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Is it weird that my name is Tim but I am a Spike/Johnny?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/22/2011 Posts: 593
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Where do NPEs fall? Do they have a tier or do they fall in every tier?
Would NPEs be a sub-class of each tier? If so, what would you consider KNOWN NPEs or types of builds that would be an NPE squad? I'd like to know so I don't play my friends with this sort of thing. So far I've been warned about massive swarms and CDO stuff.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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NPE's are entirely subjective.
The term its self alludes to this "Negative Play Experience."
What is that exactly?
For me, its anything that makes me lose. I don't like losing, never have, and anything that makes that happen generally pissed me off. But that is part of the game so its really not a point to labor.
So lets look at mechanics that are NPE's.
Activation + init control - facing lots of actvations with init control is a big NPE that is currently at the forefront. Someone drops down a 20 activation squad and then does a mouse dump on the board. You face 2 -3 hero's and a boat load of scrubs that get in the way. you can't deal with many little pieces getting in the way, you can't get at the main guys, spend most of the game shooting little pieces while the your big guys get smashed end of round/start of round without getting into major combat with the opponents larger pieces. Leaves you feeling empty like you never had a chance. This is extreme example (taken from my experiences of playing againt TIms NPE extreme which i played loads of times and never beat it once. Howver, Any game where you are outactivated and don't have at least parity in init control will feel like this)
Super saves - you face an opponent who brings GOWK or Zanna. Your squad is built to attack but every attack is saved on the first roll, or the second, failing that the 3rd. You have no way of dealing with the saves but you need to kill this piece to get at the others. You deal an insane amount of hits but it doesn't matter, the saves are made and you go away grumbling about "luck". You feel like it was all pointless as your squad is decimated while doing NOTHING to the other guys.
swarm Deathshots - again, you face a large amount of figures that you need to kill that don't cost much points. You can kill these (yay) except you net 9 points each time while after killing 2 or 3 your 50 point piece succumbs to being smashed as you kill them. Not only that but they likely have more activations than you and you get hammered after your big piece has died to the deathshots. (this kind of NPE also extends to dying on your own turn due to massive riposte flurries or DJEM so rallies).
Excessive stuns - THis is more prevalent in tile wars but its crap to face, and suprisingly crap to play. It consists of boositng a sith sorcerer so that he can so it many times, and often twice in a round. You stun, hit, win init stun again. I've literally played against a 22 activation squad that was killed by a 6 man band because they didn't manage to activate enough piece to compete.
Avoid defeat/ressurection squads - minotr NPE but you kill these guys but they keep coming back, keep making their saves and you lose because no matter how often they die, the don't leave the board.
Feel free to add your own, i'm kind of running out.
Some of these are top tier, some of them are tier 2 or 3. Generally, NPE's are just annoying to face but htat is in the eye of the beholder as to what that is.
A lot of people want to put a small number of figs down, play fast and win. Its simple to build, simple to play and doesn't take a lot of time scrutinizing build and strategy. Its also a simplistic verison of mini's that has never really been what the game has offered. Override, init control, activation control has always made this game more than just beat and smash. This has been the case since inception. I remember playing a vassal tourney after RotS (no booming voice, san hill undiscovered etc) that only allowed figs less than 25 points, i won it towing Lando HoT and activations. At the top levels of competition the game has a bunch of tactics that require a lot of thought to counter in building and in games. SOmetimes, its hard to figure out how to deal with it all and that in of itself can be an NPE.
so what is your NPE and how strong is it?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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Good list Deri
You see multiple on that list boil down to "luck". (SSM, Flurries, avoid defeat, stuns, etc.) I would add reserves squads to that list. Yes, some people stack their "luck" squads to increase their chances (Clobot + Kazdan Paratus + QuiGon For e Ghost), some have single pieces which compound luck (GOWK, Zannah, Pong Krell, Mace LotLS), and still others have incidental luck integrated (Jaq, Mon Mothma, Ozzel).
Regardless, I hate anything that luck can cause a drastic swing in a game. Essentially anything where luck can overcome a considerable skill difference. Yes, there will always be luck in our game. A single init or crit or miss can end up making a huge swing. But compounding that innate part of the game with abilities like reserves, avoid defeat, or SSM on an already tier one piece is really aggravating.
