World Nerf III

By Blail Blerg, in X-Wing

There's a million of these threads. That's ok. I want one for myself and the best ideas I've heard.

Its blindingly obvious that power creep in the last few waves has run completely rampant. New ships are basically non-sensically more mobile, defensible or hard-hitting than older ships. This is probably the last time we can curb it before the game simply gets out of hand.

THE WORLD CHANGER: Generally, everything with 4+ upgrades, 9+ health, repositioning, 180+ degrees of firing, regen, extreme upgrade synergy, auto-damage, on a large or fat-small base needs a nerf down to normal power levels.
Each ship can only equip 4 upgrades. Titles are exempted if they do not provide any positive bonuses except: Adding slots and/or changing point cost.
Ex. Virago and Vaksai do not count towards the 4 limit. Starviper mk3 and the Ghost title do. Assigned conditions do not count towards the limit either.

Large Base boost - When executing a straight boost, place the 1 straight on the side of the nubs and boost by the shorter distance of the template. When executing a slight or hard turn boost, place the template at the front of the ship opposite to the direction of the boost, and place the ship so that the back far corner contacts the template.
Handles ships:
Scurgg
super Miranda
Falcon
Dash

TARGETED BOMBARDMENT: Specific nerfs. Keeping these ships viable, but removing extremes.
Gunboats/Imps/ Harpoons : Spend TL to attack.
VCX/Phantom : Phantom Title changed to at the end of turn, the docked Phantom (has no mods) may make a turret attack.
Sheathipede : Remove EPT slot. Can only fill astromech OR crew.
Auzituck : An opponent may choose a reinforce token as if it was an evade token for the interactions of their abilities and upgrades.

2.0 would work better at this point. What you do is just making autizuck the best ship.

2 hours ago, Blail Blerg said:

There's a million of these threads. That's ok. I want one for myself and the best ideas I've heard.

Its blindingly obvious that power creep in the last few waves has run completely rampant. New ships are basically non-sensically more mobile, defensible or hard-hitting than older ships. This is probably the last time we can curb it before the game simply gets out of hand.

THE WORLD CHANGER: Generally, everything with 4+ upgrades, 9+ health, repositioning, 180+ degrees of firing, regen, extreme upgrade synergy, auto-damage, on a large or fat-small base needs a nerf down to normal power levels.
Each ship can only equip 4 upgrades. Titles are exempted if they do not provide any positive bonuses except: Adding slots and/or changing point cost.
Ex. Virago and Vaksai do not count towards the 4 limit. Starviper mk3 and the Ghost title do. Assigned conditions do not count towards the limit either.

Large Base boost - When executing a straight boost, place the 1 straight on the side of the nubs and boost by the shorter distance of the template. When executing a slight or hard turn boost, place the template at the front of the ship opposite to the direction of the boost, and place the ship so that the back far corner contacts the template.
Handles ships:
Scurgg
super Miranda
Falcon
Dash

TARGETED BOMBARDMENT: Specific nerfs. Keeping these ships viable, but removing extremes.
Gunboats/Imps/ Harpoons : Spend TL to attack.
VCX/Phantom : Phantom Title changed to at the end of turn, the docked Phantom (has no mods) may make a turret attack.
Sheathipede : Remove EPT slot. Can only fill astromech OR crew.
Auzituck : An opponent may choose a reinforce token as if it was an evade token for the interactions of their abilities and upgrades.

Move along - these are not the nerfs you are looking for..

It also nerfs my Boba Fett builds. I get he’s overpowered and you’re scared of him, but still...

Auzituck is a problem as is - reinforce is too good for the points but not easily nerfed without making it useless. My personal take is that it’s added to things that prevent you from taking that action, or force you to lose the token (Wes, jax, homing missile etc).

3 hours ago, Blail Blerg said:

VCX/Phantom : Phantom Title changed to at the end of turn, the docked Phantom (has no mods) may make a turret attack.

Autoblaster; yes please. Two damage that's blockable followed by two unblockable.

The Ghost isn't the problem; the TLT is, and it's only an issue when it multiplies 1 x TLT (fine) 2 x Urgh, 3 x FML, 4 x Naked Table Flip.

Just make TLT unique and add (After performing this attack assign this ship a weapons disabled token)

Fixes ghost as Spam is the issue.

Alternatively just take bobba fett and start shooting off titles; the game has plenty of solutions to problems already available.

People just need to think more; The real issue with Xwing is the same as any competitive game now a days, "the internet" as soon as something wins something people jump on it be that deck, army, team, squad etc. (right or wrong people want to win) Xwing is a game with a massive dataset thanks to Meta-Wing and list juggler, so getting the top lists is easy as pie, who needs trial and error when you can go.

