Two days ago I've sent an e-mail to FFG with my opinion on the current point update strategy, but comrades suggest me to re-post it here to attract necessary attention.
Here it is (excuse me for longreed):
QuoteDear Fantasy Flight Games members, hello!
I suppose that at these days you receive a lot of feedback from X-wing Miniatures Game players. However, I also to give my feedback according the recent squad points cost update too.
Not a secret that points changes are supposed to be argued by some players affected, but what upsets me the most is that you continue to do it in the same manner as in the first time: when you want to impact too overpowered build, you strictly grow prices for all of its key components, both, eliminating this build from the meta rather than providing competitive alternatives, and also making all these components unavailable for others due to their overpriced cost.
For example, TIE Punisher was too powerful in the last half of the 2018. After you simultaneously raised costs for both TIE Punishers and upgrades they require they are virtually wiped out from the game. At least, I never seen any Punishers in game and even newer heard of them since that change. Besides, all the "heavy bomber" ships (not many, just about 3 distinguished ships in the whole meta) lost Trajectory Simulator (which was pretty fair for 3), and, so, any interest for bomb loading. The same happens now with other favorite builds: you continuously apply efforts to eliminate 4 Phantoms, rebel beef, fat Han and so on, and, I guess, if they still will be in game, you will rise them again until they vanish. But what a problem if such a strong end efficient builds exist if enough alternatives a given? Similarly, Tactical Officer is likely to disappear now: cost of 2 and crew slot occupation looked just fair payment for red coordinate fix. If nobody wanted Leia for 8 points, who will need to fix rather emergency action for 6? People will use it red, or not use it at all.
Another important point is that many upgrades giving too big advantages for certain ships or pilots are up so high, that players won't even think of trying them with any other ships. For example, it was before the first point update when I only seen Juke on a ship other that Phantom or Defender. The same is with Trickshots. For 1 point they were too cheap and became filler, while for 2 they are just okay: you do not take them brainlessly, but still can try to create an interestingly-playing squad not only on Han. {For example, I had my favorite build made of 2 B-wings with trickshots and HVK. It was efficient - though not overpowered - fun and unusual in play. But now it is dead by the squad points because of Han and the rebel beef}
On the Live Stream your representative, Max Brooke, proposed, that it's okay if upgrades would be useful only with limited number of ships and pilots. But it's not so. It's not ok, if an upgrade is ubiquitous and becomes a 'filler', and it's also not ok, if many upgrades are used with only strictly determined ships. It might be okay, if only very few upgrades are usable with very restricted amounts of pilots, as long as those pilots are provided with useful alternative options, and while most of the others upgrades can be sensibly applied to various ships and pilots.
If some upgrades are only taken with certain ships or pilots, and those pilots are never taken without those upgrades, it's as if these cards 'stick' to certain pilots, becoming their additional ‘personal ability’. These 'sticky upgrades' are killing one of the most basic, in my opinion, ideas of the game: variability. Not a secret that some cards link much better with some specific ships or pilots, giving them much bigger advantages, than to others. If you just raise prices for those upgrades and ships that use them, they will rather 'stick' to those ships, than be replaced. I mean, that those certain ships will be the last using them, still getting much more advantages than from any other upgrades, while for all other ships those cards are gone far beneath cost-effectiveness. (If continuing this way, both pilot(s) and upgrade will be eliminated from the meta rather than 'separated' from each other) And the more upgrades 'stick' to the ships, the less creativity and less room for unusual ideas lasts. Growing in number, such 'sticky upgrades' threaten to turn the Extended format into another version of Quick Builds.
I propose to allow players more possibilities for diverse and competitive builds rather than to eliminate present top builds from the game. Definitely, if a ship or an upgrade is overpowered, it should grow in price equally to its power, as a result, probably losing some secondary features and some of its attractiveness. However, growing it's price just because it links too good with something else is a dangerous way, rather restricting players' opportunities, that expanding them. After all, not-playing ships and upgrades are like 'dead weight' for the game.
Jukes and Trickshots are difficult cases, though. They can give moderate (rather opportunistic) opportunities for most of the ships, but for some they became 'must-have' due to their impact. Maybe, the time is for a bit complicated move: both upgrades should have their costs separated by their link with ship's or even pilot's ability.
For example, Juke's cost must grow only for ships, which abilities give them free evade or free evade action. I suggest making them 7 for TIE Phantom, TIE Defender and N1 and returning them to 4 for all others. The case of Trickshots, is even harder, as it links with pilot’s ability rather that with ship's. I see two ways to fix it. The easier one is to make it 4 for all ships with native turret weapons, as for those ships 'it's easier to maneuver in asteroids, still shooting opponent's ships'. This approach will affect most desired pilots Hans, Dash Renard, Lancer crafts (they're also interested in obstacles because of their tractor ability), and HVK, while other pilots of turret ships are not likely to take Trickshots anyway. The more precise way is to up them for the specific pilots, whose abilities encourage them to fly in obstacles, such as: Hans (rebel and scum), Dash, again, maybe, Lancers, Blackout and all Mining Guild TIEs.
The solution I propose creates an uncomfortable precedent of an over-complex cost management. However, until such an emergency occurs again, no need to apply it for any other upgrades. For example, obvious, that Arvel Crynyd always take Intimidation. Nevertheless, as an A-wing pilot, he has another Talent slot if desired, Intimidation is sometimes taken with various blocker ships, and Crynyd with Intimidation is not a problem for game balance, so there is no need to fix this upgrade.
Oleg Raynus, X-wing community of Sankt-Petersburg, Russia
All points are also supported by
Pavel Beryozov, X-wing community of Moscow, Russia
P.S. I also want to say a few words on the TIE Aggressor cost fixes. The cost, close to the TIE Bomber's cost seems to be fair for this ship. Unfortunately, in the current meta the best thing it can is to simply replace TIE Bombers in 'missile swarm'. You can make it so cheap, that people start to spam it as a beef, but do you want it? If you want to return TIE Aggressor in game, it requires not point reduction, but introduction of powerful and long-ranged turrets, that can serve as a main weapon. Only this way the ship can become flanker and 'role-player' it was supposed to be while released in 1.0.
P.S.S. On behalf of our community I also ask you to lower the prices for TIE Interceptor generic pilots and Turr Phennir, as now they are completely out of use.
What's your opinion on the proposal?
Just in case, I mentioned there only few changes that bothered me and realize it's not a complete list of misfixed upgrades and ships for general points reduction. Two main points I'd like to have discussed are:
1) general change in points update strategy (adding opportunities rather than eliminating current top builds)
2) how to deal with Juke and Trickshot