FAQ Predictions

By SirCormac, in X-Wing

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.

No errata this time. Just three straight-up rules changes.

1. Cannons and turrets can give the attackers and defenders range bonuses.

2. Attackers can't ever add range bonuses outside their primary arc

3. No ship may increase their Pilot Skill above 9. They may still treat their Pilot Skill as 12 due to card effects (Roark, for example), but they may not increase their PS to 10 or 11 with VI or Adaptability.

I'd love a R1 4 dice mangler canon. Yes please!

Edited by Danath

people have been calling for a tlt nerf since it came out. Somehow i doubt at this point they'll finally give in and nerf it.

Also, turret/cannons range bonus? Hello 5die ARC Casters!

Edited by Vineheart01
Just now, Vineheart01 said:

people have been calling for a tlt nerf since it came out. Somehow i doubt at this point they'll finally give in and nerf it.

What about:

Perform this attack twice. If both attacks hit, the defender suffers 2 damage, otherwise cancel all dice results.

4 minutes ago, Kieransi said:

No errata this time. Just three straight-up rules changes.

1. Cannons and turrets can give the attackers and defenders range bonuses.

2. Attackers can't ever add range bonuses outside their primary arc

3. No ship may increase their Pilot Skill above 9. They may still treat their Pilot Skill as 12 due to card effects (Roark, for example), but they may not increase their PS to 10 or 11 with VI or Adaptability.

I want number 3 to be true so badly! All of these would be a really welcome improvement.

Just now, Danath said:

I'd love a R1 4 dice mangler canon. Yes please!

That's the point! :)

GUNBOATS must be flown with GUNS. Harpoons are not GUNS. Heretics.

1 minute ago, Javelin said:

I want number 3 to be true so badly! All of these would be a really welcome improvement.

Yep, might make people actually have to think, instead of just blindly stapling VI onto everything.

4 minutes ago, Vineheart01 said:

people have been calling for a tlt nerf since it came out. Somehow i doubt at this point they'll finally give in and nerf it.

Also, turret/cannons range bonus? Hello 5die ARC Casters!

Autoblaster cannon would be even worse. It would go to never being used to abused.

Just give the defenders a range bonus for all cannons/turrets. Otherwise there would be too much re balancing that would need to go on.

I'm not actually sure any of these would be a problem.

And I'm actually ok if range 1, in-arc shots get just a tiny bit OP. Just saying. Promotes better flying.

Miranda Pilot Ability: Primary Weapon only.

Scurrg: Remove EPT from all ships.

TLT: Range 1-2.

Harpoon: Spend the TL.

Sheathipede: Can't be in a list if the Attack shuttle is also in the list.

I can dream...

5 minutes ago, Favoritism Flight Games said:

Miranda Pilot Ability: Primary Weapon only.

Scurrg: Remove EPT from all ships.

TLT: Range 1-2.

Harpoon: Spend the TL.

Sheathipede: Can't be in a list if the Attack shuttle is also in the list.

I'm down with 4/5

5 minutes ago, Favoritism Flight Games said:

Miranda Pilot Ability: Primary Weapon only.

Scurrg: Remove EPT from all ships.

TLT: Range 1-2.

Harpoon: Spend the TL.

Sheathipede: Can't be in a list if the Attack shuttle is also in the list.

I can dream...

Cancerman, I have to hand it to you - these are fantastic. The only one that maybe I'd disagree with would be the Sheathipede one but that would fix the Ghost boogeyman problem we have.

I want a "small ship only" limit on TLTs.

I mean, fluff-wise the Phantom one makes sense. The Rebels only got the Phantom II because Ezra totalled the first one.

23 minutes ago, SirCormac said:

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.

Going point by point on the cards you listed. My comments are based on my view point. At the end, I'll list how likely I feel the nerf will happen.

TLT: On board. Likelihood; reasonable.

Bomblet: hmm...it's an odd conundrum for me. I agree the unlimited nature is bonkers, but it's also the point of the card. Maybe some sort of recharging mechanic would added to your prediction would work? Likelihood; probably not.

Harpoons: I think it would make more sense to reduce their red dice and keep the condition for themeatic reasons, but I'm not against the suggestion change. Likelihood; probably not.

Fenn Rau: I actually don't think he needs it. While his current power coupling with the Ghost is worrying, I think he's working as intended else where. I think if they are gonna try something against Fenn/Ghost, it will be versus TLT (hence the likely score above). This also on top of plenty of ways to get around his ability (upgrades like Predator, Expertise, Dengar, Ezra, etc). Likelihood, probably not.

31 minutes ago, Kieransi said:

No errata this time. Just three straight-up rules changes.

1. Cannons and turrets can give the attackers and defenders range bonuses.

2. Attackers can't ever add range bonuses outside their primary arc

3. No ship may increase their Pilot Skill above 9. They may still treat their Pilot Skill as 12 due to card effects (Roark, for example), but they may not increase their PS to 10 or 11 with VI or Adaptability.

I can get behind this list. Only change I would make is not giving secondary weapons the range 1 bonus. Some would be alright with it, but others might be too much.

4 minutes ago, Kieransi said:

I mean, fluff-wise the Phantom one makes sense. The Rebels only got the Phantom II because Ezra totalled the first one.