"Winning lists + Xwing Regionals + 2018"

TL:TR

#ThinkMore

No. At this point we're closer to buffing everything else back up to the newer power level than we are to nerfing everything new back down.

Bring the power creep on. Bring it faster, if anything!

this absolutely crushes more than half of the game. No, if they actually did this the game would die off in a flash because suddenly SO MANY PILOTS would be suddenly transformed to hot garbage, even the not exactly great ones that are still used.

5 hours ago, Estarriol said:

Auzituck is a problem as is - reinforce is too good for the points but not easily nerfed without making it useless. My personal take is that it’s added to things that prevent you from taking that action, or force you to lose the token (Wes, jax, homing missile etc).

What are the odds that the jam token will work on reinforce in the next FAQ? Could this make the jamming beam a good upgrade?

since the problem the underpriced base chassis of newer ships, limiting upgraded doesnt save the game. certain specific builds abuse upgrades, but every one except the Ghost which I can think of relies on 3 upgrades, not 4.

the problem is that 30 points buys a generic E-wing pilot Or... CAPTAIN NYM.

same goes for almost every recent expansion except the M12 Kimogila, which is fairly priced for wave 3. To fix the game we could leave every ship and upgrade un-nerfed and simply adjust the squad point values.

a contracted scout would be fine at 35 points for example, as firesprays are better at that price, etc

Edited by Vontoothskie
14 minutes ago, player2422845 said:

What are the odds that the jam token will work on reinforce in the next FAQ? Could this make the jamming beam a good upgrade?

Honestly, every ability that currently works on focus and evade tokens/actions should also work on reinforce tokens/actions.

In many cases titles shouldn't count as part of the four card upgrade limit because the title is really just an extension of the pilot card as in the case of the ARC-170 and the TIE S/F.

The ONLY thing I read in the OP that I semi liked was the handling of the ghost/phantom title. Having the title work where during the end phase you may attack out the rear arc or with a turret equipped to the attack shuttle. So only way to do 4 TLT rounds would be to have a TLT on the ghost AND the shuttle. The rest of that just made me SMH.

17 minutes ago, Vontoothskie said:

since the problem the underpriced base chassis of newer ships, limiting upgraded doesnt save the game. certain specific builds abuse upgrades, but every one except the Ghost which I can think of relies on 3 upgrades, not 4.

the problem is that 30 points buys a generic E-wing pilot Or... CAPTAIN NYM.

same goes for almost every recent expansion except the M12 Kimogila, which is fairly priced for wave 3. To fix the game we could leave every ship and upgrade un-nerfed and simply adjust the squad point values.

a contracted scout would be fine at 35 points for example, as firesprays are better at that price, etc

or 25 points buys a naked Jan Ors or a VI/Hot Cop Fenn Rau.

Which is one of the reasons so many ships are getting a negative cost card.

Most of the first like 4 waves are so overpriced compared to even 3 waves ago stuff its disgusting.

Jan Ors technically has a very powerful ability but the price you pay for such a fragile and somewhat useless frame overshadows how good that ability is.

Yeah, never been a fan of the concept of a upgrade limit. It doesn’t make a ton of sense as it only hurts a few meta builds, but gets a lot of lower tier ship up the creek. It’ll just do more harm than good at this point. Especially since there are other builds at or near the top that with only minor modification can fill the void the builds you are targeting would leave. So, we get a new “ruling class” without any guarantee that it will be more inclusive while also hurting those lower. Pass.

Your idea of titles doesn’t take into consideration titles that are part of he ships base functionality, like the ARC, the U-Wing, the TIE Striker, and the TIE/sf. Your system handicaps these frames unduly.

And finally on the upgrade limit point, it may hobble the upcoming X-Wing buff, depending on the details. I’m not sure you are gonna get much support for that.

As for the large base boost, I could be on board, but I would like to hear about some testing first.

Harpoon needs to spend TL: eh, I’d be fine with it, but that is based on personal preference.

Phantom makes the end of turn shot: I’m okay with that, though it will need to be super well defined or it will be a nightmare.

Sheathipede lossing EPT: Don’t agree. It doesn’t match the characteristics of ships that are denied that slot.

Same ship choosing crew or Astro: Also disagree. Not supported in fluff or previous gameplay design.

Reinforce being affected by things that affect evade. Worth a look.

Phantom turret is a no brainer, when it first came out that's how I expected it to work. I could get behind Large ship Boost being akin to Barrel Roll and maybe straight only. Reinforce token interaction too. I think the Sheath is too drastic. Capping at four upgrades seems harsh.

