Un-Nerf!

By Jadotch, in X-Wing

On 23/04/2018 at 10:14 PM, Sarcon said:

I would argue Mindlink could possibly use an unnerfing, or partial unnerfing for up to 3-4 ships, especially seen the current state of the Scum faction.

Personally I wouldn't have restricted Mindlink to only 2 ships. I would have made the drawbacks worse. Some examples for consideration

  1. A ship get an ion token they all get an ion token
  2. A ship gets stressed they all get 2 stress
  3. A ship takes a critical they all roll a single dice for damage and suffer the result

That sort of thing.

I'd like to see it back to it's full glory but you know you're taking a risk using it (which I'm guessing was the original intention)

The obvious problems with Mindlink were that it was OP on ships with green turns, and that it was OP on ships with high PS and/or good pilot abilities.

The obvious fixes therefore being some combination of having it make their turns white, having it make all the ships with it share the lowest PS of all of them, and having ships with it lose their pilot ability whilst other mindlinked ships were alive.

The fix they chose busted it to almost complete uselessness, when there were tonnes of perfectly fine, very enjoyable squadrons which were using it in non-broken ways and could have kept doing so with a version of the fix above.

I agree on manaroo beeing range 2, this was my initial thought when they released the nerf and i wasn't playing it...

palpi nerf is way too much, taking 2 slots and 7 points make it useless and honestly i've seen enough list that can make you reroll all your def dice to say that palpi ace isn't a top tiers list anymore even without the nerf.

Even if we don't un nerf it, at least make it usable... with it's current effect, he should be 1 slot 4 or 5 points.

the mind link nerf exist for a reason, 1 ship do the focus, all other do what they want, but i partially agree on unerfing it. What it need it's not beeing limited to 2 per squadron, it's to be linked to a single other ship.

to make it clear, let's say i've 4 ships, A, B, C and D, all with the upgrade, at the start of the game, i must choose who is linked with who ! For example, A and B are linked together, C and D together, if C get a focus, only D can get one. However if A is stressing, only B get a stress.

Quote

palpi nerf is way too much, taking 2 slots and 7 points make it useless

8 points.

1 hour ago, Lycia said:

palpi nerf is way too much, taking 2 slots and 7 points make it useless and honestly i've seen enough list that can make you reroll all your def dice to say that palpi ace isn't a top tiers list anymore even without the nerf.

Even if we don't un nerf it, at least make it usable... with it's current effect, he should be 1 slot 4 or 5 points.

You realise Palp is currently ranked pretty high in Metawing, right? Ahead of, for instance, Flight Assist Astromech, Kylo Ren, Glitterstim, Heavy Laser Cannon... Palp is fine where he is.

2 hours ago, MrParsons said:

Personally I wouldn't have restricted Mindlink to only 2 ships. I would have made the drawbacks worse. Some examples for consideration

  1. A ship get an ion token they all get an ion token
  2. A ship gets stressed they all get 2 stress
  3. A ship takes a critical they all roll a single dice for damage and suffer the result

That sort of thing.

I'd like to see it back to it's full glory but you know you're taking a risk using it (which I'm guessing was the original intention)

My problem with 1 and 3 is with the premise of the ability, not with gameplay mechanics: How does a telepathic ability that should only affect the pilots' miinds cause your ship to take electrical or physical damage? But #2 has a touch of merrit. Mindlink could be reworded to remove the limit that if a ship is already stressed, it still gets another one if a friendly mindlinked ship gains a stress. I personally don't think it even needs that, but I can see the merrit.

5 hours ago, Cuz05 said:

If I can just rewind here....

We've just picked up a couple of Phantoms (bargain!). My son loves them, but their weakness is cripplingly obvious and the need for VI in the EPT slot is kinda dull. (I had Backdraft execute Whisper 3 times in our 1st game. Disappointment fueled some necromancy...)

We're fairly new to all this so missed the splash they made on release, though I've read enough to get an idea. Still, I wondered, if they were indeed un-nerfed, would they still be unfun or just become viable?

I think we're gonna use the un-nerfed versions for a bit but our conclusions are basically meaningless, we're just play at home noobs. So I was curious what the experts thought on it.

Otherwise, I think there's room there for an interesting custom title....

I've been debating to run a night where Phantoms are returned to their OG glory. However @Crit Happens will regain his rightful place at the top of the imperial ladder locally and just stomp us all to death with Echo, Whisper, Krenic.

5 hours ago, MrParsons said:

  1. A ship takes a critical they all roll a single dice for damage and suffer the result

Number 3 I disagree with, however, if a ship takes a Pilot trait damage card they all suffer the effects until resolved on the original ship.

Edited by Jadotch
On 4/26/2018 at 1:03 PM, SOTL said:

You realise Palp is currently ranked pretty high in Metawing, right? Ahead of, for instance, Flight Assist Astromech, Kylo Ren, Glitterstim, Heavy Laser Cannon... Palp is fine where he is.

Metawing or smurf juice is the same to me... just a name without meaning. And i don't care what your ranking say, i haven't seen a single palpatine since he get nerfed.

On 4/23/2018 at 12:48 PM, Wiredin said:

Phantoms.

that is all

Prolly not. Just make them cheaper.

and they changed virtually every upgrade card in the game, so this discussion is a bit outdated lol

Edited by TasteTheRainbow