How soon until maul gets a once a round restriction?

By eagletsi111, in X-Wing

46 minutes ago, Vineheart01 said:

Maul can only mod 2 of those 4 attacks, Ezra is the one modding all 4

Perform this attack twice cause attack effects to trigger after BOTH TLT shots (from 1 instance) connect, so if he stresses for a reroll on the first TLT he cant stress again to reroll again on the 2nd.

Maul is fine. Hes 3pts and most of the ludicrous combos with him he softcounters by default, so they arent as bad as they seem.

This is a good point. Maul has soft-counters in stress, and also has his own innate restrictions from the stress. Ezra, however, is enabled by any soft-counter folks use against Maul. However, Ezra wasn't really a problem before because his ability has usually been relatively hard to trigger. Since Maul makes it easy to use that ability, Ezra's true potential has been released. I guess he was destined to turn to the dark side all along.

1 minute ago, theBitterFig said:

Ezra's true potential has been released. I guess he was destined to turn to the dark side all along.

Fitting that the card did that isnt it?

I too slapped Ezra/Maul in a ghost immediately when i got my hands on it, but i was using Hera and FCS. A 1turn that i can Hera into a 5k depending on the intel agents i got from my buddies nearby meant getting away from her was nigh impossible. Closest to a rebel list i actually enjoyed because it felt like a legit tactic and not TLT-spam or some odd card interaction that feels like it shouldnt work, but it does. Heck i didnt even have a turret on her lol

instead of making Maul 'once per round' why not make him 'Primary weapon only"? That would stop the TLT ghost, maybe not the synced one as much (which is my favorite).

4 minutes ago, AngryAlbatross said:

instead of making Maul 'once per round' why not make him 'Primary weapon only"? That would stop the TLT ghost, maybe not the synced one as much (which is my favorite).

Because Maul is totally not the problem?

19 hours ago, GrimmyV said:

Just get rid of the bottom section where he removes stress after an attack. That MIGHT bring him down to being worth 3 pts. As is he is totally worth 5-6 pts.

Should cost two as Dengar already costs 3 for a stress independent reroll, two if it's named pilot.

Come to think of it, "once per round" is actually a good generic rule for every ability or upgrade in the game.

3 hours ago, Scum4Life said:

Should cost two as Dengar already costs 3 for a stress independent reroll, two if it's named pilot.

That’s only half the use though as he clears stress too. A welcome addition to the glitterstim addicts of the Scum faction!

1 hour ago, Hawkstrike said:

Come to think of it, "once per round" is actually a good generic rule for every ability or upgrade in the game.

By this point, the designers (and playtesters) should be doing a better job of limiting unintended combos by adding these sorts of restrictions by default. Future-proofing by definition is going to be very hard but releasing a card like this is just sloppy.

I love that the proposed fix to a Rebel only issue is nerfing one of the cards in the combo that's not Rebel only. Why not make Ezra 1/round instead?

3 minutes ago, LordBlades said:

I love that the proposed fix to a Rebel only issue is nerfing one of the cards in the combo that's not Rebel only. Why not make Ezra 1/round instead?

Well, because Maul is probably too good on Dengar for 3 points as well. Now if you wanted to make Ezra once per round as well, I'd be down for that. Again, would do nothing in most instances. Only hurts TLT and other opportunities for multiple attacks.

You know what? FCS should be once per round also. Once per round for everyone.

On 3/2/2018 at 9:13 AM, eagletsi111 said:

I get that they thought it would be restricted due to the stress thing, but how can the playtesters not have identified this issue when the card was being tested. The names of the play testers are listed on the packing and most of them are very high level players. I believe part of the problem is that when the play testers figure something out, they might not tell FFG and keep it a secret in their back pocket, so when released they can take advantage of it. This is happening way to often now.

Tin foil hat time! This actually seems plausible, sadly.

25 minutes ago, GrimmyV said:

Tin foil hat time! This actually seems plausible, sadly.

