Hey Forum,
OK, so this is NOT a nerf this or nerf that rant. This is a measured question/prediction as to what you think FFG will include in their next FAQ (whenever it drops). Not so much a wish, but a prediction. If you want to put percentages on it or something to that effect, that's fine. Here are my predictions:
TLT: Text on card remains unchanged but adds: "If the defender is at Range 3, they may roll 1 additional defense die"
-TLT's are an 8 point card that costs 6, so they need to be wrangled in, but just a little. I think this would be enough.
Bomblet Generator: "If there is a Bomblet token on this card, you may drop it when you reveal a maneuver. Instead, if there is no token on this card, you may place one on this card after revealing your maneuver"
-Bomblet's have no real decision making. This fix makes them droppable every other turn, which means you have to really decide that you want to drop them. Also, for a 3 point card, they are waaaaay underpriced. Thermal detonators cost the same, and are usable once for 1 damage and a stress. How is that comparable? An alternative solution makes their damage be 1 die instead of two. This makes them more appropriately costed, but still hurts the decision making process, so I vote the former.
Harpoons: My solution would be to just eliminate the condition entirely. Then harpoons are a 4 die, keep the target lock attack. That still would make them the best ordnance in the game, but appropriately costed.
Fenn Rau: It has become very clear, very quickly, that Fenn is the new Manaroo, and is a little too good for what he costs. I suggest his range band go down to Range 1-2, to give a little more counter play.
Those are my predictions. Did I miss one? Is there a better fix for harpoons and TLTs? Remember, I'm not 'nerf herding', but am asking the legitimate question as to what we feel FFG will do in the next FAQ, whether we agree with it or not.