In my opinion, the abilities in this category should only be on tier 2 or lower pieces. They have a place in our game for casual/fun/themed builds, but luck needs not enter into play even more in the top end competitive realm.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/26/2011 Posts: 951
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I am a bit different in my NPE's. For instance, I am starting to realize that naboo death shots is not an NPE for me. Merely I believe it is something that our game should be without. My games playing against naboo death shots generally are not negative play experiences for myslef, but I still loathe the squad for what it brings to the game. A dumb downed strategy and it forces your opponent to over think every move, while your own turns are very cut and dry.
I tend to agree with Tim on most all of his "luck" based NPE's. That is probably because we fall under the same psycho-graphic category, Spike-Jonny. Other aspects of the game, such as using override as a tool to win, does not bother me. Even when I lose in this fashion it does not create a negative play experience for me. I was out played, sweet and simple. I believe that if you figure out your psycho-graphic category your NPE's will probably align with it.
With that being said, you can have something that you do not like in the game without it being an NPE. For me that is Naboo death shots, how the game represents mouse droids, transfer essence and how Jedi go full-tard against the vong unless they have parry or makashi. Some people do not like that guns are range less, but that doesn't necessarily make it an NPE.
To answer your question donny, NPE's can be anywhere in the tiers and happen anytime during a match. It simply depends on you...
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/9/2008 Posts: 4,729 Location: Chicago
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I frequently find most people's NPEs are things they cannot beat. This often is synonymous with things they don't understand, can't run well themselves.
For example, Lancer is frequently pointed out as a huge NPE. I hear equally as often that a lancer is hard to play, and that someone really can't play it well themselves. People see others use it to devastating effect (sometimes while facing it), but can't wrap their brain around how to use the same strategy effectively or try to and fail. If something takes a considerable amount of skill to play, then I respect it much more.
If a piece or squad is simple enough for an unskilled player to pick up and beat higher skilled opponents with, that's an NPE to me.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 1,784 Location: Canada
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The argument about luck is superficial and simplistic. Rather, if you keep getting back to "the luck factor" then I think you need to seriously look at the statistical odds.
Here are my responses to the "luck factor" comments that I've heard ad-nauseum over the years:
Vaapad-Style Mastery: If Mace Critdu has a 20% chance of rolling a critical hit on a given attack roll (on a result of 17-20), then it makes sense that if you spend 2 fp to reroll, you are statistically likely to get a crit on one of those 5 rolls (5 chances at 20% success). To then complain that "Mace just got lucky a lot" is mistaken...the Mace player was playing the odds, and it worked out. Other times it doesn't. It takes wisdom and patience and a keen sense of timing to know when to "go for broke" and when to be safer and save the FP (or even to not make that move to attack at all). Certainly, there will be times when he does get lucky, and he strings a couple of crits together in a row (and as I’ve said from the start, I do think he needs to lose Flurry!), but with a 20% chance to crit on every attack, the odds aren’t quite as long as you’d think.
SSM: GOWK has a 50% chance to avoid the damage from any attack. And then he has a 70% chance of making the save on a reroll (if needed), and a 90% chance of making it on a second reroll for that attack (if needed). When you add the various permutations up, that leads to a large amount of damage being avoided throughout the course of a skirmish. And that is to be expected--luck has very little to do with it; it's all probability and statistics. Therefore, to say, "GOWK got really lucky on his SSM saves" is not accurate, unless he was making more than 50% of his initial SSM saves...but even then, there is plenty of room for variance before you can legitimately say that his saves were really lucky. If he is hit 20 times throughout the course of a match and he makes 12 of the initial SSM saves, that is only very moderately lucky (ie, he statistically should’ve failed 2 more initial saves than he did). So don’t think of SSM as a luck-based mechanic…think of it as a probablity-based mechanic. An alternative to SSM would be to remove all SSM and damage-negation from the game, and replace those abilities with a proportionate amount of extra HP on those pieces. Think of GOWK as having 500+ hp in most cases, and you’ll understand him properly. Thinking of him as a 120hp piece that relies on luck says two things: you are looking for something to complain about, or you just don’t like the way things played out.
