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This is what a jedi would look like with stats like the CDO. No way would this get through play test because people freak out over jedi. Jedi whatever officer Cost 22 HP 70 Def 17 Att 9 Damage 20 SA Twin Jedi gain stealth Movement at the end of this Jedi whatever officer turn a Allies with a force rating and melee move 6 squares Non unique jedi gain +4 att Rapport Allies with a force rating and melee cost 2 less. Stealth Allies with a force rating and melee get +2 Attack, +2 Defense, and +10 Damage. At the end of this characters turn, 1 Allies with a force rating and melee within 6 squares may make an immediate attack at +10 Damage.
I agree that this would be to powerful but so is the CDO.
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I don't want to keep beating a dead horse but just wanted to know what people thought. Also realistically the movement at the end of the turn would not be 6 but 12 because the different in a shooter and melee range.
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If this piece is not a humour piece, and meant as a genuine solve to the malady the melee force user faces... It is perhaps a little undercosted, but... it would achieve the objective, without making jedi broken. This solve 2 problem - first, that jedi are all too often confronted by Vong or by a wall of shooter/direct damage (guilty, I use much the Durge squad, with San Hill and Poggle, lobot and Gha Nackt...) second, that the jedi burns through their force points by turn 2, making them a halfHP beat. Yet, surely this piece make jedi nasty - the +40 to damages, could be quite nasty - oh, I forget, the player must become adjacent to benefit... nevermind, they never make it through the gauntlet because they can't dodge a wrench, they can't dodge a dodgeball.
So, maybe a structural change to the game mechanic need to happen? Locally, we play some Standard 200/250, some Dynamic Duo... but, we do think maybe all non-melee attack require a 'save', similar to W40Ks "To Hit" and "to wound" system. this seems to be the least burdensome change, which affect all non-melee. The more attack made? the less likely there is to hit, and it is more the 'to wound' roll that people fear. Combine with the force renewal overhaul, in line with WotC's "StarWarsTradingCardGame", and there you have a very easy fix to the state of meta etc... some also ponder about "simultaneous turn resolution" - it is something I long advocate also, which make the game ever more fast paced! though as I have long advocate, to each their own. Since there are not anymore an 'official' tournament replete with full proper prize support (this is not like Texas HoldEm or other league, where you can live and be a poker player), how people house rule or constrain a tournament is up to them. Some propose only a JJWarsTrek tournament - and if they have fun, that is the main thing... though, those character never happen NB: I also think the 'hyper technical ultra-competitive metametagame" and the affect of the players, their mindset... this is something that cannot be ruled upon - which cause much of the distortion with some new pieces made, and people who quest to win any way they can most expediently.
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While the format isn't for me because of the list of banned pieces, one of the things that Bronson's Legacy format gets right is the focus on unique characters. I think if the overpowered piece were unique, while still bad, would at least be a bit more palatable. What irritates me more than the melee vs ranged debate is that non-uniques like this one have so much power in the meta. I know Daala is unique and so is Poggle, and I think they should make non-uniques better, but not to the extent that the focus...the power of the squad is on the non-uniques. Darth Vader, Agent of Evil had the kind of balance as a commander that I'd like to see.
I agree that we need to bring melee back to being playable in the meta, but let's not do it with non-uniques.
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Rank: Advanced Bloo Milk Member Groups: Member
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Lou wrote: Jedi gain stealth. Rapport Allies with a force rating and melee cost 2 less. Allies with a force rating and melee get +2 Attack, +2 Defense, and +10 Damage.
Except, for the CDO, these three things apply only to allies named "Commando Droid", which are really crappy without some major help. The CDO should lose the cannon shot and maybe the Coordinated Movement. I like the idea of a Jedi/Sith commander giving out some good bonuses to low level force allies.
