19 hours ago, theBitterFig said:*This is true of nearly every ship in X-Wing, where upgrades are usually kinda bad. That's a sad thing, IMHO, since we miss out on a lot of neat tricks,
this except it's actually a good thing
19 hours ago, theBitterFig said:*This is true of nearly every ship in X-Wing, where upgrades are usually kinda bad. That's a sad thing, IMHO, since we miss out on a lot of neat tricks,
this except it's actually a good thing
8 hours ago, svelok said:this except it's actually a good thing
There's a reason I said sad rather than good or bad.
A good many different upgrades are kinda fun. Some are too strong, but most aren't. There's theoretical design space for upgrades to be at least OK, not that bad, etc., while also not being dominant at the tournament level.
I think it's good that upgrade-laden ships aren't top-tier. I think it's a little bit depressing and boring--not as far as bad--that they're so utterly unplayable. Could be worse, but it does make a lot of mid-tier casual-night lists a lot weaker than they need to be.
Edited by theBitterFig1 hour ago, theBitterFig said:There's a reason I said sad rather than good or bad.
A many different upgrades are kinda fun. Some are too strong, but most aren't. There's theoretical design space for upgrades to be at least OK, not that bad, etc., while also not being dominant at the tournament level.
I think it's good that upgrade-laden ships aren't top-tier. I think it's a little bit depressing and boring--not as far as bad--that they're so utterly unplayable. Could be worse, but it does make a lot of mid-tier casual-night lists a lot weaker than they need to be.
I actually agree on the sentiment, but I feel that this is because of how 1.0 upgrades got blown out of proportion as time went on, resulting in some overly powerful ones. It seems the designers made it their goal to backtrack a lot and try not to push for gamebreaking upgrades, but it does feel like they overdid it in some places and as a result many upgrades feel like they have very little impact or are situational at best. I wouldn't really advocate for changing that design philosophy mid 2.0 to not have the same thing happen again as with 1.0, but I guess we at least have point cost adjustments to shift the balance a bit.