LCE aside (and I can understand why people don’t like it), Zannah is largely the same thing, but with different factors. Rather than Mettle, she has Force Bubble (which is better in some situations, worse in others). But her survivability is not based on luck; it’s based on probability.
Avoid Defeat: Very similar to the above. A figure with AD SHOULD make 25% of its Avoid Defeat saves (assuming no FP). So don’t be surprised or angry if that actually happens from time to time. But even if Atton Rand makes several AD saves in a game, is it really all that different from Dash RS making (or missing) all of his attacks against a given piece? This is a game that uses a d20 for everything, so dice-based variance is going to be part of it.
In the end, rather than complaining about "luck-based pieces," I think we need to decide which we’d rather have in the game: damage-negation (SSM, Evade, Avoid Defeat, etc) or massively-increased HP on various pieces.
…either that, or remove all tanks from the game. Enjoy the _____-Paper-Scissors game.
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Rank: Advanced Bloo Milk Member Groups: Member
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I like to play with paper mommy sez rocks and scissors are to dangerous
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Rank: Advanced Bloo Milk Member Groups: Member
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fingersandteeth wrote: Activation + init control - facing lots of actvations with init control is a big NPE that is currently at the forefront. Someone drops down a 20 activation squad and then does a mouse dump on the board. You face 2 -3 hero's and a boat load of scrubs that get in the way. you can't deal with many little pieces getting in the way, you can't get at the main guys, spend most of the game shooting little pieces while the your big guys get smashed end of round/start of round without getting into major combat with the opponents larger pieces. Leaves you feeling empty like you never had a chance. This is extreme example (taken from my experiences of playing againt TIms NPE extreme which i played loads of times and never beat it once. Howver, Any game where you are outactivated and don't have at least parity in init control will feel like this)
Ugh, this one. Even if a high activation squad isn't an auto-loss for you, it's still no fun to play against.
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Rank: Advanced Bloo Milk Member Groups: Member
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Huge +1 to TINT's reasoning. As someone who uses GOWK a lot, I can say first-hand that he's far from invincible... VERY far from invincible. But I hold absolutely no ill will against those who don't like SSM (I definitely understand the frustration ), it's just not one of my personal NPEs.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/2/2008 Posts: 522 Location: Chicago
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thereisnotry wrote:
In the end, rather than complaining about "luck-based pieces," I think we need to decide which we’d rather have in the game: damage-negation (SSM, Evade, Avoid Defeat, etc) or massively-increased HP on various pieces.
yeah, this is true. The balance got thrown off at some point because damage per phase (on a single fig) went through the roof. It was bad enough at a time where boba would do 40 to you and possibly disintegrate you but if he didn't you usually had a few rounds of attacking before he zapped someone, he managed to stay away long enough to kill a dude or your pieces got involved and got the job done. then the rebels got their cannon and output went from about 90 dmg per phase to 150-160. Now you have figures that can do that in one turn. At the same time HP stayed stagnant. Darth Bane still hold the record for hp on a conventional fig from about 8 years ago. So the game went from one of damage distribution and attrition to first strikes and crippling end of round/beginning round assaults. The issue I have with damage negation is that, when it becomes excessive, there are a massive number of figs that are omitted by the mechanic. In order for it to be a statistical issue you need repetitions. If you need 10 attacks to get one through then you need to have a squad that can do that. If it was just a fig with 400 hp then at least you could see the needle regressing as your 20 damage single attacker got a few hits in. This was actually how the game was early days. A bunch of small attackers spreading out trying to take down Vader while he ran from one fig to the other. With some of the damage negation the needle doesn't move unless all saves fail. So its not the same. You can't calculate it and because the amount of attacks in a game on a single fig is generally very low for the most part the statistical aspect is non-significant so you have to either hope for a trend of failing saves as opposed to the opposite of making more than the "statistical mean". In anycase, I agree with this point. Damage has gone out of control which has pushed damage negation up which as created, in my view, an unstable statistical state where you need a great deal of success with damage negation in order to compete with the damage output and conversely you need a lot of high powered attacks to deal with the damage negation. Its come about because 2 parameters have increased (output and negation) while the other (HP and defense) have stayed relatively stagnant (in some areas defense has gotten decent boosts, HPs are unchanged).
