (and thus more combo-tastic) upgrade bars.

1 minute ago, Squark said:

Meh. Bossk isn't going to get much mileage out of it with the lone missile, and the ordnance doesn't mesh well with that expensive rear arc on the Firespray. I'd rather they keep it banned to avoid creating the Jumpmaster 2.0 the next time we get a large based ship with a decent ordnance bay, since large based ships tend to have larger (and thus more combo-tastic) upgrade bars.

You've never played against Bossk/Kath have you?

I'd be fine with reversing it.

I would love for this one to get reversed.

My Firesprays would appreciate it.

23 minutes ago, Chief Hugh said:

You've never played against Bossk/Kath have you?

Can't say that I have, but since both ships have cannon slots and access to plenty of modifiers, I confess I don't see what deadeye+munitions brings to the list.

3 minutes ago, Squark said:

Can't say that I have, but since both ships have cannon slots and access to plenty of modifiers, I confess I don't see what deadeye+munitions brings to the list.

During the Palp Defender meta, Bossk/Kath were often a good counter. Bossk would shoot a missle and his missle would bypass the evade token and his abilty would trigger doing two damage for one crit. They worked well together and before out latest meta they were good together. But my main point is I don't really see why not bring back the old card text when before the jumpmasters it didn't have ton of impact on the game.

Just now, Chief Hugh said:

During the Palp Defender meta, Bossk/Kath were often a good counter. Bossk would shoot a missle and his missle would bypass the evade token and his abilty would trigger doing two damage for one crit. They worked well together and before out latest meta they were good together. But my main point is I don't really see why not bring back the old card text when before the jumpmasters it didn't have ton of impact on the game.

Ah. I'm arguing from a future-proofing perspective (If the developers are not thinking about upcoming and even potential designs when they errata things, they're not very good at their jobs); All the ingredients to create the Jumpmaster 2.0 still exist; Large ships have ready access to large number of dice modifications and generally have strong dials, so any new large ship with access to two ordnance slots and an EPT could become the second U-boat. Leaving deadeye as is makes the rise of such a build less likely, and from my perspective that's more valuable than enabling a few fun but niche builds. Still, I admit this depends greatly on your point of view.

One thing I will say, though; Un-errata'ing Deadeye would mean that the palp aces die-hards would never shut up.

NO.

Much as I love Firesprays. No.

1 hour ago, Blail Blerg said:

NO.

Much as I love Firesprays. No.

Okay. Why not?

If anything needs to happen to Deadeye, it's that it should go away altogether. It makes firing ordnance far too lazy and takes away much of the positional counterplay to it. Now that Scum can actually look past the Jumpmaster I suspect Deadeye Revenants are about to remind everyone of that.

Sure, reverse Palp and Whisper too

8 minutes ago, DR4CO said:

If anything needs to happen to Deadeye, it's that it should go away altogether. It makes firing ordnance far too lazy and takes away much of the positional counterplay to it. Now that Scum can actually look past the Jumpmaster I suspect Deadeye Revenants are about to remind everyone of that.

Eh, Deadeye Revnants are squishier than Scouts, and the 3 dice primary is less valuable than a two dice PWT at PS 3. Also, small base arcs are easier to dodge, and the dial is not nearly as bonkers. People are going to try it, certainly, but I don't think it's going to be the second coming of the U-boats.

4 minutes ago, Squark said:

Eh, Deadeye Revnants are squishier than Scouts, and the 3 dice primary is less valuable than a two dice PWT at PS 3. Also, small base arcs are easier to dodge, and the dial is not nearly as bonkers. People are going to try it, certainly, but I don't think it's going to be the second coming of the U-boats.

U-boats were that broken, you could be significantly worse than they were and still be a problem. We'll find out if that's the case with the Revenants over the next few months.

Agreed. Let's fix things that were broken for the JumpMaster's sake.

What has been Nerfed, cannot be unNerfed! :P

With Toilet Seats being neutered then Deadeye needs to come back. Sure the Deci, Falcon Hounds Tooth don’t care and only Slave One title possibly cares with the Ghost left out entirely. Perhaps one day there will be a crew that gives the Reload action, or a unique crew that gives an EPT. Who knows. But Deadeye is one card I would like to not have to remember it’s small ship only even though it’s not printed on the card.

I think that we can and we should. I'd probably put Manaroo on the list of things to un-errata as well, as without 3+ ship Attanni lists and with the JM5k itself largely de-fanged, her ability as printed is back to "interesting and powerful" rather than "busted clean in half".

While I do enjoy having to fly your ships well to get the most out of them, Manaroo isn't so powerful as printed that I think she needs to stay errata'd after the new FAQ, and I'd rather we have fewer cards that don't function as printed if we can at all avoid it.

Edited by Aaron Foss
9 hours ago, Darth Meanie said:

Yeah. This is why they should have banned the SOB instead of screwing up the rest of the game.

I hope that it is also a lesson learned.

Have you seen reddit lately?

youre-far-too-trusting.jpg

10 hours ago, Chief Hugh said:

In my opinion the only reason deadeye was nerfed was simply an attempt to fix the jumpmaster by FFG. But with their more recent FAQ nerf to the jumpmasters...why not unnerf deadeye? I would love to be able to use it on Bossk or some of the Firesprays. Thoughts?

What’s done is done. I say keep it the same for two reasons:

  1. Any errata reflects badly on the devs initial design - an official admission they’ve got it wrong - but kudos to them for admitting it and putting in a fix. Reversing it is an admission they got it wrong again! Easier to keep it as it is and avoid reputational damage
  2. There is a possibility the Punishing One title will get the torp slots in a future erratum - then you can use what comes with the expansion

Yes

IMHO, I would like the Firespray to be able to shoot ordnance from its rear-arc also... would help it a bit. Or perhaps just the Imperial Firespray.

Maybe