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Satele Shan Options
fingersandteeth
Posted: Friday, October 5, 2012 1:40:02 PM
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the reason i state Kaan as shifting the goal posts is because it introduced a non defensible force power. Its a precedent, IMO, that was Unnecessary. There are other aspects i could continue with (costing mainly) but that's the main one.

its different with Shan. Stale shifts the goal posts for all the reasons posted above.

Usually a figure has a purpose. One or two roles in a game that you add to your build to achieve a particular strategy or tactic. The rest of your squad compliments the role or makes up for its weakness.
Figures are after all tools with which you build around and come all usually come with advantages and disadvantages.

Stales role just seems to be being awesome. At everything. And then some.
markedman247
Posted: Friday, October 5, 2012 1:54:16 PM
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fingersandteeth wrote:
Stales role just seems to be being awesome. At everything. And then some.


Like mother and daughter. Runs in the family. :)
shmi15
Posted: Friday, October 5, 2012 3:59:26 PM
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So sorry to keep you all waiting for my remarks. I feel like my and Trevor ( Deaths_Baine) concerns should be realized when we raise them. I do believe we called the massacre of Mace Windu and no one would heed our warning.

With that being said, this piece is only undercosted b/c of the faction she is in. Giving Atton Rand a 100 point bg that can also shell out 80 damage, while keeping melee pieces at bay, AND she can heal up on her own seems pretty ridiculous.And comparing this piece to Kaan is a terrible one. Not only does she destroy Kaan, but she destroys Kaans army alone. She will only take 40 from his bomb with Mettle and MOTF 2, she will absorb domage from atton to heal up, and Revan will try his best to deal out damage, while she parries his attempts away.
You can talk about lack of FP all you want, but she has PLENTY to do what she NEEDS. I will say it again. PLENTY to do what she NEEDS. Whether you want her to be offense or defense in a game, she has the tools to do so.

The problem is no one on these design teams want to tell someone they are making an over powered piece. Everyone tip toes around the subject, then it gets released and everyone goes, great, now we need a counter ( i.e. MACE WINDU) If you guys would just step up and let someone know that what they are doing isn't healthy for the game, this wouldn't happen.

So my solution, step up, be men, and don't let people make stupid pieces.


P.S. This piece will be a problem come tournament times, You can save this post and thank me for the warning later.


Regards,
Shmi15
Sithborg
Posted: Friday, October 5, 2012 6:39:34 PM
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shmi15 wrote:
So sorry to keep you all waiting for my remarks. I feel like my and Trevor ( Deaths_Baine) concerns should be realized when we raise them. I do believe we called the massacre of Mace Windu and no one would heed our warning.


Winning Gencon does not make a piece a problem. Only reason Mace won, was that he got real lucky in one match. He nearly didn't get to the finals. But hey, that's been an issue since Boba, BH. Sucks, but it happens when you use a random dice.

As for Shan, I don't see anyone not saying she is strong. Especially for OR. Strong does not equal overpowering. Nor does it necessarily mean it is going to cause a lot of negative issues. I look at what the best OR squads have done (Battlemasters), and if they try to fit Satele in, it will be losing something. Whether that something will be crippling or minor, I don't know. But it isn't enough to really be concerned about it. There is other stuff that I'm more concerned with.
FlyingArrow
Posted: Friday, October 5, 2012 7:05:06 PM
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We playtested her, but not this version. The version we had underwhelmed us: No Cunning, CE nearly equivalent to Intuition instead of normal Intuition, no Mettle, no MotF2, cost 39. For a character as impressive as Satele, we thought she deserved to be more impressive, but we didn't see the final version. MotF2 and Mettle makes her defensive abilities pretty incredible, and Cunning makes her quite the offensive threat, too. I do like the final version better - more impressive so it fits the character better. But the cost might be too low.
Deaths_Baine
Posted: Saturday, October 6, 2012 9:18:28 AM
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Sithborg wrote:
shmi15 wrote:
So sorry to keep you all waiting for my remarks. I feel like my and Trevor ( Deaths_Baine) concerns should be realized when we raise them. I do believe we called the massacre of Mace Windu and no one would heed our warning.


Winning Gencon does not make a piece a problem. Only reason Mace won, was that he got real lucky in one match. He nearly didn't get to the finals. But hey, that's been an issue since Boba, BH. Sucks, but it happens when you use a random dice.

As for Shan, I don't see anyone not saying she is strong. Especially for OR. Strong does not equal overpowering. Nor does it necessarily mean it is going to cause a lot of negative issues. I look at what the best OR squads have done (Battlemasters), and if they try to fit Satele in, it will be losing something. Whether that something will be crippling or minor, I don't know. But it isn't enough to really be concerned about it. There is other stuff that I'm more concerned with.