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Rank: Advanced Bloo Milk Member Groups: Member
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Personally, I preferred the older style, where a fig could take several hits and still have enough HP for several more.
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Rank: Advanced Bloo Milk Member Groups: Member
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Yes, very well said, Deri. And I agree. Unless we can find a new way to make Rocks/Tanks, or a new way of doing damage, it seems like the situation we have right now (of huge output and huge negation) will continue to exist.
I guess if we could do it over, I would prefer it if there were a measure of armor (damage reduction rather than negation), and an effective HP increase for tanks/rocks that scaled with the game's damage increases.
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thereisnotry wrote:The argument about luck is superficial and simplistic. Rather, if you keep getting back to "the luck factor" then I think you need to seriously look at the statistical odds.
Here are my responses to the "luck factor" comments that I've heard ad-nauseum over the years:
In the end, rather than complaining about "luck-based pieces," I think we need to decide which we’d rather have in the game: damage-negation (SSM, Evade, Avoid Defeat, etc) or massively-increased HP on various pieces.
…either that, or remove all tanks from the game. Enjoy the _____-Paper-Scissors game. To address this at the risk of sounding like I am arguing semantics. Players like Tim and myself, the Spike-Jonny players, like to take as much of the "odds" away from the game as possible. Whether we build our squads with attack boosts or to out activate and get the first strike in. With pieces that cun fly 48 squares and attack everything they fly over, or with the ability to swap twice in a round in order to gain a strategic advantage. We do not enjoy the statistical curve balls quite as much as the next player. I do not like to play rock squads because it feels like I am relying off of playing the odds to much. Whether I am trying to raise the defense of my pieces so statistically you are less likely to hit, or by relying on evade, SSM or shien for that matter. I would rather out play you than out play the odds. There is nothing wrong with playing this way though. In fact, as Deri was alluding to, we are currently in the place in the game we are because the damage and atk cream has taken rock squads out of the equation. We need those squads in the future in order to balance the meta. Unfortunately to do that we will probably have to leave a lot of wizards created pieces behind. I do not mind that so much, but I know others do. Lastly, this is a D20 game, betting the odds is always going to play some part of the game even if it is only that 5% we all no and either hate(rolled 1's) or love(rolled 20's). I hope the designers and the balance team sit down and talk about the direction of the game and the best way to give rock squads the rightful place in the rule of 3. Personally I just hope we have been "gifted" with the last piece with SSM in Obi/Ani... At least he didn't have shien and SSM(facepalm)
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If we take atmsalad's view of the Tier 1 squads, which I largely agree with, and I'm interested to see if it translates through to NZ Nationals and GenCon, it's largely high activation and high movement squads: Skybuck, Cad/Durge, Grevious T-Bike/Bxs, Double Swap and Daala Scouts
I actually think that a beefy Jedi squad can stand up most of these squads to some extent - they're obviously going to get massively out-activated in most cases, but I think they still have a decent shot of surviving long enough to cause problems. It's the builds just below the top tier that are really hurting Jedi IMO - Talon Kardde builds, Vindicated cannons, Blast bugs, and Snowtrooper swarms.
Personally, I'd like to cut the power of the tempo/activation combo - it's the Imperial and Separatist squads that can control games that are largely dominant at the moment. Is there any room for more pre-initiative abilities like the T-Series Tactical Droid or Aing-Ti Flow Walking?
As noted several times already, the addition of Aves is going to be interesting next set, and it's going to make life very difficult for some of the above squads. Seems like the high act Sep squads that don't rely heavily on CEs will still be good though - eg Cad and Durge.
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Rank: Advanced Bloo Milk Member Groups: Member
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I agree that damage output increase has been out of control for quite some time now. (By the way it's an inherent paradox to complain about damge output increase and then defend Mace LotLS) I do want a place in our meta for Rock squads. Damage negation is necessary, and I have no problem with it. What bugs me more is FREE damage negation. Don't even have to spend a force point? Especially when there is no motivation to engage because getting adjacent doesn't give you any more of an advantage. The overly simplistic view is just blindly giving out the same abilities that are bad for our game. "Other Obi-Wans have SSM, this one should too". Not stopping to think about the fact that it HURTS MELEE JUST AS BAD. Even worse for melee in fact, because melee has to be adjacent taking damage back, while shooters may have damage SSM'd away, but they could be safe and sound halfway across the board. So it's an ability that encourages players to NOT ENGAGE. Why would you attack a piece with SSM? That's bad strategy. Go kill the other stuff and get to 200 with gambit.
