[Blog] Points Changes: The Good, the Bad, and the Interesting.

By MidWestScrub, in X-Wing

A few members of St. Louis' Arch Alliance discuss their favorite, and least favorite, changes in this recent update. Check it out here , and let me how you would answer the questions.

I feel like this article really reflects a lot of what I thought about the points changes, especially for Supernatural Reflexes. Very much agree with I6 having to pay no more than 24 pts. for the upgrade, assuming FFG would like it to see play.

I imagine that, when it doesn't really see any play over the next 6 months, FFG will readjust some and bring it down a bit.

good summary and imo a fair reflection of how the community feel (more or less) about the changes.

Thanks!

16 hours ago, Wildonion said:

I feel like this article really reflects a lot of what I thought about the points changes, especially for Supernatural Reflexes. Very much agree with I6 having to pay no more than 24 pts. for the upgrade, assuming FFG would like it to see play.

I'd almost bet money, this is in anticipation of Wave 3. there's going to be a lot more force users added to the game, so too much of a light touch on SNR could actually be pretty gamebreaking. They're probably going use this opportunity to collect data on the relative power of force users and see if/where SNR needs adjustment. That being Said, SNR is a lot like Luke Gunner, it gives a capacity to basically ignore part of the core game by doing an action at an atypical timing for that action and doesn't sacrifice your normal action. In that respect, it wouldn't surprise me if considered it on the same level as Luke gunner i.e. a training wheels upgrade that's not meant to be competitive or will only see a major cost reduction if the meta needs it.

FFG has said before that there are going to be upgrades in the game that are only meant to be used in casual play and will be intentionally priced out of competative play. Like the above mentioned Luke Gunner. SNR might be one of those. But Luke did come down a bit, so it follows that if SNR sees virtually no play, it will as well.