Look I am not concerned so much about how this piece will dominate, but more along the lines of what a piece like this does to the designing of pieces in the future... From now on when a piece is made you will absolutely have to compare it to this satele shan and everything she has access to. When you design a piece you could always just say well, look at satele she can do 80 damage, parry, reroll with mettle, absorb energy, bodyguard, can't be walled, etc... so compared to her this piece should cost X. And when you have to compare and compete against pieces that you described as the "Fanboy" pieces designed in Set 4 it becomes difficult to get everything on the right track again.
Now i bet someone will say well, you don't know what you are talking about when it comes to designing, and comparing one piece to another when designing is bad practice but I believe you have to because if you don't make a piece that can compete with her in cost, that piece will never be played...
Sithborg
Posted: Saturday, October 6, 2012 9:28:46 AM
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And that is where creativity comes into design. It is not a zero sum game. That there can only be one piece at a certain point range. Is she a factor in whether synergies are overpowered, sure. But, I'm also don't design 100% to the meta game. Making figures that don't stack up as well, or niche figures, is not a bad thing. I look at a piece in V5, and don't see her fitting into the squad because of the synergies.
Deaths_Baine
Posted: Saturday, October 6, 2012 9:37:29 AM
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Sithborg wrote:
And that is where creativity comes into design. It is not a zero sum game. That there can only be one piece at a certain point range. Is she a factor in whether synergies are overpowered, sure. But, I'm also don't design 100% to the meta game. Making figures that don't stack up as well, or niche figures, is not a bad thing. I look at a piece in V5, and don't see her fitting into the squad because of the synergies.


I can only hope so, but from the evidence that I have seen in the Vet Sets there are a lot of people that refuse to admit that they are wrong and that there were a lot of mistakes in design and costing. I would like to say that without these people the game would have died and everyone appreciates their input and time in creating these pieces, and I am not trying to attack anyone or make them feel unappreciated, I just try to bring light to problems that I see and feel should be addressed openly to maybe help make sure people don't continue making the same mistake, but with pieces like General Weir who is admittedly undercosted, poggle the lesser, and now about half of set 4 being costed the way they are, I feel like some of this needed to be addressed, if no one else sees these pieces like I do, ignore me, it will not hurt my feelings.
Sithborg
Posted: Saturday, October 6, 2012 9:42:01 AM
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Yes, mistakes were made. But I also see how it happened. V4 had instances of fanboyism, sure. But I think the main issue for the ones before that was the "need" to build up the OR, Mandos, and Vong NOW. And unfortunately, their need for power pieces blinded them to other potential problem pieces and what the their effects would be. One of the first designers outright said they misjudged the impact certain pieces had.
Deaths_Baine
Posted: Saturday, October 6, 2012 9:50:19 AM
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Sithborg wrote:
Yes, mistakes were made. But I also see how it happened. V4 had instances of fanboyism, sure. But I think the main issue for the ones before that was the "need" to build up the OR, Mandos, and Vong NOW. And unfortunately, their need for power pieces blinded them to other potential problem pieces and what the their effects would be. One of the first designers outright said they misjudged the impact certain pieces had.



I think the play testing committee sounds like a great step, and hope it helps keep problems like this from occurring in the future.
markedman247
Posted: Saturday, October 6, 2012 10:38:44 AM
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Is it just me or do things get wonky when MotF X, Mettle, and a passive defense ability (Soresu, parry, evade, etc.) get put on one piece? Add these three abilities added to a piece and watch hilarity ensue.
Jedi_Master
Posted: Sunday, October 7, 2012 3:55:11 PM
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I am just going to sum everything I can say up into this, the most overpowered units of the V-sets:

V-set 1:
Bastila Shan, Jedi Master 33 points
Old Republic Senator 14 points
Admiral Gilad Pellaeon 16 points
Yammosk War Coordinator 15 points

V-set 2:
Atton "Jaq" Rand 36 points
Darth Zannah 48 points
Lord Kaan 36 points
Mace Windu, Legacy of the Light Side 65 points
General Weir 28 points
HK-47, Assassin Droid 39 points
Klatooinian Captain 18 points

V-set 3:
Quite honestly, there isn't anything I can think of in v-set 3 that was too out in left field. Good units, yes, but nothing absolutely insane like the afore mentioned. The next few are from the mini set, which seems to be what all the over powered units were saved for:
Dr. Evazan, Galactic Criminal 16 points
Figrin D'an 10 points
Greedo, Bounty Hunter 17 points
Momaw Nadon 15 points