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Lou wrote:This is what a jedi would look like with stats like the CDO. No way would this get through play test because people freak out over jedi. Jedi whatever officer Cost 22 HP 70 Def 17 Att 9 Damage 20 SA Twin Jedi gain stealth Movement at the end of this Jedi whatever officer turn a Allies with a force rating and melee move 6 squares Non unique jedi gain +4 att Rapport Allies with a force rating and melee cost 2 less. Stealth Allies with a force rating and melee get +2 Attack, +2 Defense, and +10 Damage. At the end of this characters turn, 1 Allies with a force rating and melee within 6 squares may make an immediate attack at +10 Damage.
I agree that this would be to powerful but so is the CDO. Exactly!! Great point hit home Lou, I hope everyone looks at this.
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Darth_Jim wrote:While the format isn't for me because of the list of banned pieces, one of the things that Bronson's Legacy format gets right is the focus on unique characters. I think if the overpowered piece were unique, while still bad, would at least be a bit more palatable. What irritates me more than the melee vs ranged debate is that non-uniques like this one have so much power in the meta. I know Daala is unique and so is Poggle, and I think they should make non-uniques better, but not to the extent that the focus...the power of the squad is on the non-uniques. Darth Vader, Agent of Evil had the kind of balance as a commander that I'd like to see.
I agree that we need to bring melee back to being playable in the meta, but let's not do it with non-uniques. I keep finding people saying things that fall under a certain viewpoint I have tried to present on these forums. Make a set that has 20 unique jedi (or Melee for the Mandos) that all have good ranged defensive capabilities and decent movement (tons of options here, Charging Assault, Twin attack, GMA, Ambush, Backlash, Master Speed, Leaping Assault, etc.) and some with great capabilities. Nothing over the top, but just solid defense. This way you have options for builds, you have successful, competitive squads, and you have fun. I would use sub factions for this purpose. I made an OR piece (that is an idea) that I thought would be fantastic for melee Army of Light faction http://www.bloomilk.com/Custom/23279/newar-forrthFor Republic I might start a sub faction. Legacy uses Council Members as a sub faction, I love that idea, but it can be something else. Mace's Strike Force could be cool New Republic, someone a while ago made Praxeum pieces, that could be cool. Anyway, thought being that a new set just contains lots of melee pieces that are not stifling, are balanced, and are unique from eachother.
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Again I do NOT think this is a good idea just saying shooters keep getting pieces like this and melee keeps getting held back.
Also this piece would have force on it to do more tricks.
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@jen'ari, sounds quite an interesting prospect - like a TL20 set, those were fun
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Lou pretty much nailed the problem with this mini.
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Lou wrote:Again I do NOT think this is a good idea just saying shooters keep getting pieces like this and melee keeps getting held back.
Also this piece would have force on it to do more tricks. Yeah, I didn't take it to mean you were serious about making this a mini. I saw it almost as a satire of the CDO (that was not intended to offend anyone) to point out what seems to be an attitude towards design that favors non-melee attackers over melee (Jedi especially) that (at least in my opinion) does not accurately reflect (pun intended) the relative power melee force users have over many other characters in-universe. Whether by design intention or by accident, I think Lou's post shows that SWM (not trying to slight designers here) design has the result of being not very "Star-Warsy" in terms of its reflection of what is powerful in-universe, and it's convinced me that the conversations that dozens of people are having already--that melee needs help--deserve a lot of support.
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AdmiralMotti89 wrote:
Whether by design intention or by accident, I think Lou's post shows that SWM (not trying to slight designers here) design has the result of being not very "Star-Warsy" in terms of its reflection of what is powerful in-universe, and it's convinced me that the conversations that dozens of people are having already--that melee needs help--deserve a lot of support
There is no reason to even add "by design" as an option. This mini was clearly a mistake that got through. It was meant to help a terrible mini from the past. It wasn't meant to be the new gatekeeper. This idea that any designer favors non-melee over melee or specifically jedi is crap that needs to die. Every designer will have their favorites, as the designers are us. But that's not what happens here. What is at issue in design is that the core of our game. Our game is inbalanced in favor of non-melee because of the rules. Non-unique status means its easier to abuse powerful CEs and SAs. Add in non-unique shooters and you've doubled the power. So what happens is that a boost intended for one thing, is most likely to have unforeseen affects on others, when it applies to non-melee non-uniques. That's the reality of the game. You are far less unlikely to imbalance things when you make them for unique melee. Let me give you an easy simple example. Same CE. One for melee, one for non-melee. +4 attack. You tell me, which is significantly more powerful? Obvious answer is the non-melee version. This is repeated by everything you can add. And therefore, when choosing a figure to get the boost, the default for players will always be the non-melee. Because its inherently more powerful, simply because of the game's core design.
