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Discussion of the Sith Alchemy Force Power… Options
adidamps2
Posted: Wednesday, August 31, 2011 3:23:33 AM
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A rules question Sith Alchemy X Questionbrought me to further look at this power and its current ruling…and I think it needs to be address and openly discussed. I mean if as a community we make this stuff, shouldn’t we be able to fix it and make adjustments and errata to address things that possibly slipped though the proverbial crack?

adidamps2 wrote:
With Sith Alchemy X, is/are the new character(s) created from using this ability when defeated worth there point cost?

Or if I can word it better, when my opponent creates one of these do I get points for defeating the Sith Alchemy characters?


Sithborg wrote:
A character brought in by Sith Alchemy does not cost points. This will be in the full glossary defination.


adidamps2 wrote:
Then I am of the opinion (like that’s a news flash I’m sure) that this force powers really needs to be looked at again…and should have a save mechanic added to it…even if it’s as absurd as a save of 16…

I’m not saying the damage shouldn’t be automatic but the ability to add the Sith Alchemy creature should have the save…

I just can’t see giving my opponent a free piece after killing my piece and then earning nothing for that piece when I kill it…especially with something like a Rakghoul who can then turn around and make more creatures of its self as it kills my pieces.

Because there are a plethora of characters (468 matter fact, although I’m sure some of those are repeats when I did the search) who have 20 or less hit points and a good number of characters who, after taking 10-20 points of damage, find them self in this 20 hit point area also…

The loss of the character to this force ability is not the issue again…I can deal with losing a piece with no save…but my opponent getting a free piece afterwards that I earn nothing for needs to be reconsidered…either by adding the save mechanic or allowing one to earn points for those pieces.


countrydude82487 wrote:
wauit on a similar situation do you gain points for a Rakghoul brought in by Rakghoul disease?


Sithborg wrote:
countrydude82487 wrote:
wauit on a similar situation do you gain points for a Rakghoul brought in by Rakghoul disease?


No. This is covered in the glossary defination of Rakghoul Disease.

And Sith Alchemy works the way it does in order to keep it inline with Rakghoul Disease. On a practical level, they didn't want to keep track of who costs points and who doesn't, since the Raks can get a bit crazy.


adidamps2 wrote:
there is a difference between SithAlc and a Rak actually killing a piece off...one being a Rak has to be adjacent and has to have physically attacked the piece (if you want you can equate that to a save mechanic in itself, because it has to hit the target)...Sith Alc is ranged attack and automatically kills your piece and GIVES you opponent a free attacking piece...no rolls necessary. No attack roll, no save mechanic, no special initiative number to roll (I mention this because Reinforcements calls for a special initiative number; oh and they count for points when defeated), just a free piece for spending 1-2 force points...

again I want to be clear, the automatic damage is NOT my concern...it is the AUTOMATIC free piece for my opponent that I earn no points for. There are at least 3 way to "fix" the issue (that I can think of)

1: a save mechanic for bringing in a Sith Alc Creature (11 or a 16 even)
2: Points for defeating the creature
3: defeating the piece that bring in the Sith Alc also defeats the creatures brought in (sort of like force spirits)


Also what this power does is set the precedence that any future Sith Alchemy X Force Powers will also follow suit with no points for the character they would bring in. Although the only creature I can think of off the top of my head is a Rak that can create more of itself as it defeats your pieces…which is the creature this ruling for Sith Alchemy is based on…
billiv15
Posted: Wednesday, August 31, 2011 5:27:45 AM
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adidamps2 wrote:
I mean if as a community we make this stuff, shouldn’t we be able to fix it and make adjustments and errata to address things that possibly slipped though the proverbial crack?


You can stop right there. Nothing at all slipped through the cracks. We specifically discussed it and decided to run it this way. We PTed it, and it worked as we designed it. You are more than welcome to lobby us to change our mind, I'm pretty confident you won't as I don't see anything in your comments that are "new" information that we did not consider, but lobbying for a rules change is certainly within your right and worth discussing.

However, I need to clarify something you seem to misunderstand. You do not have the right to change the rules. There is no community vote option. The rules are set by the design team and the rules experts Nickname and Sithborg. I'm sure there is plenty that other people would argue with as well. We are not using a process of community rule interpretation for competitive play (that is Regionals and Gencon - do whatever floats your boat in other games).

What you have ignored, is that we are following a precedent. That's the first part, which you noted, then dismissed. However, it needs to be recognized that having a combination of "free Raks" and "not-free Raks" is an overwhelming process, particularly for a figure a person does not start the game intending to track. For example, tracking 10 Wookiee Commandos can be easy because you built the squad with that in mind. Tracking 13 Raks created via SA and then RD is not. That is a significant point.

