I know normally what I post here is ****-posting, but the below content is serious in nature.
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Right now, likely due to the massive amount of cards introduced into the game at once with the release of 2.0, the game is accelerating rapidly to "Card game with minimal positioning importance", as the vast majority of viable pilots are the high-initiative named ones.
In the 2.0 prerelease AMA, the following question was asked-
QuotePilot abilities in first edition are effectively free (after paying for pilot skill increase) and because of this generics are pretty rare. Why would I bring a dagger squadron pilot for 24 or a red squadron veteran for 26 when I could have Jess Pava for 25? There's almost always a better named pilot that's roughly the price of any open space in a list, just because of how many ships each faction has now. Is getting more named ships (even the cheap ones) on the table a design goal, or would you like to see more generics on the table in second edition? What does a fun squad look like for you? Half generics? 75% Generics? 25% Generics? Or is not a design concern at all? Basically, is variety in lists for generics/named pilots something that you go out of your way to influence and design, or just let the community figure out as we go? And if you do have goals for seeing generics in competitive play, how often do you like seeing them appear?
and Frank and Max's replies-
QuoteFB: With our ability to adjust point costs, at different times in the game's life, generic pilots and named pilots will fill different roles. Different game modes will encourage different builds. Some game modes will have a limited card pool and will force players to try builds they would not have played before.
MB: Keep in mind that the ability to alter upgrade slots available also gives us a lot of flexibility in adjusting generics up or down, compared to named pilots. Some generics in first edition would have benefited from a talent slot or an extra mod slot, and we can make these sorts of changes to incentivize or balance generics as necessary. And we can take away slots if certain generics or named pilots prove too powerful with them.
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They somewhat sidestepped the question, but they implied that were Generics to become useless, the power level would be adjusted.
Data has been collected for most major 2.0 tournaments of lists of upgrades, ships, and pilots, how many times they were brought to events, and how many times each made cut.
https://docs.google.com/spreadsheets/d/1WG82luy88hUfgznX80gYk80CVZko6HMXDbhka8DOAT4/edit?usp=sharing
In this data, we can see that almost half of all pilots are initiative 5 or higher. To emphasize how extreme this is, if a tournament of pure Trench Run vs 7 ship TIE swarm happened, we would see 50% Init 1, 20% Init 5, and 10% of each Init 4 and 6, - The number of lower initiative pilots should be drastically larger than the higher initiative ones.
As the data was hard to calculate, I'd like to give a thanks to the Gundarks out of Australia actually calculating this for Australian Nationals, weighted by points . This would mean a squad like Han and 3 Z-95's would be displayed as being 2/3rds init 6, 1/3rd init 1, and not 75% init 1, 25% init 6.
This was a tournament fairly early into the season, and it shows exactly how heavily points are being spent on Aces- As the season has progressed, bids have gotten larger to win these ace-contests as well, exemplified by the 16+ point bids that squads of all I5+ squads with munitions or pre-movement repositioning have been bringing.
One would think that this "race to the bottom" to be able to be cancelled out by efficient jousting squads, but they do not exist in the meta at this time, due to their comical non viability due to their relatively high pricing.
in particular, the issue is that
named, high initiative ships that are more maneuverable and react with more perfect information are in fact better jousters than all generic lists due to their pilot abilities, and their high initiative allows them to escape consequences from engaging low-initiative lists head on via alpha strikes.
The strongest example of this is Boba Fett- It costs just 14 points to upgrade a generic bounty hunter to Boba fett (named pilots are effectively unique upgrades- they provide more ability text, and move your initiative higher) That's less than 3 hull upgrades. Will your boba reroll 3 blank results into more usable results per game, or use his initiative of 5 to avoid 3 damage via arc dodging? Of course he will! Lone Wolf is 4 points for one reroll a turn if you keep the ship away from your entire squad in comparison, and it's considered one of the best EPT upgrades in the game. The data is indicative of his power- 100% of lists with firesprays in-cut had Boba fett in them, and Boba is 94% of all firesprays.
Boba's ability makes him both incredibly hard-hitting, but it also makes him very defensive. as I have learned, entire lists can unload all of their firepower onto him (With the list in question being Boba+Escape Craft+Fang Ace, a very common build), resulting in boba taking 2-3 shields on average. His offensive firepower means he can reliably throw down 3-4 hits every single turn, killing low initiative ships before they shoot.
