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Rank: Advanced Bloo Milk Member Groups: Member
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Jedi_Master wrote:Weeks wrote:Cheap Unique Rebel that can fight without needing CE's. All Rebels have low attacks (the highest being 13 I think on one of the Jedi Luke's) At 25 she wasn't going to get a high attack. As far as the people wanting Blaster Deflect or whatever, she fell into the "Do we really want to make a new ability that only this piece will ever get?" pile. The answer was clearly, no, so Evade serves the same purpose.
She is the cheapest Unique Rebel with Twin. So giving her accurate would have hopped her cost up to where she is competing with Han for playtime. She's not too bad. A good, solid, middle of the road backup attacker. Gives an option besides an extra ERC. I think you just made my day with that statement weeks :P Now if only we can get that philosophy to work on more mini's more often ^^ Yes, heaven forbid we give a Unique character a unique ability. That would be outrageous! That would be...would be...interesting! Seriously, I respect your opinion on this matter, I just don't understand it at all. Why handicap the creativity in the game by installing such limitations? Capping the number of new abilities per set I can understand. However, if existing abilities don't easily fit a unique and defining characteristic of a proposed new piece, why not have the freedom to create something that fits? That is what helps keep the game fresh and exciting. Blaster Intercept (Force 1: When this character, or an ally with 6 squares, is hit by a nonmelee attack, the character takes no damage, save 11) Let's consider the ability above that I put together. First, it is accurate to the character of Laranth Tarak. Second, its based off of existing game mechanics so it doesn't turn the game on its ear. Third, it opens up new possibilities for the Rebel faction. Fourth, it adds a new dynamic to piece positioning. Opening new possibilities for the Rebels is something most would say is needed. Rieekan has been an auto-include for many years. Now he is nerfed by Vong and Bastila squads. You have to run him to help keep the fragile rebels alive, but he may end up being a liability. With one new ability, Laranth could have given Rebel players a new option. Its reliance on Force points keeps it in check, as does her cost which would necessarily be higher that 25 points versus Rieekan's 14. It is also vulnerable to Force Defense and Force Absorb, making positioning that much more strategic. Perhaps most importantly, it depicts a major aspect of the character.
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Rank: Advanced Bloo Milk Member Groups: Member
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gwek wrote:I could be mistaken, but if my math is right, we're now at the halfway mark in terms of spoilers: 30 of 60 and 6 of 12. But what all of us want to know is, where is 7 of 9. Oops, wrong franchise.
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Rank: Advanced Bloo Milk Member Groups: Member
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Let the games begin again. saber1 wrote:Yes, heaven forbid we give a Unique character a unique ability. That would be outrageous! That would be...would be...interesting! Yes, lets see there are only what, 400 unique miniatures? Lets give them all a new, unique ability!!! And while we are at it, lets give every new one a new unique ability too! BRILLIANT! I always wanted to play a game I needed a 4 volume encyclopedia to play. New abilities add flavor, great. Woo. You can make a unit flavorful without making a new errata page for every new mini. I made a case in point earlier with hat trick. Damage reduction 10 gave him flavor for the hat, twin gave him flavor for the hat, acrobatic gave him flavor for the character, yet you still needed a new ability to add flavor? I don't follow. saber1 wrote:Blaster Intercept (Force 1: When this character, or an ally with 6 squares, is hit by a nonmelee attack, the character takes no damage, save 11)
Let's consider the ability above that I put together. First, it is accurate to the character of Laranth Tarak. Second, its based off of existing game mechanics so it doesn't turn the game on its ear. Third, it opens up new possibilities for the Rebel faction. Fourth, it adds a new dynamic to piece positioning.
Opening new possibilities for the Rebels is something most would say is needed. Rieekan has been an auto-include for many years. Now he is nerfed by Vong and Bastila squads. You have to run him to help keep the fragile rebels alive, but he may end up being a liability. With one new ability, Laranth could have given Rebel players a new option. Its reliance on Force points keeps it in check, as does her cost which would necessarily be higher that 25 points versus Rieekan's 14. It is also vulnerable to Force Defense and Force Absorb, making positioning that much more strategic. Perhaps most importantly, it depicts a major aspect of the character. Sooooo, let me see if I understand this. There is a unit that grants most every unit a 50/50 damage mitigation. That unit has a counter in another unit the game produced. Now we need to make another unit that adds another layer of damage mitigation to balance out the previous one because without that, the one counter can be destroyed and the ludicrous amounts of damage units can do now can not be prevented. So, lets see, two 50/50 damage mitigations means 25% chance to hit on a successful attack. Next set will have to have a new counter to that I guess, or more of a power creep because now I have to hit 4 times to do damage instead of once...err...twice. Better raise that average attack to 15 now so I can hit both of my twins and have mobile attack so I can't be hit in return. That is just what the game needs! Specifics of that ability aside, less expensive tech vs more expensive and more finicky/limited use tech. If you are going to pick one or the other you are going to pick the one that is cheaper and more reliable. Also, right now the game is in a veritable rock, paper, scissors mode. Reiken is an auto include to prevent damage from the high damage shooters who can clip most of the rebels in one shot. Bastila and disruptive/distraction units exist to counter the CE that helps prevent damage. Melee is a natural counter to it. Pony up for a bodyguard, build in some stealth/SS, or figure out how to not leave commanders in a bad spot. Don't create another unique ability because there is a unique character...