Second, we balanced SA with this in mind.

Third, one of the biggest negatives to reserve pieces in competitive play is that they count for points. WotC gave us a precedent for reserves that don't count for points. We are using that precedent here because it's a better system. (All though I would have been fine years ago with an errata that reinforcements count for points too myself - obviously we aren't doing errata now so that ship has sailed.)

As for future figures with Sith Alchemy, yep, the precedent is set, and that's how we intend it to work and how we intend to balance the pieces.

As for some of the reasons, tracking is one, but there are others. For example, free Raks makes using mass non-droid activations risky. Better hide your 10 ugnaughts, or you risk a Rak assault. That is very good for the game. Forcing a save 11 on a replaces turn action of a 51pt piece on a 3pt ug is not a useful tool. Even a save 16 really isn't going to make it useful enough to be a reliable threat to mass activation squads. It is a strong ability, as it's meant to be. We want it to be strong in order to deter some abuses of the game rules (if only I could have argued for using it on droids lol). You will never get points for killing a Sith Alchemy character. That's how I intend it to work.
Lord_Ball
Posted: Wednesday, August 31, 2011 6:22:33 AM
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Honestly I don't see it as a problem, given that the only character this currently applies to is Celeste, outside of an Imperial Squad with Emperor Palpatine on Throne I can't see this power being used more than twice in a skirmish (especially if you use Force Cloak) as FPs aren't exactly plentiful, and it's not like the Rakghoul is a powerful monster, sure with Celeste they become potent threats, but with 17 Defence and only 30 HP they'll still fall rather quickly.

There are also plenty of ways to defend against it besides Force Defense/Absorb, it still uses targetting rules so things like cloaked and Diplomat are going to give her problems, as will Mounted Weapons, Droids, and Larger figures.

I have a bigger problem with Mount granting cover than a "free" Rakghoul for the opponent....
adidamps2
Posted: Wednesday, August 31, 2011 7:07:46 AM
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Sith Alchemy replaces ATTACKS...not turn...and tracking free vs. not-free characters is a part of the game...when you look at 27 point Lobot or 50 point Jabba...

and what's the point of PT then if when you get feed back on something it doesn't really change anything? and it's a shame that a game that has no actual company over it is still ruled by a few, when it's the community who wants to have a say it what/how we play...
Echo24
Posted: Wednesday, August 31, 2011 7:26:12 AM
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adidamps2 wrote:
and what's the point of PT then if when you get feed back on something it doesn't really change anything? and it's a shame that a game that has no actual company over it is still ruled by a few, when it's the community who wants to have a say it what/how we play...


Playtesting does change things. Sith Alchemy was playtested by many people, and according to those people, plus the designers, it's fine as is.

You're making a very dangerous assumption that what YOU think represents the community, when that is obviously false. I disagree with you, Bill disagrees with you, Lord Ball disagrees with you, MandalMauler at Gamers disagrees with you, and many, many other people disagree with you. There is no community outcry about SA being broken or made poorly. It's just you. Did you ever consider that you're just downright wrong?
billiv15
Posted: Wednesday, August 31, 2011 7:26:14 AM
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adidamps2 wrote:
Sith Alchemy replaces ATTACKS...not turn...and tracking free vs. not-free characters is a part of the game...when you look at 27 point Lobot or 50 point Jabba...
A fair point, but not one I was well aware of. The difference is in that Rak's are a special case. With reinforcements, you as a player are well aware from the very start of the game which ones are worth it, and which are not, as is your opponent. When you make new figures within the game, it can get tricky. It's not entirely different, but I didn't represent it as universally separate issues. But there is a pretty confusing aspect to rak's being generated mid game in ways that both count as points and don't count as points. And that is in fact very different from reinforcements. But that is only one of the reasons we choose to follow the Rak precedent, not the only reason.

adidamps2 wrote:
and what's the point of PT then if when you get feed back on something it doesn't really change anything? and it's a shame that a game that has no actual company over it is still ruled by a few, when it's the community who wants to have a say it what/how we play...
Oh please, that's a gross exaggeration of what I said, and you've extended it to an entirely inappropriate area. My statements reflect after the release rules discussions about things an individual person doesn't particularly like, not PT feedback. Again, back off hot shot, you are making claims that are borderline trolling. Don't twist my words again or I will simply ignore you and ask that the thread be locked. There is no need for making the thread uncivil simply because you can. Argue the points, don't exaggerate and change my words.
adidamps2
Posted: Wednesday, August 31, 2011 7:46:13 AM
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Echo24 wrote:
. Did you ever consider that you're just downright wrong?

did you ever consider it's my Opinion...

and I have listed out all of my concerns...and issues with the power...
adidamps2
Posted: Wednesday, August 31, 2011 7:52:40 AM
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and Bill I twisted nothing...I took what you said...litterally...you said we as a community have no say in rulings and that erratta to rules/SA/FP of what was WOTC cluster on somethings will NOT be fixed...