Actually, given the last interview with the X-wing devs (scum&villainy podcast), I think players pointing stuff out and the devs simply ignoring it is at least as likely.

2 hours ago, Estarriol said:

That’s only half the use though as he clears stress too. A welcome addition to the glitterstim addicts of the Scum faction!

That's what I meant GrimmyV said maul should cost 5-6 points, or ditch the stress removal and the he'd be appropriately costed at 3. Which I suggest would be too high, as other cards give one or two reroll at 3 points with no cost of taking a stress.

Maul, Dengar and Outlaw tech on a YV-666 can get 2/3 rerolls per attack with a focus. And for a party trick pull a hard stop, still get a reroll and focus and then clear the stress ready to do another hard stop. It's a build on Bossk with VI and Engine upgrade I am keen to try out.

I could only foresee Maul crew getting a once per round restriction if Dengar crew, Predator, Expertise, Ezra crew, and all other passive modification upgades became limited to Once per Round.

Gunner/Dengar/Quickdraw/TLT in general all get double benefits from these passive mod upgrades. That is essentially 2 ships getting the upgrades for the price of 1. It is essentially a flaw in XWing design where anything with double attacks gets double the value from an upgrade. Originally, designers may have priced double-tap with this in mind (maybe why no EPT on the Ghost), but since Dengar came out, it feels like they forgot.

Maul is actually the first one that CAN be limited to one use, which is a step in the right direction haha.

The only difference we are seeing with 2x use per round Maul is it also combines with 4 x use per round Ezra and 2 x use per round TLT. That is 8 upgrade uses for the cost of 3.

Might as well math that...

Ghost pays 3 + 3 + 6 = 12 pts for upgrades.

Ghost gets 2x3 + 4x3 + 2x6 = 30 pts of value for these upgrades.

30 - 12 = 18 pts, so Zeb is essentially FREE.

If we add in the fact that you cannot reduce the Ghost's 2 ships worth of firepower the same way you can 2 ships, by focus firing one ship down, then we see why this Ghost build is so easily coming out ahead. It maintains its value for the entire match, where as the opponent's force slowly gets weaker.

And this is BEFORE we calculate the high value Sensor jammer gives. Even WITH Fenn out of the picture, saving 1 damage or dealing more damage by forcing focus spends, as many times per round as you want, is quite the value.

On 3/2/2018 at 9:07 AM, nexttwelveexits said:

Proposed Maul errata, to make it work the way God intended:

"During setup, your opponent may cut this card in half and/or throw it into a chasm. If he does, this card is considered out of play."

theyre saving that for Obi-Wan, lol.

Obi-Wan Kenobi. rebel crew

"you may change dice results equal to the combined number of puns and witty retorts spoken aloud this round. if Maul or Darth Vader are in play, you may mutilate your opponent. If Asaj Ventress is in play, roll an attack dice dice during setup, on critical hit you are seduced. your heart cannot modify defense dice"

oh look another nerf thread. Haven't seen any of those reciently.

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Finally put this list on a table. Went 4-0 and won myself $20 in store credit (hello 4th TIE Advanced, time to fly Cluster-cuss), despite never having put a Sheathipede on the table previously. Forgot Hotshot I think, forgot to Sensor Jammer some early on, forgot to take my end-of-round TLTs once even. Three matches were really close (often closer than the score... 100-27 looks more lopsided than these games were), one where Zeb pulled off the final kill.

The list is nutty. PS-11 boosts offer craziness vs. aces. Huge HP, the tools to tank your opponents dice, and reliable Ghost offense frequently without actions put into it (I found I wanted to Focus a few times on the Ghost).

Anyhow, I really feel like Maul-alone isn't the issue at all. Even if his "remove a stress" was "once per round," you'd still be able to clear stress from the first round of attacks, and stress-again, and then clear next turn with a green. Ghost Greens aren't great, but they're usable a lot of the time.