10 hours ago, Blail Blerg said:

Large Base boost - When executing a straight boost, place the 1 straight on the side of the nubs and boost by the shorter distance of the template. When executing a slight or hard turn boost, place the template at the front of the ship opposite to the direction of the boost, and place the ship so that the back far corner contacts the template.
Handles ships:
Scurgg


Small base.

1 hour ago, Vineheart01 said:

Which is one of the reasons so many ships are getting a negative cost card.

Most of the first like 4 waves are so overpriced compared to even 3 waves ago stuff its disgusting.

Jan Ors technically has a very powerful ability but the price you pay for such a fragile and somewhat useless frame overshadows how good that ability is.

I use her all the time! It comes down to how you use her... but yea, she is usually 32 points or more for me... which could be a 33 point Norra for example.... but put them together...

even if they made the title -2 points and hold focus tokens, would it be enough to "save" the hawk?

Edited by Wiredin
57 minutes ago, SabineKey said:

Yeah, never been a fan of the concept of a upgrade limit. It doesn’t make a ton of sense as it only hurts a few meta builds, but gets a lot of lower tier ship up the creek. It’ll just do more harm than good at this point. Especially since there are other builds at or near the top that with only minor modification can fill the void the builds you are targeting would leave. So, we get a new “ruling class” without any guarantee that it will be more inclusive while also hurting those lower. Pass.

Your idea of titles doesn’t take into consideration titles that are part of he ships base functionality, like the ARC, the U-Wing, the TIE Striker, and the TIE/sf. Your system handicaps these frames unduly.

And finally on the upgrade limit point, it may hobble the upcoming X-Wing buff, depending on the details. I’m not sure you are gonna get much support for that.

As for the large base boost, I could be on board, but I would like to hear about some testing first.

Harpoon needs to spend TL: eh, I’d be fine with it, but that is based on personal preference.

Phantom makes the end of turn shot: I’m okay with that, though it will need to be super well defined or it will be a nightmare.

Sheathipede lossing EPT: Don’t agree. It doesn’t match the characteristics of ships that are denied that slot.

Same ship choosing crew or Astro: Also disagree. Not supported in fluff or previous gameplay design.

Reinforce being affected by things that affect evade. Worth a look.

i agree with much of that, but harpoons are insanely overpowered garbage and there is no "type" of ship that is excluded from EPTs. EPT slots go to pilots the designers want to be flexible but arent anticipated to be out of hand.

for example Laetin Ashara didnt get one for balance reasons even though most M3A pilots do. the only reason certain aces dont have ept slots is the concern that their abilities would interact in uncontrolled ways... like for example veteran instincts rebel Fenn.

Rebels need so many nerfs, that 2.0 is probably the easier way to go.

See i disagree; 2.0 would kill the player base. It did this for Warhammer.

A new rule set? yes; but nuking the game; and going back to basic is terrible idea. just stick with cards and cardboard as is.

Honestly, today's meta isn't nearly as bad as ye ole scouts days

Or even the complaints I kept hearing about nymranda or trajectory nym

A lot of ships have been obsolete since release, and while I believe FFG definitely should make firing arcs matter more (nontoken modifiers should not work out of arc) old stuff needs to be buffed to reach even wave 5 viability

The x and b especially are jousters that can't joust for ****. They need strict, simple free modifiers to improve their efficiency while they have their arcs on their target (ie jousting)

If something like a ghost or Rey is a better jousters, more mobile, higher ps AND has goddamn turret, you've just ****** up in the design of the jouster

Edited by ficklegreendice

just buff T65/HWK290/Mist Hunter/B-wing/A-Wings/Tie Phantom/Tie Punnisher and then lets see what happens.

P.S. WHERE IS MY RESISTANCE A-WING FFG?!

Honestly, at this point I'd settle for blanket buffs over trying to make everything unique . Example,

Tie Fighters and Awings all also become backstabber (and backstabber gets backstabbier). Primary weapon AND arc only (sorry, QD ). They're agile craft that should use manueverability (and #s) to win by attacking vulnerable elements

Bwings and punisher get a free (single die) reroll on an attack roll, sorta Linked Batteries for free. Also, permanent forward reinforce.

Xwings are already getting a thing, hopefully it pays off

Edited by ficklegreendice
1 hour ago, the1hodgy said:

See i disagree; 2.0 would kill the player base. It did this for Warhammer.

A new rule set? yes; but nuking the game; and going back to basic is terrible idea. just stick with cards and cardboard as is.

What? Warhammer 40k went through 8 editions or so and uts doing well