Krennic got screwed in 2.0

By drail14me, in X-Wing

54 minutes ago, falveryn said:

People so entranced by 2.0 they still think anything, including krennic is any good... Nope. It is really boring for people to think the change is perfect. It has good and bad things.

Krennic's best ability is providing a targeting computer to a crewed ship, in a faction which most ships have one. And the TL action is nerfed to possibly miss, so it is not a big deal for the reaper to have TL.

The condition itself could have been blank text, and it would have been 90% as effective. As it stands, it is almost worthless.

Too situational: Requires a ship with a crew slot to acquire and maintain a TL, and another ship to attack that same ship. So it requires having 2 ships alive, one close enough to acquire a TL and another in arc and range for the attack. Then, it also requires to spend a potentially useful dice (crit, hit or eyeball).

Effect is too weak: It only nets a positive result if you wouldn't had hit or can consistently flip a nasty crit worth at least a hit (very unlikely for a ship to only have nasty crits, and just flipping for the information is not as worth as 1 more damage). It would be worth canceling eyeballs if you have no modifiers just for the information, but this effect has very little value, even less than flipping the weakest of crits.

Ships that would want to use it: You are more likely to be slapping this prototype on a high ps ace so it is easier to keep the TL'd ship in range and arc, but it would also be a waste to use this on a force user, because force users can just infinitely modify eyeballs. Ships with low attack, being more likely to not hit and use the effect more often would make the upgrade more costly relative to the ship, so not worth it. The most appropriate user so far is Fel. You would have to come in with Krennic, TL and then run forever, most likely in a Reaper. Is this effect better than palp? Even with palp being nerfed, palp is still stronger, and only 3 (6) points more expensive, and if reduced to what it should cost, but what FFG is likely to cost Krennic (3/6 points, instead of 2/4 points), then the difference would be around 5 (10) points. Another good vehicle is the Phantom (if they keep the crew slot, and have access to FCS). This way, the Phantom can TL, shoot and still be able to modify its attack without spending the TL, allowing the prototype to benefit from the effect. This would be a different type of support, a very aggressive one, but one you would still want to keep alive to prolong the effect. This is more likely the ideal support, rather than a Reaper running away forever.

So, how much would krennic be worth on whisper, prototyping Fel? between 4-6 points. On a Reaper? between 2-4 points. I think those are good numbers to even consider running Krennic. Costs for ships are otherwise mostly the same (doubled), even for fully armed ships (but increased for high ps ships, where you would ideally want to slap krennic and prototype), so what else can accommodate Whisper and Fel? Maybe Countdown if the effect and cost are similar, most probably just a tie fighter. So whisper + fel is strong, but the remaining points can't be spent effectively. The last option would be RAC + Fel, if RAC kept 3 crew slots and had no gunner slots instead, since RAC has a passive modifier plus palp, so it is less likely to need the TL reroll. It also can live long enough to make use of the prototype effect. The cost of krennic should be near the cost of him on the phantom. People will eventually realize they are better off with another crew on the support ship anyways, unless imperials keep getting more underwhelming crews, which is also likely. I am still not impressed and it needs a moderate (in phantom and decimator) to severe (everywhere else) cost reduction to be usable... on Fel only. And since the target of the prototype can't alter the cost of the crew of the host ship, Krennic will have to suffer the whole burden of the cost (leading to common builds, reducing diversity), and always be limited by its best prototype target. So basically, 2.0 krennic is bad design, very situational, has a weak effect, leads to very static builds because only a few hosts and targets are able to use it effectively and because it is hard for the cost to be balanced because it buffs another ship that can't modify the host's cost. Another bad side effect would be if the best krennic targets, like Fel, received increased costs just because they can be used together. Krennic is one of the few bad things of the change, just analyze properly instead of being blinded by the hype.

50 minutes ago, ficklegreendice said:

No one's jazzed by 2.0 krennic

Everyone's hype over 1.0 krennic

Nice TL;DR fickle

Tbf, 1.0 Krennic is ridiculously good value. I'm struggling to not put him everywhere.

If he's got an interesting niche in 2.0, isn't worthless and is costed appropriately then he'll fit right in fine. He doesn't need to be an amazing upgrade. As brilliant a character as he is in Rogue 1, he's not exactly one the Empires baddest mofos. I'm sure Tagge could take him...

Something poetic about Krennic being screwed over...

But if we don't convert to 2.0 he is the salvation of the empire fleet

8 hours ago, ficklegreendice said:

problem is finding a good Krennic caddie

Indeed!

krennics-imperial-shuttle-main_ab4c37b7.

Oh you have got be kidding me.. Only recently I put in my pre-order for the Tie reaper, having been sold on the awesomeness of Krennic. But I will only be able to enjoy the awesomeness for a few months before he gets the nerf hammer and becomes worthless in 2.0, which is the only version worth thinking about.

I bet Krennic and Saboteur exchanged places in the change edition process.

Saboteur will now be a beast of a crew, while Krennic will collect dust till Xwing 3.0.

Probably, with each successive app point rebalance, Krennic's cost will be steadily dropping to a whopping value of... zero.