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@Saber1: Re: Laranth Tarak. I have no idea how you did it but, point by point, I was going to say the EXACT same thing about her in relation to Riekken (auto-include, other options v Disruptive or B!@&$stilla ability. Uncanny. Un@&$!%#¥canny.
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Joined: 5/26/2009 Posts: 8,428
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saber1 wrote:Blaster Intercept (Force 1: When this character, or an ally with 6 squares, is hit by a nonmelee attack, the character takes no damage, save 11) This is excellent. I vote that saber1 gets a spot on the next Vset design team. That's not based just on this one ability - you have excellent custom stats in the custom area. Not always perfectly costed, but creative and fitting. Your fellow designers and playtesters would help with the finer points, I'm sure. (I know I don't get a vote, but I really would vote for saber1 based on his customs... at least the early ones. I haven't taken a look it quite a while, to be honest.)
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Jedi_Master wrote:Yes, lets see there are only what, 400 unique miniatures? Lets give them all a new, unique ability!!! And while we are at it, lets give every new one a new unique ability too! BRILLIANT! I always wanted to play a game I needed a 4 volume encyclopedia to play. Nonsense. New abilities that follow the game's conventions don't need anything more than what's on the card. If you understand Ambush, you understand Backlash. If you understand Jedi Hunter, you understand Droid Hunter. If you understand Opportunist +20, you understand Vong Hunter +20. If you understand Lightsaber Deflect and can count to 6, you understand saber1's proposed Blaster Intercept. It's all on the card - no encyclopedia necessary Granted, there are new abilities that are more complicated and require more explanation, and I agree that those should be limited. Not that there shouldn't be any, but they should be limited.
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see for me, unless of course they make a new jax, i do not see her getting much play. I know that not every piece can be a 10 or even be meant to be competitive, but i think the design team missed the mark a bit on this one.
She is a decent piece with jax, and i get the synergy they were going for, i just think she could have been done better:
hp 70: fine Def 16: a little low i think even for a rebel. Atk 9: fits fro the faction maybe a little low for the character but still understandable. Dam 20: perfectly spot on. up to par with Han like it should be
agile: cool and great for the character. Fits well Camaraderie: Again Cool and right for the character and fits very well. Twin attack: Once again makes perfect sense and works well Evade: not exactly what she did, but i understand why they have that as opposed to a new force power.
And now Force Powers: Force 2: a little low but even worse when not given renewal, granted she has access to spirits and batteries Focused attack: Probably a better option than accurate shot because she can then target cloaked characters.
Now some things i believe her to be missing are: Stealth: in the books she would sneak around alot and she was competent at it. a Damage Booster: Something like cunning/Opportunist 10 or even just advantageous attack/ Deceptive Blaster barrage: i know people dont like that she would have twin and barrage, but with focused attack instead of accurate she wouldn't be able to target everyone, and it would be a good trade off for focused attack. Force renewal/ more force: i know she has access to ghosts and batteries, but she needs a build in way to be able to use focused attack more than once. If she had 4 force on the card she could at least do it 2x without a problem.
I am not complaining to the design team, and i support them in most instances, i just think the mark was missed on this piece. She could have been so much better than she is. Also earlier in this thread the comment was made that they didn't want her cost to be in the range of some of the competitive Han's, but i have to ask why? i would love to see rebel squads with pieces other than the big Han cannons. It would be a refreshing change of pace to see her and Jax in a squad instead of Han and Luke. She doesn't have alot of tech with her so it would be a good trade. Han for her.
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FlyingArrow wrote:Nonsense. New abilities that follow the game's conventions don't need anything more than what's on the card. If you understand Ambush, you understand Backlash. If you understand Jedi Hunter, you understand Droid Hunter. If you understand Opportunist +20, you understand Vong Hunter +20. If you understand Lightsaber Deflect and can count to 6, you understand saber1's proposed Blaster Intercept. It's all on the card - no encyclopedia necessary
Granted, there are new abilities that are more complicated and require more explanation, and I agree that those should be limited. Not that there shouldn't be any, but they should be limited. Agreed - there is barely anything from the v-sets that causes much rules discussion on the forums, as most of it builds on what was already in the game with WOTC. IMO, the only really big one is Force Abilities and how to turn them off etc (just because Bastila and Atris are widely used, and it's not on the card). Lots of the questions on the forum are about stuff like diplomat, the interaction between GenSky's CE and Yobuck, stacking commander effects - things that were already in the game before v-sets.
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TheHutts wrote:
Lots of the questions on the forum are about stuff like diplomat, the interaction between GenSky's CE and Yobuck, stacking commander effects - things that were already in the game before v-sets.