Yeah, but it's still a separate ship. If we can have multiple Attack Shuttles on the table, I'm not sure disallowing both Phantoms in the same list makes much sense.

1 minute ago, SabineKey said:

I can get behind this list. Only change I would make is not giving secondary weapons the range 1 bonus. Some would be alright with it, but others might be too much.

Yeah, I mean, like I said, it might change which cannons and turrets are "good", but keep in mind, it's only for in-arc shots. I'd honestly far rather get roasted by an autoblaster cannon than slowly picked apart by a TLT.

Just now, SabineKey said:

Yeah, but it's still a separate ship. If we can have multiple Attack Shuttles on the table, I'm not sure disallowing both Phantoms in the same list makes much sense.

I was kinda just being the devil's advocate, so to speak. Fluff has gone out the window anyway, what with Scurrgs that are half the size of YT-2400s, Asaaj Ventress killing Kylo Ren, and Rey receiving Jedi training from Kanan.

Just now, Kieransi said:

Yeah, I mean, like I said, it might change which cannons and turrets are "good", but keep in mind, it's only for in-arc shots. I'd honestly far rather get roasted by an autoblaster cannon than slowly picked apart by a TLT.

I'm kind of the opposite since as the TLT is poking me, I still feel I have a chance to turn this game around. The idea of someone just coming up and deleting one of my ships with my only being able to roll against crit (unless Ten Nunb) doesn't gel with me. But that's a taste thing.

2 minutes ago, Kieransi said:

I was kinda just being the devil's advocate, so to speak. Fluff has gone out the window anyway, what with Scurrgs that are half the size of YT-2400s, Asaaj Ventress killing Kylo Ren, and Rey receiving Jedi training from Kanan.

Fair.

40 minutes ago, Kieransi said:

No errata this time. Just three straight-up rules changes.

1. Cannons and turrets can give the attackers and defenders range bonuses.

2. Attackers can't ever add range bonuses outside their primary arc

3. No ship may increase their Pilot Skill above 9. They may still treat their Pilot Skill as 12 due to card effects (Roark, for example), but they may not increase their PS to 10 or 11 with VI or Adaptability.

I really like these, and I hear your point that #1 would help arcs matter more, I personally feel that the turrets and guns were balanced with no Range 1 bonuses, so I would say just defenders get the bonus. Regardless, this would also be a good nerf to Dash, which may be needed.

TLT: I think the nerf can go in the same way you propose. The other option is change it to be 1-2. I think every turret in game should be 1-2 range in fact. I don't think they change the Price.

Bomblet: The idea seems fine. Problems in wording. My idea: "Before you reveal your maneuver you may place a Bomblet token to this card to a maximun of 1. If you already have one. You may drop that bomblet token.

Harpoons: No no no no. The condition is the flavour, the special thing of the Harpoons, in terms of both fluff and mechanics. It just turn to be a redundant mechanic and that is a thing that FFG is trying to avoid (partially) Down the damage to 3 Reds and make the Target Lock to be discarded. To throw a lot of dices without additional effects, without discarding Target Lock and with a low cost, we already have Cruise Missiles.

56 minutes ago, SirCormac said:

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.

I am down for each of these. The Harpoon 'fix' is preferential to spending the lock. Ordinance should hit hard. The condition just makes things muddled [though the most recent FAQ cleared up a lot].

53 minutes ago, Kieransi said:

No errata this time. Just three straight-up rules changes.

1. Cannons and turrets can give the attackers and defenders range bonuses.

2. Attackers can't ever add range bonuses outside their primary arc

3. No ship may increase their Pilot Skill above 9. They may still treat their Pilot Skill as 12 due to card effects (Roark, for example), but they may not increase their PS to 10 or 11 with VI or Adaptability.

1&2. I think just defenders out of arc would be more balanced, albeit more complicated. R1 turrets and cannon bonuses seems a but much.

3. I want this. I just wonder about how this effects bid and whether that is a good/bad thing for the game. The idea that a PS9 can take an EPT to counteract someone VI'ing up to 9 is appealing. Right now VI seems to be stapled on most PS9's that are competing.

34 minutes ago, Favoritism Flight Games said:

Miranda Pilot Ability: Primary Weapon only.

Scurrg: Remove EPT from all ships.

I can accept these as making the game better. I always assumed Miranda didn't have an EPT for the same reason that we don't like it on Scurrg. Turn's out she just not 'elite' enough.

Edited by AT Leader
Clear up statement on Harpoons
6 minutes ago, AT Leader said:

3. I want this. I just wonder about how this effects bid and whether that is a good/bad thing for the game. The idea that a PS9 can take an EPT to counteract someone VI'ing up to 9 is appealing. Right now VI seems to be stapled on most PS9's that are competing.

I think this kind of change could just leave us with different flavors of the same problem, but there is hope that the change will be net positive. Might see more Whispers and Fels if there is a chance they can outbid someone rather than deal with a bunch of ps 10 and 11 people.

Edited by SabineKey
25 minutes ago, Boba Rick said:

Cancerman, I have to hand it to you - these are fantastic. The only one that maybe I'd disagree with would be the Sheathipede one but that would fix the Ghost boogeyman problem we have.

I have my moments. :)

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