Krennic buffing a defender was so nice.

I think even with Krennic being CHEAP he will still be pretty worthless. His ability is just too rubbish now, and I don't think that it something they can change with the app.

I dunno if he got nerfed as such, just more balanced. Keep in mind the 1.0 version let's you spend a Dice to remove a shield but if there are no Shields left it does nothing. The new version let's you remove shields and then when they have a damage card flip it. And of its a super bad crit you could keep flipping it. And that flipping is practically guaranteed.

It's overall not as powerful but let's face it, the 1.0 version is probably way too strong for 5 points.

The old version was only needed because regen was stupid in 1e. Regen is not stupid in 2e, so reliably clipping shields is not necessary.

re-flipping blinded pilot on a high Init ship, Theory crafting Commence!

1 minute ago, CMDR Ytterium said:

re-flipping blinded pilot on a high Init ship, Theory crafting Commence!

Unless there is another pilot or upgrade that allows you to specifically deal "Blinded pilot" to an enemy ship (ala 1.0 Kylo Ren) the theorycrafing ends right there.

10 hours ago, ficklegreendice said:

euRu9De.gif

Krennic gifs will never get old

1 minute ago, FTS Gecko said:
10 hours ago, ficklegreendice said:

euRu9De.gif

Krennic gifs will never get old

Image result for are we blind deploy the upvotes

13 minutes ago, CMDR Ytterium said:

re-flipping blinded pilot on a high Init ship, Theory crafting Commence!

New Blinded Pilot is nowhere near as bad as either old Blinded Pilot, so I'll take it over new Direct Hit or new Fuel Leak.

1 hour ago, william1134 said:

Oh you have got be kidding me.. Only recently I put in my pre-order for the Tie reaper, having been sold on the awesomeness of Krennic. But I will only be able to enjoy the awesomeness for a few months before he gets the nerf hammer and becomes worthless in 2.0, which is the only version worth thinking about.

Good thing it's not the krennic expansion pack ;)

The reaper seems lovely in either version

Krennic 2.0 is less powerful than 1.0, but then 1.0 was an attempt at a fix card for all of our ships that never see play. If the new version is cheap enough he'll still find his niche.

47 minutes ago, ficklegreendice said:

Good thing it's not the krennic expansion pack ;)

The reaper seems lovely in either version

Optimism? There's plenty of stuff we don't know about the 2.0 Reaper. It could have nerfed in a myriad of ways!

Even if he is cheap, he is much worse than in 1.0 and I doubt that he will see much play. A pity really. As someone pointed out earlier, too hard and situational to use and now even the extra shield was stripped.

2 minutes ago, kraedin said:

Optimism? There's plenty of stuff we don't know about the 2.0 Reaper. It could have nerfed in a myriad of ways!

well, team covenant video already spoiled Feroph

when defending, if the attacker doesn't have any green tokens (calculate/focus/evade/reinforce), you may change 1 blank/focus into an evade

so basically c3po without a round limit and after dice are thrown (dodges juke if it still exists). On the surface some might think it's not as good as an added evade result, but then you'd be overlooking how much more difficult it is to have a jam token stick in 1.0 than just having an enemy with no green tokens in 2.0

MUCH improved imo, and definitely my spirit animal given how he deals with green dice

Edited by ficklegreendice
41 minutes ago, ficklegreendice said:

well, team covenant video already spoiled Feroph

when defending, if the attacker doesn't have any green tokens (calculate/focus/evade/reinforce), you may change 1 blank/focus into an evade

so basically c3po without a round limit and after dice are thrown (dodges juke if it still exists). On the surface some might think it's not as good as an added evade result, but then you'd be overlooking how much more difficult it is to have a jam token stick in 1.0 than just having an enemy with no green tokens in 2.0

MUCH improved imo, and definitely my spirit animal given how he deals with green dice

Agreed, Feroph looks much better compared to his 1.0 version. We'll just have to see if there is a non-stealth device way of raising his agility though.

Between jam knocking off modifiers and his ability, I'm not sure we need more fickle greens

Maybe if Palp got involved...

Edited by ficklegreendice

At the risk of sounding excessively sarcastic...

A card designed to compete with the crazy 1.0 meta is weaker in 2.0? Uh, yeah. Kind of predictable, really. As far as the condition goes... It's interesting, certainly. Not something you'll use every time, but if you're relying on naked red dice because you spent all your actions on defense/repositioning, being able to spend a die that probably wasn't go through an opponent's defenses isn't a bad deal.

1 hour ago, ficklegreendice said:

well, team covenant video already spoiled Feroph

when defending, if the attacker doesn't have any green tokens (calculate/focus/evade/reinforce), you may change 1 blank/focus into an evade

so basically c3po without a round limit and after dice are thrown (dodges juke if it still exists). On the surface some might think it's not as good as an added evade result, but then you'd be overlooking how much more difficult it is to have a jam token stick in 1.0 than just having an enemy with no green tokens in 2.0

MUCH improved imo, and definitely my spirit animal given how he deals with green dice

Doesn't dodge juke, that needs an evade token. Jam on the other hand, is way better when token stacking isn't nearly as big of a thing.