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billiv15 wrote: This idea that any designer favors non-melee over melee or specifically jedi is crap that needs to die. Every designer will have their favorites, as the designers are us. But that's not what happens here.
What is at issue in design is that the core of our game. Our game is inbalanced in favor of non-melee because of the rules. Non-unique status means its easier to abuse powerful CEs and SAs. Add in non-unique shooters and you've doubled the power.
I think the fact that every designer has their favorites is a reason why there might be some design tendencies that perpetuate the lack of melee power. If a designer happens to have Boba Fett as their favorite Character, there may be some tendencies resulting from that that result in a lack of support for melee, even if the goal is to try to achieve some more melee power. Perhaps no designer consciously favors ranged over melee, but that doesn't mean the effect of their designs does not favor one over the other. Even if the game mechanics inherited from WotC make it more difficult to design powerful melee pieces than powerful ranged pieces, it does not explain why, with plenty of really excellent and creative designers, lack of melee power is still perceived to be a serious problem ~4 years after the community took over design. Perhaps the problem at its "root" is a WOTC system that favors ranged, and perhaps any pruning done will be cosmetic, but even if the problem is WotC's, I think 4 years after inheriting the game, it's good to keep trying to think outside the box (hopefully without calling people's viewpoints "crap" that "needs to die," by the way), and try to diagnose the issue, which may actually have something to do with an attitude towards design that has the effect of perpetuating melee weakness. (I emphasize "effect" because I want to make it clear that intention may not be the most important thing here). Even when no one intends to favor ranged over melee, there are still differences in how the relationship between the two plays out. To throw up an example of two things I have seen talked about a lot lately, lets take a look at Commando Droids vs. Jedi. Perhaps some designers think that the game should move toward a scenario where these two styles should be at parity. Perhaps some designers are more of the opinion where parity is important, but the squads that are slightly above most are ones that would be more powerful in the movies (rebel heroes, Jedi, whatever), so that there are a ton of playable options, but the most powerful options would be something that very much reflects "Star Wars" (whatever that means). Anyways, what I am trying to get to is that it is hard to address what to do about melee when it's so hard to identify what the synthesis of the attitudes among the most influential designers would be. Honestly, I don't really have much of a dog in this fight because I don't get enough chances to play to see anyone abused by the meta. I love seeing the diversity and creativity of each V-set when they come out. But I think a drawback to that diversity is, as others have said, a lack of cohesive goals. For me, a more casual player, the status quo seems a little more attractive than a more cohesive but less creative design pool. But I feel for those who are quite upset by the lack of melee power. It seems like the current state of melee is under what almost everyone I've seen posting thinks is ideal. Since I doubt this is intentional, perhaps some uncomfortable exploration needs to be done as to why the effects of design don't seem to be matching the goals of design. I realize that previous sentence may be taken as offensive by some designers, but I hope you can see that I mean it as a point to move forward. I realize that it's a sensitive issue, especially with at least one other design team under the impression it has fixed melee, but if there is a disconnect between goals and results, it's important to address it.
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billiv15 wrote:
This idea that any designer favors non-melee over melee or specifically jedi is crap that needs to die.
Why? If I was a designer I would strongly favor Melee over non-melee. It is human to have opinions. I have tried to design Shooters, it is very hard for me because my play style is different and my preferences are different. I always post ideas for shooters and have other designers help me out to finish the piece because I would not be secure in their balance without them. Anyway point being, we should not drop any idea unless it is either proven wrong or changed. Something that you did not do by your post. From the outside there is a clear preference to shooters. The designers, I firmly believe, are looking into changing that, so very soon we CAN drop this idea. which is awesome! Bringing excitement with it to lots of people ;)
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jen'ari wrote: From the outside there is a clear preference to shooters.
