Rebalancing Underused Heroes/Classes with Small Tweaks

By Tvboy, in Imperial Assault Campaign

Nice work on the cards!

I like these changes. I might use them in the next campaign I play if anyone takes those heroes; it's much easier to have these simple changes to base abilities than a bunch of replaced class cards.

The only change I don't really understand is Figurehead. Figurehead seemed like a pretty good ability to me before; why do you feel like it needed to change?

So my group just played the first two missions of Heart of the Empire and our new player took Loku and was onboard with trying my fixed version. The fixed Loku played so much better! Our Loku player was always able to put recon token on his target, but only ever was able to get the bonus surge from Clear-Minded about once per mission. It was nice to see Loku actually able to use his abilities during his activation, and he didn't feel overpowered at all but was able to keep up and contribute to the other heroes.

On 1/6/2018 at 1:11 AM, Tvboy said:

Figurehead: Use when an attack targeting an adjacent friendly figure is declared. If you could be the target of the attack, the attack targets you instead. Limit once per round.

This wording makes it not optional. Is that the intent?

If you want to make it optional you should maybe rewrite it as "Figurehead: You may use...".

3 hours ago, machfalcon said:

This wording makes it not optional. Is that the intent?

If you want to make it optional you should maybe rewrite it as "Figurehead: You may use...".

That was not the intent, but after playtesting it for a couple of missions, I think I'm going to have to change it again closer the original version.

1 minute ago, Tvboy said:

That was not the intent, but after playtesting it for a couple of missions, I think I'm going to have to change it again closer the original version.

Personally, I agree with @Stompburger and think the original version is fine.

Probably but... it just feels bad when you don't get to use your ability for most of the game because the Imperial player just chooses to target you last. Which isn't even that big a deal for them because Murne is the least threatening hero on most teams. It's like Loku, 90% of the time it feels like you only have 1 starting ability while everyone else has 2.

Finally got around to updating Murne, since most people seem to like her Figurehead ability as it is, I just changed it back to its original wording to stick with my desire to keep the changes as true to the original designs as possible. Here's the updated printable sheet.

https://imgur.com/a/zw2eI

These updates have breathed new life into these characters for me and my playgroup.

On 4/29/2018 at 1:15 PM, Tvboy said:

Finally got around to updating Murne, since most people seem to like her Figurehead ability as it is, I just changed it back to its original wording to stick with my desire to keep the changes as true to the original designs as possible. Here's the updated printable sheet.

https://imgur.com/a/zw2eI

These updates have breathed new life into these characters for me and my playgroup.

How would you rank your updated Biv and Saska in relation to other heroes after using them in a campaign? I've yet to play the game, have core and twin shadows. It's unfortunate that I would probably have to discourage players from using them in their default form considering how poorly they are ranked by most people. I wouldn't mind using your updates as long as they don't become too powerful.

On 5/23/2018 at 4:18 PM, jessefannan said:

How would you rank your updated Biv and Saska in relation to other heroes after using them in a campaign? I've yet to play the game, have core and twin shadows. It's unfortunate that I would probably have to discourage players from using them in their default form considering how poorly they are ranked by most people. I wouldn't mind using your updates as long as they don't become too powerful.

Imo it brings them up to the level of Gaarkhan and Ko-Tun, so sort of right in the middle of the pack of all the released heroes. Biv is still a really boring character that just hits stuff and his only good xp cards are the ones that make his attacks hit harder, but at least now he gets to play with his targeting a little bit more. Saska is able to pump out enough device tokens now that her abilities that care about spending device tokens actually become usable.

The Inspiring Leadership buff is a little too much imo, I read “trooper” along with leader and guardian, that makes it incredibly abusable, think of Imperial Might for example and how strong regular 5 health stormtroopers are. I can see the other changes cool additions but actually I can say I found nothing underwhelming with this deck so far. I’m playing it on an HotE campaign and I feel like it’s a very tactical approach, i’m tempted to say it is on-par with most of the other decks!

On 6/3/2018 at 2:52 AM, Laenir said:

The Inspiring Leadership buff is a little too much imo, I read “trooper” along with leader and guardian, that makes it incredibly abusable, think of Imperial Might for example and how strong regular 5 health stormtroopers are. I can see the other changes cool additions but actually I can say I found nothing underwhelming with this deck so far. I’m playing it on an HotE campaign and I feel like it’s a very tactical approach, i’m tempted to say it is on-par with most of the other decks!

Good point on the abuse with multi-figure groups. I think you're right that I may have over-corrected with the card and HP buff is not needed. I do think the extra movement is important though, having an ability that only lets you transfer actions between figures without actually giving you any action efficiency feels really lacking compared to a lot of the other class decks.

Field Officer - Attachment - Guardian, Leader, or Trooper only: You gain the Leader trait. // [Special Action] Improvised Orders: Exhaust this card to choose a friendly figure. That figure may interrupt to perform a move. You gain 3 movement points.