Ok, I'm gonna make the bold claim that the balance in this game, both internal and external, is getting to be on the mediocre side, and I think it has and will really strangle the game's future if it's not addressed! Here I will go over my vision of how to fix it! I don't expect any of this to happen because FFG's style is to balance by releasing new units, but Tie Defender style fix upgrades certainly aren't out of the question. No reason this game couldn't also have Titles.
I'm staying away from dial changes, because they're simply too logistically difficult to expect.
Daqan:
Kari: shooting at I2 is unique and incredibly powerful, and the white rally makes her a natural fit for Fortuna's. Her ability to know knives out of combat can be unreasonably oppressive, circumventing most defensive tech and affecting a huge area. At the same time, her dial is quite clumsy for an agile scout on foot. Suggestion: reduce the range of the daggers to 1-3, give her a free reform when she performs a march or shift. Might still be too strong, but feels like a good way to smooth her out.
Hawthorne: lessons of seragart was probably a mistake to print, fundamentally changes the math of the game. His tanky build is cool, but he's simply too easy to ignore. Suggestion: limit the tray reconfiguration to ONE unit, give him precise or the ability to spend inspiration for rerolls or lethal or something. He needs some kind of teeth.
Zachareth: complicated, kinda hate his dial, probably doesn't need changes, I wouldn't touch him.
Oathsworn: feel a little under the curve right now, but are probably fine once the stronger stuff is brought down a peg. Attack at I3 with defense mod forgives a LOT of sins.
Rune Golems: lamented as they often are, I kinda like their design, and they are useful to a certain extent. I could see a reroll if the target has a stun token, but probably just a cost reduction is the best bet, especially on the 4 and 6 tray, which are insane. I also have some spicier ideas.
Spearmen: the dial is kind of a masterpiece, and lots of strong upgrades. My ideal fix would probably come as a new upgrade that introduces a minigame of alternating increased defense and offense, but generally speaking I'd like to decrease the cost of the 4 and 9 tray, while increasing the cost of front line Rune Golem. There is no world in which you take a 9 tray without also taking the heavy upgrade, and maybe there should be. As for the 4 tray, I really don't think they properly appraised the marginal value of those two trays. I'd also take a slight decrease on the 6 tray, but that's way less crucial.
Heavy crossbowmen: too op, please nerf. The 3x1 is a perfect wishlist unit, and simply too efficient for its cost. They have a lot of cool and fun gameplay that I don't want to take away, so I would just make the 3 tray cost 3-5 points more. Easy. Or maybe take away the Equipment slot, I could get behind that.
Scouts: I haven't yet played them much, but they seem a little on the expensive side. The Scout keyword is very hard to appraise, and white reforms are always great, but 21 points is a LOT for two trays of infantry. Probably best to leave the 6 tray alone because of weird champion synergies, but I think the 2 and 4 tray options could drop a couple points.
Waiqar:
Ardus: host of crows is another delicate one, but he himself is too bad on the table to be worth bringing, ever. Dimodian was a very cool start, but without a fresh dial... Drop him down to 32 points, then he can actually be worth bringing in specific upgrade heavy builds. A commander-style unique would also be cool.
Ankaur Maro: too expensive, too squishy, too bad at summoning, shooting at six is uniquely bad. Dropping him to 34 points goes a long way to fixing things, but also changing the wording of his summoning ability to make elite waiqar infantry a future option would be nice.
Vorun'thul: lord op indeed. Waiqar needed the help, but goodness gracious he's oppressive. I'm not even sure what to suggest; hitting the lethal and protected to just be 1 always would help, making the transform out of cursed form only range 1 would make him way easier to counterattack, requiring line of sight to the unit he jumps on would be a very sensible reduction to his offensive power.
Reanimate archers: I don't have strong feelings here, they could probably be a little cheaper or get regeneration, but they're not on my priority list. The Raven Banner in an interesting unique faction strength, which I like.
Carrion lancers: pretty much perfect in my eyes. Maybe let them spit into combat?
Reanimates: probably lingering dead should just be baseline. Maybe a points reduction, I dunno. My waiqar opponent tells me they under perform and I trust him, but they also fight pretty well at 3x2 for fairly cheap?
Death knights: strong, expensive, inefficient against low value targets. No changes needed.
Wraiths: seem great so far, wouldn't touch them.
Latari:
Aside from Darnati, Latari units seem to be designed with a specific task in mind, and mostly they do them very well. Maybe the 2x1 deepwoods are a hair too cheap, but I do not have real complaints here.
Are Darnati good? They don't seem very good.
Hedge Shroud sure looks like it's great on Darnati, golly.
Uthuk:
Ravos: where do you start. Make his melee surge ability hit ALL units at range 1 and force the automatic wound at the end phase to happen before insatiable hunger, and we've gone a long way towards mitigating the worst of it. Make the wrecking ball a little more indiscriminate!
Kethra: probably fine, interesting utility, infinite range on her skill makes me a little nervous but it's not reliable so whatever.
Th'uk tar: way too early to tell! Out of activation movement sure is a red flag though isn't it!
Berserkers: the warsprinter+aggressive combo is a problem, I'm saying it. Charging seven, charging 360 degrees, it's bad, and breaks core design rules. Probably make warsprinter exhaust, cost more points.
Flesh rippers: seem pretty fine, why is the 6 tray so expensive? Drop it 55-58 and see what happens!
Spined threshers: we've been over this, they do way too much for too little. Make scuttling horror exhaust to shift, not be able to enter or exit terrain, not be able to disengage, then make devouring maws 5 points, THEN take away their AoE panic, and they might be ok. 2x1 may still need a points hit, but I'm willing to take it slow.
Viper legion: I'm a little worried about ritual venom, but it's certainly too early to tell.
Obscenes: I like the design, don't foresee any issues. Probably a good candidate for buffs if the above changes knock Uthuk down too hard.
Edited by Bhelliom