Regarding Frimmel & Pyre:
So I think some of the disconnect everyone is having with Frimmel, in addition to his exaggerated language, is thinking he cares about Pyre's effect specifically. He's been very clear about this: he only cares that it's a turn 0 effect. It could be powerful, it could be completely useless, doesn't matter. Frimmel feels personally attacked because a player is able to do something before the first planning phase completes, and whether or not you agree with that, that is what frimmel is saying. Any discussion about how Pyre isn't all that strong or disruptive or is in line with other effects won't matter to Frimmel.
We can't solve this issue for Frimmel. And that means there's literally nothing more to discuss. Frimmel has shared his feelings on the matter, we can do nothing about it, that's that. He can take it up with FFG through the established feedback options if he wants; FFG does not read these forums for that kind of community feedback.
Regarding Scum Illicits:
IMO most of this discussion has been interesting, and I like hearing what others have to say. As long as svelok keeps his toxicity out of the conversation, at least. 😕 Just a reminder of why I hate sending people to these forums, especially new players who are considering sinking hundreds of dollars and hours into this hobby if it seems like it'll be a good experience.
But back to illicits. I suppose it does seem like 1.0 still haunts us, back when illicits were a strong factor in faction identity. Scum has some style to it, but some of those options have been removed, and others have drifted I suppose? I like to think of Scum as the Dirty Tactics, Independents, & Mercenaries faction, and some things fit well with that. I do like that the faction lends itself to a few powerhouse ships that can act as bounty hunters (often good for faction identity), but currently the best of these is Boba who's just a strong ship with free dice mods and repositioning with Slave-1, and Fenn who's an ace with a jousting ability; the dirty tricks identity used to be wider than that. Torani, Ketsu, Zuckuss, Dengar, etc generally kinda struggle to deliver on the strong ship or tricky tactics angles. Guri has been a scum favorite for a long time (along with other vipers), as were tractor shenanigans, but the pushback to both has always been really strong. And I think that's why Scum can't have an identity for long: anything interesting it does well will have to be nerfed or taken away, because those sorts of tactics lie on or outside the edges of normal play. People don't necessarily like facing shenanigans, and tricky tactics are also harder to balance with points. Hence the nerfed tractors and extremely milquetoast illicit selection.
And it's not just in-faction reasons. The faction used to have lots of tricky tactics like tractor shenanigans (quadrijets, Ketsu, Shadow Caster), and we though they'd survive even after the initial nerfs, but then the Nantex said no. Illicits used to be strong and fascinating ways to augment ships; now they're just kinds decent with cybernetics, and maybe a jank list with deadman or cloaking device. Illicits are so mild for a similar reason to tractors: 1) opponents complain about shenanigans and they're hard to balance and avoid NPEs, and 2) sharing with other factions imposes limits to the design space unless scum gets special scum-only toys in that area.
Scum's a fun faction and still my favorite, and it occasionally participates strongly in the meta with a Slave1 Boba + Fenn or Kihraxz+Kimo swarm etc, but there just seems to be something missing and I think that's probably the cause of the lamentations about illicits being for everyone. It could be that memory of 1.0 when the faction had very identifiable core mechanics through illicits, and early 2.0 when tractoring worked far better and the faction felt far more tricky.
And I think sharing illicits with other factions keeps reminding players about past impositions from other factions like the nerfs for Nantex and Handbrake Han. Sharing means even more nerfs could be on the horizon. If someone finds a strong exploit with cybernetics in FO, for example, FFG will likely nerf cybernetics in response. As I said earlier, other factions keep borrowing Scum's toys and returning them scuffed or broken. It's happened often enough that each illicit share just has us waiting for the inevitable repercussions.
On 8/27/2020 at 7:51 PM, ClassicalMoser said:Hmmm, is it just me or do Phasma and Pyre look like a pretty neat combo? Lots of stuff likes to be stressed and that's permanent extra defense on your shuttle. Even if it doesn't, that Xi has an amazing dial and should be able to R1 pretty easy or at least not too hard..
Agreed. I posted some combos like that earlier but they got buried under the flame war. I partially made that post to try to get the thread back on track, talking about the Xi.
It's back there uhh...
somewhere
in this long thread.
Pyre keeps the enemy busy, and by the time they've cleared the stress, you might be able to start harassing them or another ship with the phasma-bubble. The reroll isn't that important, but it doesn't need to be. Finally phasma will be able to put the pressure on a foe without having to dive points into an entire upsilon.
Phasma isn't the only crew that will be delighted to have an affordable carrier in FO. IMO this ship is a game changer for the faction. So much pent up energy can be released now. A few combos will be relatively jank, but others I think will be effective enough to shift how the faction likes to be played.