This is an interesting opinion. And I think it's an important one to consider: Not everyone who plays this game and likes the V-sets knows what the opinions and goals of the designers are. They see that ranged is dominant and reasonably (I did not say correctly) conclude that ranged is favored. But once we got more information, it turns out that it is very unlikely there is a conscious decision to have ranged continue to be more powerful, and the idea (that ranged being more powerful is a design intention) is, as was so eloquently and respectably put, "crap" that "needs to die." However, there's a somewhat more uncomfortable conclusion that needs to be drawn; that if ranged is not favored (but in effect ends up being so), the goal has been for melee to gain some power relative to ranged, and so far we as a community have failed to achieve that goal, if the polls that have been up lately are at all accurate. I realize that there may be some tentativity because it's possible that some pieces could go too far in making melee powerful, but I guess I see little need for concern. Ranged is already too powerful, say many. Why not err on the side of making the too-powerful pieces be the true hardcore characters from the movies? If something has to be too powerful, it might as well be the same guys/gals that were powerful in the Star Wars Universe. And if there is a strong skewing towards ranged in the structure of the game, the melee pieces that are aggressively made might not go as overboard as we think. The new Ani-Obi seems to be a great start.
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I just think it's a non-concern from the "inside" if you will.
I've never seen anyone who used their favorite characters to make an uber powered guy. And each design team has been 3-4 people, so that would be hard to pull of if one tried. The sole exceptions have been the figures designed as a prize for winning Gencon, where as those are tough because it's a person's favorite (design) not necessarily character. But they are doing one figure, it's been a little bit of an issue at times so I've been told.
That said, to my knowledge complaints haven't ever been from those guys made that way. It's always the things that uber power some Non-uniques, usually non-melee figures. Heck, I can't remember who designed Mace initially, but as I was on that particular team in some fashion, I don't recall it being some super Mace fan at all. It was an effort to power a melee figure that could be played in the meta at the time.
The issue is the balance of the game at root. Again, take my example of the +4 attack. It's the same CE, just 1000X better for non-melee, because 1, there's more playable non-melee, and with cheap NUs, easy to get it to a lot. And the range imbalance of the game itself lends itself to powering range.
We need to be more extreme to help melee pieces, which is why I had that thread the other week about it for posting ideas.
Its just that far off in the base game. Unless you are playing against people who won't play tons of range, it is what it is.
The second problem as I see it, is that the great melee characters from star wars are the uniques. And they end up costing alot. And worse, in most factions they are jedi that command others. Which means costly uniques. No one wants a 25 point Yoda in the Republic (for example).
I have that complaint with Obi-Ani - way too costly. Sure, it will make 1 squad and variants playable, so that's something. It's not a solution. They need cheaper support, and it has to be targeted. otherwise, people will just use the commander for the easier to run non-melee.
Add in that there are still a few melee pieces that are great (Yoda on Kybuck as I've proved :)), and you have to be somewhat careful not overpowering that one and the others like it. So it's tough.
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jen'ari wrote:[quote=billiv15] we should not drop any idea unless it is either proven wrong or changed.
Over the years I've seen lots of designers say something about it. And I can literally think of 1 who hasn't said that melee figures need the most help. And all he'd say is that he thought it was balanced enough most of the time. I've never once heard a single person say they prefer shooters and that helped their designs. The imbalance from personal missions has been in the opposite direction. So what's that tell ya? For example, Jake K did 2 sets recently, he's a huge Vong fan. Guess what he made, lots of nasty good Vong pieces. I made a number of strong Vong pieces over the years too, not because I like Vong, but because they were the worst. I've also made lots of melee type pieces and some help to them. But early on we focused more on balancing the factions as a whole to be more competitive. Now I think we can work more closely on the melee issue. But it will never be solved either, as it's a WotC issue. Short of a ton of errata, a bunch of banned pieces, and changing a bunch of WotC rules, we can't ever make it perfectly work. Which is why you all did all that stuff to try to get there. That said, I pushed for bringing back old GOWK ruling, I also pushed for more usage of the LS Techs, I gave melee pieces evade, and I'm pushing for an errata to Ysalmari (not likely to happen as people aren't inclined to change any WotC rules). Of course my argument for that is that Ysalmari was errataed by WotC through a glossary update by Rob years ago, when he found out it didn't work the way he wanted via Transfer Essence. I'm of the opinion that we can go back to the original glossary idea, fix it, and rebalance the power to where it should be. Basic idea is to get it to work inside the bubble, but jedi outside it are unaffected. A random blaster from near Thrawn should not affect a jedi away from it. The ysl doesn't follow the laser bolt for example.