Yes Trevor, I am not a moron. I can look at simple statistics, and I do. Any good minis player has to. Every time you attack it's a simple statistic. Every save roll you make is a simple statistic. Everytime you do anything with the dice it is a x/20 chance. Luck is inherently a part of this game, and always will be and always should be. I only think should not be taken to an extreme, which some figures and squads allow you to do now. In an ideal world of minis, skill should prevail in most cases. Extreme luck could overcome skill, but that's always a possibility. What is a giant NPE for me is when a single roll or 2 can have an impact that can negate a severe skill differential. Yes a single init could change a game, but that's typically only against evenly matched opponents. 1 or 2 rolls going bad or good should not swing a game that much. But in our game now it can.
Specifically, I still think my main point was missed. My biggest gripe is not actually damage negation (believe it or not). I agree with Deri's assesment that it's only a problem in excess (which it is in some cases). My biggest problem is the pieces that have other abilities that are not necessary for gameplay, but can make drastic swings. Reserves is the biggest one that comes to mind. I will repeat that I have no problem with it on a piece meant for casual/themed play. But top tier pieces do not need reserves. Ever. It doesn't do anything to encourage engagement (in fact it does the opposite), it doesn't help negate damage, it doesn't bring balance to any faction. It's just additional, unecessary random factor that can make giant swings with a single roll, and has no buisness in a game that already has an ample amount of luck.
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No, Tim, I'm not buying it. First, you said this: Quote:Yes, there will always be luck in our game. A single init or crit or miss can end up making a huge swing. But compounding that innate part of the game with abilities like reserves, avoid defeat, or SSM on an already tier one piece is really aggravating.
In my opinion, the abilities in this category should only be on tier 2 or lower pieces. They have a place in our game for casual/fun/themed builds, but luck needs not enter into play even more in the top end competitive realm. Yes, you mentioned Reserves in that sentence...and even talked about Reserves in the beginning of that post. But then you grouped Avoid Defeat and SSM in with it, as if the three SAs all belong together in the same group. And then you said that those SAs should not be on Tier 1 pieces. But then I challenged your statement, and you backpedaled with this: Quote:Specifically, I still think my main point was missed. My biggest gripe is not actually damage negation (believe it or not). I agree with Deri's assesment that it's only a problem in excess (which it is in some cases). My biggest problem is the pieces that have other abilities that are not necessary for gameplay, but can make drastic swings. Reserves is the biggest one that comes to mind. So then are you retracting your comment in the first post, that AD and SSM should not be on Tier 1 pieces? Which is it? Regardless, please don't make sweeping statements about AD, SSM, and Reserves, and then say that you really just meant Reserves. That's deceptive and revisionist. You are probably the most vocal opponent of SSM, just as I'm probably the most vocal opponent of activation-abuse, and so it's natural that we're going to disagree. But if we're going to disagree then let's at least do it honestly.
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There was no backpedeling. There was specifying. SSM is not equal to all damage negation. Damage negation is needed. SSM is not. As already explained, it's bad for the game. It encourages non-engagement tactics and hurts melee even more than non-melee. I never said I was ok with SSM. I said I was ok with damage negation. My BIGGEST problem (as is quoted below) is reserves on a tier one piece. I ALSO think SSM should go away (for reasons I have explained multiple times now), and avoid defeat on a main attacker that is s SHOOTER with FORCE POINTS and OVERRIDE and access to Sith Pawn REROLLS is ridiculous. It's only not broken because Jaq is in the 2 factions that probably need the most help right now. Quote:My biggest gripe is not actually damage negation (believe it or not). I agree with Deri's assesment that it's only a problem in excess (which it is in some cases). My biggest problem is the pieces that have other abilities that are not necessary for gameplay, but can make drastic swings. Reserves is the biggest one that comes to mind. Saying something is the biggest problem does not negate the other problems. Damage negation is necessary and good for our game. Excessive parts of damage negation are not. Hurting melee more than non-melee = a bad ability in our game at this point. Giving a shooter the ability to live forever = a bad thing for our game at this point. I would think you'd agree with these points. I have helped create several damage negation abilities. I always try to have them effect shooters more than melee. Reserves is completely unnecessary outside of themed/fun squads and characters. It's very aggravating to basically be called dishonest Trevor. Please read my posts more carefully. I will endeavor to make my points more clear in the future. Quick responses typed on my phone between work shifts makes it tough to be as eloquent and concise as I'd like to be. My stances have been consistent for years. You are right in that we are coming from nearly polar viewpoints. But don't let that perception blibd you from seeing the Whole picture. I seek balance in this game while retaining faction flavor.