I mention the PT'ing as not mattering on things like this, since when I did PT a Power I saw an issue with it...but was told "Sith Alc 2" already set the tone, so we are not discussing the merits/issues of this new FP... So why PT it then? I seen an issue and nothing with my concern for the power/abilty will be changed because of a differnt power already in play the new power is based on. even though therte are many FP's of differnt level that have diffenrt effects even though they basically do the sam ethings...look at all the differnt pushes and Lightnings...
Echo24
Posted: Wednesday, August 31, 2011 7:58:02 AM
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adidamps2 wrote:
Echo24 wrote:
. Did you ever consider that you're just downright wrong?

did you ever consider it's my Opinion...


Actually what you stated isn't an opinion. The best summary of your point I think is this quote from you:

Quote:
...but my opponent getting a free piece afterwards that I earn nothing for needs to be reconsidered...


You're stating something objectively there, that "X needs to happen". That's not an opinion, that's a statement of a belief (two different things).

And in this case, your belief seems to be wrong and unpopular.

Quote:
and I have listed out all of my concerns...and issues with the power...


I certainly hope that means that you're done discussing it, then. Your concerns have been considered and noted by the design team.
LeftiesWillRule
Posted: Wednesday, August 31, 2011 8:22:04 AM
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I don't think there's any problem with Sith Alchemy 2. For starters, you won't get to pull it off very often if your opponent is smart. Secondly, A regular 17 point rakghoul can already kill your cheap fodder and turn it into a 0-point unactivated Rakghoul. If I'm paying 51 points for a character that does virtually the exact same thing, it had darn better be at no save and zero points.

And even if I thought otherwise, I know the V-set design team is made up of players who know the game better than the back of their hands (and maybe even better than some family members...) who playtested each piece better than I'll ever have the time to.

Last thought: In case you didn't know, its tradition to wait until after someone has won Gencon with a piece to start whining about it being broken. Advanced Battle Meditation is waaay more powerful than Sith Alchemy 2, and nobody bellyached about it until after GenCon. So give it a couple of months, okay?
Mando
Posted: Wednesday, August 31, 2011 8:27:14 AM
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I don't really have a problem with Sith alchemy. Its just something to watch out for. If you are in the habit of running your uggies up to provide cover for your other peices, you are going to pay for it. If you run a poggle bomb squad, you are really going to hurt. I playtested against it, and back when playtesting against Celeste, I did make a suggestion. My suggestion was to not change the power, but Celeste's cost. And guess what. She costs more than she did in the begining. So I think playtesters do have a big say in the design process. Peoples claims that playtesting is pointless don't have a clue what they are saying. Case in point: I agrued heavily against HK-47's orignal stats because they were downright broken. HK had no CE and his cost was cheaper. Through playtesting, it was realized that he was way to good for his cost, and that he would be an auto include in pretty much every seperatist squad if he stayed the way he was originally made. He went though some major changes and that is what playtesting is all about. So for people saying that designers don't listen to playtesters, you are completely wrong.
LeftiesWillRule
Posted: Wednesday, August 31, 2011 8:31:54 AM
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Mando wrote:
I don't really have a problem with Sith alchemy. Its just something to watch out for. If you are in the habit of running your uggies up to provide cover for your other peices, you are going to pay for it. If you run a poggle bomb squad, you are really going to hurt. I playtested against it, and back when playtesting against Celeste, I did make a suggestion. My suggestion was to not change the power, but Celeste's cost. And guess what. She costs more than she did in the begining. So I think playtesters do have a big say in the design process. Peoples claims that playtesting is pointless don't have a clue what they are saying. Case in point: I agrued heavily against HK-47's orignal stats because they were downright broken. HK had no CE and his cost was cheaper. Through playtesting, it was realized that he was way to good for his cost, and that he would be an auto include in pretty much every seperatist squad if he stayed the way he was originally made. He went though some major changes and that is what playtesting is all about. So for people saying that designers don't listen to playtesters, you are completely wrong.


And I heard someone complain that having a CE doesn't fit the character. I suspected that the primary reason for having a commander effect was to keep him from getting all those powerful Sep CEs that were for Followers. Your post pretty much confirms my suspicion. ThumpUp (And I never played the game, but I do recall that HK-47 built an army of HK-50 droids at some point...)
Sashlon
Posted: Wednesday, August 31, 2011 8:35:14 AM
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I playtested Celeste several times.