V-set 4: (still in the works, but the so far too good category)
BX Sniper
BX Spotter (not putting point cost on these two because it can vary a bit based on squad type)
General Grievous, Hero of Hypori 42 points
Master Yoda 44 points
Anakin solo, Galactic Hero 40 points
Satele Shan 37 points
Qui-gon jinn, force spirit 16 points

All of the mini's mentioned have either set the bar higher than ever, made it near impossible to design around, or boxed out units in their point range completely. There is nothing wrong with making good units but the ones I have mentioned here are not good units, they are near broken units that obsolete just about everything else.
TheHutts
Posted: Sunday, October 7, 2012 4:04:09 PM
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I have no problem with any of the units you listed, except that in hindsight maybe Mace could have lost Flurry or Force Absorb. And I think the issue behind this is that GOWK was still de-powered during play-testing, and it's only with GOWK's help that Windu's made a splash at 200 points. I'm not bagging the designers at all, as I think they've done a great job, but I think the most overpowered pieces out there are the Naboo Troopers, Naboo Pilots, and Panaka of Theed who are too strong for their cost imo, but do have enough counters to keep them under control.

Otherwise, the pieces you listed are totally fine by me. For instance, I think Anakin Solo is a brilliant design to reinvigorate older pieces.

For the record, as mentioned on another thread, I just played at HaweraCon, which is admittedly a 150 point tournament. Over the course of the day, I encountered a lot of the "overpowered" units. My squad had 8 out of 9 pieces from Wizards, and the 9th piece, IG-88A was not on your list of "near broken units that obsolete just about everything else", and nor do I think it deserves to be - it seems fairly costed to me.

Over the course of the tournament, I directly beat squads containing:
Bastila Shan, Jedi Master 33 points
Old Republic Senator 14 points
Atton "Jaq" Rand 36 points
Mace Windu, Legacy of the Light Side 65 points
Dr. Evazan, Galactic Criminal 16 points
Master Yoda 44 points
Qui-gon jinn, force spirit 16 points

And I finished ahead of other squads featuring:
Darth Zannah 48 points
Lord Kaan 36 points
Klatooinian Captain 18 points
General Grievous, Hero of Hypori 42 points
Satele Shan 37 points
jak
Posted: Sunday, October 7, 2012 5:06:26 PM
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Deaths_Baine wrote:
First off I want to post her stats Cost 37
100 Unique Melee Double Attack
19 Cunning Attack
12 Intuition
20 Bodyguard
Mettle
Parry
Force 2 Renewal 1 MoTF 2
Absorb Energy
Force Leao
Lightsaber Assault
Force Push 2

I am wondering how many people find this to be a balanced fairly well costed piece.... I know I know people are probably tired of hearing from me for all the mace crap, but oh well. I won't offer my opinion yet I just want to see other people's comments about this piece first.


Blink I did notice that the OP's opinion of S. Shan was not offered until a whopping total of 1.75 other opinions were posted. Unsure


ThumbDown all this P-ing & moaning about all the v-set design so called errors is now a complete waste of time.
Sneaky mistakes were made
future sets will learn from the past sets
OMG the horse is dead-please stop beating the poor beast.Bored
Angry this apparent lack of appreciation for the v-sets is starting to kark me right the force off!Cursing



TheHutts
Posted: Sunday, October 7, 2012 5:26:48 PM
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jak wrote:

OMG the horse is dead-please stop beating the poor beast.Bored


Maybe you need to use your Horse Powers to protect the poor stallion. How about Horse Barrier? Or Horse Defense? Or Horse Cloak?
urbanjedi
Posted: Sunday, October 7, 2012 5:49:12 PM
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And a squad of all WOTC pieces made the FINALS at Gencon and could have won it all.

If all these overpowered pieces are so overwhelming then why did a squad with NONE of them make not only the top 8 but the final game?

This is my beating of the dead horse. Does a defeated horse get a death kick?
Sithborg
Posted: Sunday, October 7, 2012 7:18:26 PM
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Jedi_Master wrote:
All of the mini's mentioned have either set the bar higher than ever, made it near impossible to design around, or boxed out units in their point range completely. There is nothing wrong with making good units but the ones I have mentioned here are not good units, they are near broken units that obsolete just about everything else.