Once Maul activates Ezra, his apprentice can add a lot. I ought to have kept a running tally: how many dice Mauled, how many Bridged. I feel like I used Ezra more, but I probably could have used Maul more with practice (which I probably don't want to get... this list...). I only rerolled more than 1 die once, but probably could have more.

The awkward thing is that nothing in the list in-itself feels really overpowered. Maybe the Ghost title. It's all the synergies and combinations of cards. But in some ways, even the Ghost title doesn't feel that bad. Getting two attacks is really nice, but a Ghost of these with a docked shuttle costs minimum 60 points for something reasonable (TLT, Wookiee Commandos, no Sensor Jammer on a Lothal + Zeb), and this one total costs 73. At PS 3, that's around 10 points more than any reasonable Fat Falcon or Decimator at high PS, and having a "step up" in offense and tankiness doesn't seem inappropriate on paper.

But when you combine the Ghost title with a turret as strong as TLT, and the reliable dice mods of Maul/Ezra, then things start getting awkward.

I dunno man.

I feel like a comprehensive point cost re-balancing should happen for X-Wing. That's probably the right thing, and build in split point costs for small and large base ships. TLTs are mostly fine on most small ships, but increase to 8 points on a large base. Or increase to 8 points (along with many other turrets), but reduce the cost of Y-Wings, Aggressors, and HWKs. Engine Upgrade would be fine at 3 points on a small base, but needs probably to be 5 or 6 on a large base. Before Saw's Aces was announced, I figured all an X-Wing needed was a point cost reduction. Not new actions, not fancy double-sided cards, just cheaper. Let some ships be plain, no frills, high-efficiency jousters. Maybe also cheaper Torpedoes, for thematic reasons.

Maybe 5 Xwings can burn the Ghost down fast enough. Let's hope so.

15 minutes ago, gamblertuba said:

Maybe 5 Xwings can burn the Ghost down fast enough. Let's hope so.

Get rid of Fenn first, then the ghost is a sitting duck waiting to be blocked and blasted at range one. Maybe.

On 4.3.2018 at 3:56 AM, GrimmyV said:

Get rid of Fenn first, then the ghost is a sitting duck waiting to be blocked and blasted at range one. Maybe.

5k, still modded attacks and cleared off stress after shooting anyone?

OP: I think Maul is fine, and really thematic together with Ezra. To bad that they combo way too hard on this recent ghost list. If anything, I'd rather limit Ezra to once per round.

Edited by flooze

Why can’t OT ships/crew combo this well. Oh wait, Fat Han with C-3po. Nevermind.

On 3/2/2018 at 9:13 AM, eagletsi111 said:

I get that they thought it would be restricted due to the stress thing, but how can the playtesters not have identified this issue when the card was being tested. The names of the play testers are listed on the packing and most of them are very high level players. I believe part of the problem is that when the play testers figure something out, they might not tell FFG and keep it a secret in their back pocket, so when released they can take advantage of it. This is happening way to often now.

As one of the people with my name in those credits, i’d STRONGLY prefer you not accuse us of throwing the meta with broken cards.

Maul has so many clauses to work that it’s literally only good in this single set up. That’s not broken, it’s a Rube Goldberg device that falls apart if you remove any one piece of the puzzle

Oh great so a Scum crew is gonna get nerfed because he is useful with a meta Rebel ship......why not nerf one of the other cards that allow the ghost to be broken?

Maul is not a problem!

He is 3 points, below dengar in ability for scum, needs ezra so a total of 6 for rebels and works in a few cases which are more about extra tlt shots and combo'ing a lot more cards.

On 3/3/2018 at 9:06 AM, gamblertuba said:

By this point, the designers (and playtesters) should be doing a better job of limiting unintended combos by adding these sorts of restrictions by default. Future-proofing by definition is going to be very hard but releasing a card like this is just sloppy.

What part of “to have maul in a rebel list, you must have Ezra” is an unintended combo?

The two cards work together, from go.