You are incorrect, there is no issue with Sith Alchemy at all. Many Testers tried her out, no one had a problem with her as far as I know.

It's dangerous to assume that because YOU as an individual have a problem that it is a COMMUNITY problem. That's getting into the realms of thinking that you know what's best for other people.

The game isn't ruled by a 'few'. As has been stated, Celeste was designed by a TEAM of designer, and tested by a GROUP (probably a few groups) of Playtesters, and finally, she was passed through the Quality Control process. Upon being spoiled all she has recieved from the general community is praise.

The design team was calling out for volunteers to help playtest these minis. How about taking part in the process in the future, instead of throwing rocks from the outside.
billiv15
Posted: Wednesday, August 31, 2011 8:53:00 AM
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Adi - you most certainly did twist my words (or perhaps you completely misunderstood the conversation which is pretty likely I think). Either way, if your concern is with a currently being tested piece, then I suggest you start reporting PT results. As of yet, there are no PT results that have been posted about the character you are talking about. Celeste and SA2 is set in stone, there will be no post-release changes. That is what I said earlier. The community doesn't get a vote, and doesn't get to change it after release. As for currently being PTed figures, they are all open to changes. If the ability is a problem, we fix it somehow. However, making a thread to publically complain about a non-released figure, when nothing has been posted about it in the PT area is very bad form. All that will do, is insure you will never be given pieces to PT again. Since you concerns have been noted and discussed, and since it seems clear now that you want to complain about a non-released mini, please leave the thread and send in PMs with your problem play testing issues. We will discuss that only in the appropriate areas of Gamers, not in public threads during playtesting. Geez, I can't believe I actually have to say that...
Sithborg
Posted: Wednesday, August 31, 2011 12:33:22 PM
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adidamps2 wrote:
Sith Alchemy 2 replaces ATTACKS...not turn...


Fixed that for you. Keep in mind that most "unleashed" Force Powers are not the same in that regard. Will Sith Alchemy always be replaces attacks, who knows. We will see if it ever defeats a character with more than 20 HPs and what creature will be brought in. Spawning free Mynocks is one thing, spawning free Rancors is another (and awesome).
Ruhk
Posted: Wednesday, August 31, 2011 1:30:55 PM
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Re: HK.. I 'lead' the design on him.. and yes, that's a good example of how a figure changed over time due to PT-ing. The Grey Jedi thread on Gamers is another.

Sith Alchemy was well tested and was not found to be overly powerful. If you want to spend your 51 point piece's turn, changing an ugnaught into an unactivated Rak.. go nuts, that's an easy kill for me, and now I don't have to worry about the 40/60 damage a turn that she can normally do.
adidamps2
Posted: Wednesday, August 31, 2011 10:22:41 PM
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funny how Bill and Ruhk both mention that Celeste Mornes Sith Alchemy replaces "Turn" ... when it only replaces attacks...throw her in a Republic squad and she can pull it off twice on an activation....

Unless there WAS a screw up and Sith Alchemy was suppose to be a replaces turn ability.
LukeCZ
Posted: Wednesday, August 31, 2011 10:53:40 PM
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Don't see how she can pull it off twice. She doesn't have MOTF2. I can speak for a very different group from the heart of Europe, that Sith Alchemy is nice and deffinitely not overpowered.
Darth_Jim
Posted: Wednesday, August 31, 2011 11:16:51 PM
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No problems with Sith Alchemy here either. I played Celeste this past weekend in a tournament, had a blast... and finished 3rd. In the final game I didn't attempt any Sith Alchemy. Why? Because there was always a better option for Celeste on her turns in that game.

I haven't played 20 games with her yet, but it's been my experience that even in the games I was able to generate rakghouls, Sith Alchemy was not what tipped the games I won in my favor. In games she was a factor in victory, her ambush played a bigger role. A well designed piece with an ability that works as intended. Not only do I not have any complaints, but I will say well done on this one, Bill...you hit the bullseye.
Mando
Posted: Thursday, September 1, 2011 12:10:38 AM
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LukeCZ wrote:
Don't see how she can pull it off twice. She doesn't have MOTF2. I can speak for a very different group from the heart of Europe, that Sith Alchemy is nice and deffinitely not overpowered.


There is a way to give her MotF 2 in the Rebels, Old Republic and Republic. As long as you have someone with Light Spirit, if that person dies and gives their force points to Celeste and the ability to spend force points twice per round, she effectively has Motf 2. Not that it would do any good anyways. You can only use one replaces attacks force power a turn, so there is no way she would be able to SA twice in one turn.
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