I disagree. Creative design can still expand the game, without inherently matching or exceeding the power of specific pieces. Yes, there were design decisions that I disagreed with. Personally, V5 has the benefit of seeing the reactions to V1+2, and to a lesser extent of V4, vs V3.
DARPH NADER
Posted: Sunday, October 7, 2012 7:33:54 PM
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urbanjedi wrote:
This is my beating of the dead horse. Does a defeated horse get a death kick?


Only if it is a Naboo Draft Horse...
sharron
Posted: Monday, October 8, 2012 3:09:38 AM
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TheHutts wrote:
jak wrote:

OMG the horse is dead-please stop beating the poor beast.Bored


Maybe you need to use your Horse Powers to protect the poor stallion. How about Horse Barrier? Or Horse Defense? Or Horse Cloak?


Horse shield, or sith horsery to activate the persons doing the beating..
countrydude82487
Posted: Monday, October 8, 2012 3:30:46 AM
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Jedi_Master wrote:
I am just going to sum everything I can say up into this, the most overpowered units of the V-sets:


All of the mini's mentioned have either set the bar higher than ever, made it near impossible to design around, or boxed out units in their point range completely. There is nothing wrong with making good units but the ones I have mentioned here are not good units, they are near broken units that obsolete just about everything else.


i think that goes a far for me. Yes i think pieces like bastilla are broken, and the Yommask may be a bit undercosted, the senator is dead on, i mean it wasn't even a new concept. Pellaeon , is maybe a bit under costed but really he isn't tearing up the meta now is he. I do realize that not all of this is about the Meta, IT is also about fun and playability. I mean it seems that you dont like any piece that is powerful like some of the WOTC pieces. you seem to not like an of the pieces that are competitive or semi competitive.

a few examples:
Atton "Jaq" Rand- Not a bad piece, good damage, decent attack, but greater mobile and Override is what people complain about. However if he did not have that i can almost guarantee that no one would play him. Why? Because no one played the original and it had higher damage potential, but lower attack and defense.

General Weir- Great Piece IMO. Brings a piece that was Previously Tier 2 or 1.5 at best up to meta, which i believe was the purpose. I really do not see the problem some people have with this piece. It does not give the Storm Commandos greater mobile or more mobility, granted they have access to swap but, that is not the same. HE does give them twin , Which they were already getting, and gives them shields, which is still only a 50/50 shot to reduce damage per shield. and really that is not all that powerful itself with the high damage characters running around anymore.

HK-47, Assassin Droid- not sure why this one is a complaint. He is completely different from his original, but it is a logical difference. IF you had given someone camaraderie to give him a commander effect it wouldn't have made sense. And yes he is fringe disruptive, which makes sense by the way, but he costs 37 to use it and unless you are in a sep/OR/Sith droid squad, that commander effect is going to be bub cuss. SO you wasted most of his points to gain a disruptive piece.

Klatoonian Captain- ???? Again not sure why there is a problem. The only burn i had with him is that he obsoletes the old wedge in Rebel, but honestly I'm OK with that for the Pilot sub factions. HE helps pilots a little bit, but most factions there are so few pilots (More Now) that you have to build a squad around that idea.

The Cantina Brawl Pieces- Really Evazan could have been through camaraderie, but he wasn't exactly being played before either and it wasn't just one thing that made him not playable. The original greedo, wouldn't have seen play. and as to mamaw nadon and Figrin, they bring a new and unique character. Both have been heavily requested, and both bring something slightly new to the game. Figrin has distraction and draw fire, which i guess is the problem with him, but really that is all he is for, why is that an issue , i mean salacious is a cheaper distraction than he is. And mamaw has an area affect ability that is new, but yet the principal is not. so he can do 10 damage to everything within 6 (Including allies i might add) all that really does is affect swarms and mouse swarms was the intent. Yes, he is available to lobot, but again i believe this to be their intent., so that he could be brought in when needed.

The Spotter And sniper- I get the hurt here. People wanted the Old sniper to become more playable and these guys add a cheaper defense to the seps. But really they aren't not going to be a huge problem. THe dont have high damage output and even though they are mobile, they still can be taken down quick.

Grievous- There was no fixing Jedi Hunter. TO make him playable you already had to play Whorm and if you added another piece on top of that maul would still be a better choice. Pure and simple.

yoda- Brings new life to old pieces, not sure what the problem is.

Anakin solo- Again Brings new life to little seen pieces.

Satele- really a little to powerful but that is a matter of point of view.

Quigon Jinn- I do not see a problem with this. I play tested this piece and the idea of a force battery was a bad one. HE did well giving someone renewal and allowing them to swap inits (since he cant do it much) plus he in effect gave them force spirit which is nice for the republic.
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