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thereisnotry wrote:No, Tim, I'm not buying it. First, you said this: Quote:Yes, there will always be luck in our game. A single init or crit or miss can end up making a huge swing. But compounding that innate part of the game with abilities like reserves, avoid defeat, or SSM on an already tier one piece is really aggravating.
In my opinion, the abilities in this category should only be on tier 2 or lower pieces. They have a place in our game for casual/fun/themed builds, but luck needs not enter into play even more in the top end competitive realm. Yes, you mentioned Reserves in that sentence...and even talked about Reserves in the beginning of that post. But then you grouped Avoid Defeat and SSM in with it, as if the three SAs all belong together in the same group. And then you said that those SAs should not be on Tier 1 pieces. But then I challenged your statement, and you backpedaled with this: Quote:Specifically, I still think my main point was missed. My biggest gripe is not actually damage negation (believe it or not). I agree with Deri's assesment that it's only a problem in excess (which it is in some cases). My biggest problem is the pieces that have other abilities that are not necessary for gameplay, but can make drastic swings. Reserves is the biggest one that comes to mind. So then are you retracting your comment in the first post, that AD and SSM should not be on Tier 1 pieces? Which is it? Regardless, please don't make sweeping statements about AD, SSM, and Reserves, and then say that you really just meant Reserves. That's deceptive and revisionist. You are probably the most vocal opponent of SSM, just as I'm probably the most vocal opponent of activation-abuse, and so it's natural that we're going to disagree. But if we're going to disagree then let's at least do it honestly. I think you are reading into what he said way to much TINT. You are missing his point as a whole and taking bits and pieces and over analyzing them...
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Jarael has Parry/Evade, which is even worse for Melee since Makashi can't penetrate it, and is 23 points and subject to a bazillion CEs. Cin Drallig has Parry/Evade (and RENEWAL), plus a bunch of useful tech Force powers and a cool CE - and is 7 points cheaper. Most SSM people have less damage output than Dash Rendar, Renegade Smuggler. Granted, it would obviously be better for melee if SSM didn't cover it - but there are literally 6 pieces with it (counting Obi-Kin), and three of them have damage ceilings of 40 damage per round. Yuuzhan Vong grunts can deal that much with one attack. Also, if SSM didn't affect melee attacks, it wouldn't solve the non-engagement problem, it would just switch sides. GOWK isn't costed 55 points just for SSM, his CE is awesome. Is anyone going to risk losing board-wide +4/+4 to pit GOWK against any semi-respectable beatstick? Barriss Offee, Rogue Jedi would beat the tar out of him. Luke Skywalker, Galactic Hero could easily own him in one turn. Quinlan Vos, Double Agent would beat him. So would NR K'Kruhk. So would Arfan Ramos. Plo Koon, JM; Jerec; even Bastila Shan, JM would stand a decent chance of beating him in one-on-one combat. The GOWK player would thus be inclined to keep him away from the melee combat he is so ill-suited to, and being 1/4 of the squad, this would necessitate that the player use their other fighters to do all the dirty work against melee. If the meta shifts to favor Melee more, many high-costing pieces will be mercilessly beaten up and thrown out of the meta simply because they have no way of dealing with Melee Attacks (excluding Zannah). I play GOWK a lot, and I just don't think he's that big a deal. There's tons of ways to deal with it. Darth Maul, CotS took him from 120 to 0 in one turn (with Whorm). The best way to beat GOWK is to not wait around for him to find you - if you hit him early on, he'll burn through FP like the Inquisitor's in town. All that said, I do agree that SSM should not appear very often... but there are so many counters out there, and a character needs MotF to really be obnoxious.
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