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billiv15 wrote:jen'ari wrote:[quote=billiv15] we should not drop any idea unless it is either proven wrong or changed.
Over the years I've seen lots of designers say something about it. And I can literally think of 1 who hasn't said that melee figures need the most help. And all he'd say is that he thought it was balanced enough most of the time. I've never once heard a single person say they prefer shooters and that helped their designs. The imbalance from personal missions has been in the opposite direction. So what's that tell ya? For example, Jake K did 2 sets recently, he's a huge Vong fan. Guess what he made, lots of nasty good Vong pieces. I made a number of strong Vong pieces over the years too, not because I like Vong, but because they were the worst. I've also made lots of melee type pieces and some help to them. But early on we focused more on balancing the factions as a whole to be more competitive. Now I think we can work more closely on the melee issue. But it will never be solved either, as it's a WotC issue. Short of a ton of errata, a bunch of banned pieces, and changing a bunch of WotC rules, we can't ever make it perfectly work. Which is why you all did all that stuff to try to get there. That said, I pushed for bringing back old GOWK ruling, I also pushed for more usage of the LS Techs, I gave melee pieces evade, and I'm pushing for an errata to Ysalmari (not likely to happen as people aren't inclined to change any WotC rules). Of course my argument for that is that Ysalmari was errataed by WotC through a glossary update by Rob years ago, when he found out it didn't work the way he wanted via Transfer Essence. I'm of the opinion that we can go back to the original glossary idea, fix it, and rebalance the power to where it should be. Basic idea is to get it to work inside the bubble, but jedi outside it are unaffected. A random blaster from near Thrawn should not affect a jedi away from it. The ysl doesn't follow the laser bolt for example. holy crap that ysalmari idea is brilliant, I hate ysalmari, and would love to see it toned down like that. Edit--- is that the way it was when it first came out?
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billiv15 wrote:jen'ari wrote:[quote=billiv15] we should not drop any idea unless it is either proven wrong or changed.
Over the years I've seen lots of designers say something about it. And I can literally think of 1 who hasn't said that melee figures need the most help. And all he'd say is that he thought it was balanced enough most of the time. I've never once heard a single person say they prefer shooters and that helped their designs. The imbalance from personal missions has been in the opposite direction. So what's that tell ya? I didn't know the vset designers well than or now so you would know more than I about their personal opinions. My point being personal opinions don't mean anything when determining preference. Shooters have been given tons more prefernece. Suppressive Fire by itself is literally a counter for Lightsaber Defense, Deflect, Reflect, Bubble or anything that can stop it from a force user. Its in incredible counter. What counters shooters? Force Disarm (someone else's idea where you pull their weapon out of their hand)or Disarming Slash (get adjacent and cut their blaster in half) could be wonderful ideas. I think the ideas presented can go a long way. I don't understand why the game shifts so far one way than the other if the design team (designers and pt'ers) is really focused on balancing the game. Once again it goes back to discussions about the design process in and of itself being flawed. Outsiders perspective
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billiv15 wrote: I have that complaint with Obi-Ani - way too costly. Sure, it will make 1 squad and variants playable, so that's something. It's not a solution. They need cheaper support, and it has to be targeted. otherwise, people will just use the commander for the easier to run non-melee.
I don't know what happened with the discussion a week or so ago regarding cheap Jedi Instructor Holograms or cheap Holocrons to give specific bonuses to unique force users. That seemed like a simple solution that avoided rules changes. And there are a lot of affinity options with those.
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