Heck, we still see the occasional Strafe/Accelerate question, which is literally the oldest one in the book.
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TheHutts wrote:FlyingArrow wrote:Nonsense. New abilities that follow the game's conventions don't need anything more than what's on the card. If you understand Ambush, you understand Backlash. If you understand Jedi Hunter, you understand Droid Hunter. If you understand Opportunist +20, you understand Vong Hunter +20. If you understand Lightsaber Deflect and can count to 6, you understand saber1's proposed Blaster Intercept. It's all on the card - no encyclopedia necessary
Granted, there are new abilities that are more complicated and require more explanation, and I agree that those should be limited. Not that there shouldn't be any, but they should be limited. Agreed - there is barely anything from the v-sets that causes much rules discussion on the forums, as most of it builds on what was already in the game with WOTC. IMO, the only really big one is Force Abilities and how to turn them off etc (just because Bastila and Atris are widely used, and it's not on the card). Lots of the questions on the forum are about stuff like diplomat, the interaction between GenSky's CE and Yobuck, stacking commander effects - things that were already in the game before v-sets. A list perhaps? Advanced Battle Meditation/force meditation; Jedi Reflexes + MR2, forced movement, super stealth/cloaked; Tactician + reinforcements; Battering charge vs jedi reflexes; Poggle's CE; Yuuzhan Vong War Coordinator; Telepathic Insight vs pellaeon That is just the first set...
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@markedman247 & FlyingArrow:
Thanks for the vote of confidence. It is nice to know that one's views are shared by others.
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saber1 wrote:@markedman247 & FlyingArrow:
Thanks for the vote of confidence. It is nice to know that one's views are shared by others. When I think Laranth Tarak, I think "Point Defense System." this set is to bring the Rebs forward and not rely on commanders. I believe that LT was a missed opportunity to relieve Reiken of his duties so other tech can be played. The fact that LT could be used, limitedly, with 4th Riek isn't a new concept. We have a few combos that, when used with proper CE's and SA's that can cause multiple damage mitigation rolls. What's the difference between rerolling saves and having two abilities that nullify damage (evade+lightsaber defense with new Yoda)? Maybe even LoS Evade to allies so that Reiken can't stack. So, I am going to do what should be done with the mechanics that have been presented. I am going to suggest "Laranth Tarak, Grey Paladin" for every v-set until she appears in a reasonably accurate form. Because, hot, female, force-wielding, Twi'lek gunslingers that shoot blaster bolts out of the air and go toe-to-toe with Aurra Sing need love, too.
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markedman247 wrote:Because, hot, female, force-wielding, Twi'lek gunslingers that shoot blaster bolts out of the air and go toe-to-toe with Aurra Sing need love, too.
This is getting very uncanny. We're not only on the same page, we're in the same paragraph! Point-Defense System is a perfect way to describe what she should be.
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Can any1 make out the third Republic piece beside jedi battlemaster and senator padme amidala?
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Joined: 1/30/2009 Posts: 6,457 Location: Southern Illinois
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komix wrote:Can any1 make out the third Republic piece beside jedi battlemaster and senator padme amidala? Squinting at the sheet sticking out at the very bottom, it appears to be a clone trooper of some sort, but the beginning of the name is coverted up. ;)
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Sweet! -Sith Bastilla -A cheap Sith recruit force user with internal strife? -Lomi Plo, Nightsister, double, twin, Lightsaber duelist, ninman style, quick reactions, Vongsense -New Jabba, emplacement, fringe reinforcements, rapport?, trap seat? -New Boba with synergy for dad -Senator Padme -Covert Ops Clone Trooper
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General_Grievous wrote:Sweet! -Senator Padme -Covert Ops Clone Trooper Super excited for these! All of the Amidalas add something interesting to the Republic and I'm looking forward to see what this one does. AND I'm always up for more Clones! EDIT: General_Grievous wrote:Sweet! -Sith Bastilla -A cheap Sith recruit force user with internal strife? -Lomi Plo, Nightsister, double, twin, Lightsaber duelist, ninman style, quick reactions, Vongsense -New Jabba, emplacement, fringe reinforcements, rapport?, trap seat? -New Boba with synergy for dad
A new young Boba could be interesting, and I'm very curious to see what that super Cheap Sith unit is like, as well as Bastilla. Trying to squit and read this is just proof that I really need my glasses updated...
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Lol, that was quick. I'll work on the subtlety thing.
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TheHutts wrote:This is my rough transcription of tonight's SHNN preview. It's pretty cool - I assumed it was just giving shooters accurate shot, but it works for force powers, and missiles, and other targeted things too:
DRK-1 Dark Eye Probe Droid *like Darth Maul's
Sith, non-unique, 4/60 20 points 50 hp, 16 def, +5 att, 10 dam Droid, Speed 8, Flight, Intuition, Self Destruct 10, Sonic Stunner, Sensor (allies can ignore cover when targeting enemies within 6 of this character) I never thought about Dessel with the Sith Probe Droid either - he could get some pretty cool accurate Blaster Barrages going, and they both have Intuition.
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