Empire does this with the alpha-strike ace squad of Soontir, Whisper and Redline. Rebels can do it with Supernatural Luke, Wedge, and Biggs (As a note, Thane is awful- Biggs is very powerful still. Swapping Thane for Biggs will likely make your list stronger, if you are playing an XXX squad). Resistance can do this with a (Pick 3-4) of Poe, Lulo, Tallie, Finch, Nien, Ello, Rey) (and Rey+Poe, which is 2ship)
Kylo Ren is another example- He's held back by the sheer awfulness of the Silencer chassis (it's a TIE Interceptor with a worse action bar, that pays full-cost for 3 mods that no one would take on a normal TIE Interceptor), but playing vs. a Supernatural kylo with a list that has to move first relies entirely on your opponent making bad moves- he is fully capable of dialing in generic escape-plans once up on points (and he has a very easy time doing so with his proton torps, large bid, and wingmate)- These are still ace alpha strike lists.
What we have here is a meta in which all factions are attempting to make the most powerful Alpha Strike with their aces as possible. Low-initiative generics, if they are not simply arc dodged by these highly maneuverable ships, typically lose to these ships via their alpha strike capability. Losing a potential 30-40% of your list before it shoots to these types of squad is fairly common.
The few generic ships that are viable the ones with extensive ship abilities (Quadjumpers, TIE Phantoms with juke, etc), and Sloane- Sloane eliminates most of the alpha strike capability of these styles of list, but what she's flown alongside is irrelevant- Sloane Generic Swarm lists are entirely carried by Sloane. Of note is the Drea Swarm, which should in all honesty, be renamed to "Quadjumper Swarm"- the list is almost entirely dependent of them.
Do you remember the TIE Bomber generic lists- it did well for a couple of weeks and then everyone forgot about it once they realized that they were ships that moved first, tied themselves to another ship for dice mods, and needed to take a focus token every round to be able to do damage?
Another example of the named pilots being cheaper than they should be is the TIE Striker- The named pilots do very well, but the generics have yet to make a cut. Initiative should need to be priced so that each point of initiative is worth more than the last- but it has little rhyme or reason with current pricing- See it costing the same to go from i1 to i3 as i3 to I5 AND a powerful ability on the striker. Issues like Old Teroch vs Kad Solus vs Skull are another example, the pilot with the more powerful ability only paying 2 extra points for i5+the better ability, and Kad's admittedly strong ability being priced at just 4 points vs the Skull.
This leads to the crux of the problem- The squads that are successful are those that are utilizing the most ability text and perfect information, as these abilities are not properly priced.
These two factors are what resulted in the public misery in the GhostFenn/NymMiranda era of 1.0, and one of the most common complaints about these squads were that they were "Combo-Wing", "Like playing a card-game", and "ComBombo-Wing".
These styles of squad attempt to obtain as much perfect information as possible and as much combined rules text for their squads to avoid the core premise of the game, which is uncertainty of movement, combined with positioning. As more and more upgrades and pilot abilities are combined into increasingly optimized squads, The necessity to 'play the game' in a traditional sense is decreased more and more.
I know that there is a points adjustment in one week, but at this time, I do not have confidence in FFG to actually adjust points heavily enough to solve these issues.
When it comes to FFG nerfing core problems, the Jumpmaster in 1.0 comes to mind- It was nerfed 5 seperate times, and it *still* ended the game as one of the most powerful ships. I fear meaningless nerfs such as with the 1.0 Jumpmaster (Han Gunner and Marauder doubling in cost are not meaningful nerfs, nor is boba going up by any number less than ~15) will occur, and nor will generic pilots be increased in power enough to matter. (as an example, 33 point strikers are not significantly different than 5 Strikers and Wampa, and that squad is currently sub-par- You would need to either be looking at something like 7 Strikers in a list, or 6 Strikers with Crackshot to actually have enough jousting efficiency to be able to actually out-joust an ace alphastrike list. Similar issues would occur with the T-65 X-wing, it would likely need to be decreased to 38-39 for the generics for them to become viable in this environment)
if any of the developers are actually reading this, I would urge you to not to be afraid of addressing problems fully when they arise, even if that may mean overcorrecting, as well as increasing the frequency of point adjustments. The times that most people remember the game as being fun are right after new meta-changing factors such as Errata or new waves are introduced, and the combos have yet to be figured out.
Keeping the promise ( https://www.reddit.com/r/XWingTMG/comments/8pbgdj/ama_about_xwing_second_edition_with_max_brooke/e09xiz4/ )of every 3-4 months vs 6 would be nice.
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A big thanks to the Carolina Krayts for collecting this data, their discussion on it can be found here.
https://carolinakrayts.libsyn.com/krayt-empire-episode-9-the-midnight-stats