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AdmiralMotti89 wrote:Definitely on board with holograms. I am leaning towards them granting ways to avoid ranged damage, but pretty much anything that boosts jedi while not costing much and not having awesome offensive capabilities sounds great to me. You could go a number of ways. But you also do have to stay within the world to some degree. I would have an issue with a hologram giving out evade or a LS style. That to me has to be on a commander.
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Rank: Advanced Bloo Milk Member Groups: Member
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"Yup. We started taking small steps to nerf activation control 5 years ago. Activation control is still awesome, and still complained about." -It would seam that you are implying that the activation control pieces are the issue? I would heavily disagree if that is what you are insinuating.
For seps I see poggle and drones as the issue, but then again so do a lot of people. With San, and ozzel, your stuck going one at a time until they die. That should be exactly how act control operates in my opinion. A little bit of a help and a little but of a pain in the butt. The drones decrease the potential negatives by making it so you can kill San for relatively cheap by blowing a bomb next to him with tactics broker... On top of making it so you can out activate your opponent with ease.
The imperials have ozzel, but again he isn't the issue for me because of his innate down side... My issue with imps is the cheap troops they have access to, and again I know I'm not the only one. I'm not gonna talk about dodanna though.
I personally don't limit act control just to the pieces that directly aid it. I think naboo troops is bonkers with so many acts and half your squad in the back field... And gha nakt is bad for the game. Getting to the core of people's issues I think most don't actually have an issue with the act control pieces themselves, except for dodanna, but an issue with being out activated by such a huge margin.
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
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Rank: Advanced Bloo Milk Member Groups: Member
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I think a lot of the points here are worth evaluating others include add more force ghosts that give out evade and illusion. Add a decent beatstick, ala General Skywalker that adds shien or soresu to followers. add a mini-yobuck, some medium piece with galloping attack. All these things would help. There are so many ways to achieve these ends, it just needs the focused direction of the design crew. We fixed it before in vsets 1-3, we can fix it again but the base power is going to have increase because shooters have been given a power pill in the last year or so. WHAT TO STOP DOING. stop giving cannon shots to shooters. stop giving movement to shooters (Daala, CDO and COMMANDO's i'm looking at you) stop making crazy powerful cheap shooters Stop giving mass killing to to factions with activation control. stop boosting shooters dmg, boost attack, fine, damage NO. Stop giving CE's to allies. have some restraint in your designs. WHAT TO START DOING Give mass killing to those without activation control (gallop, burst, war throat). Attack low hp pieces so the cost of these pieces are low. 20 dmg max. Think quednecks. Boost the defense of the melee pieces of these factions via styles, or defense. Its easily done and, like Trevor states, the cheaper pieces it goes on, the more variety (hence the force ghost idea). Increase the speed of melee pieces, progressively (+4 speed is ridiculous. speed 8 is fine, just look at the current vong) Add charging attack on melee (why do stormtroopers and Naboo charge but jedi shuffle about, seems backwards) Mess up the shooter commander effect (ABM does this, but distraction, disruptive or new abilities can do the same but i would caution restraint with how often these are given out. We are striving for BALANCE not melee domination.) Add movement cancellation abilities (clamp, melee snare rifle, some force power that pins a character at range) Add movement force powers (pull, push, master speed) Add targeting nullifiers (cloak, aggressive negotiations, phantom menace etc) THE LESSONS TO TAKE FORWARDMany of current problems come from set 6 onwards. Sets that both Lou and Trevor (and myself and others) designed on. I'm clearly not talking poggle. That was an early mistake that i am totally fine with errataing at least the rapport and possibly SD 20 to SD 10. I think the rapport is the most important but i'd be fine with it, especially after Daala got the treatment. HOWEVER, I DIGRESS There is a lesson here. Be careful what you make. Its no surprise that I agree with Tim about much (all?) of this. He is one of the most reserved designers I've worked with, frustratingly so at times, but he's right. He cares about the game as a whole. He cares more that something doesn't throw the game out of balance more than seeing it played. It is both refreshing, and frustrating, but mainly refreshing. You tackle these issues with a hammer, and you end up picking up the broken pieces of parts that you most liked before the hammer. This is what we are doing now. Quote:Quote:thereisnotry wrote: First, I should say that I pretty much agree with everything Bill has written so far in this thread. Quote:TimmerB123 wrote: Lots of little steps is the key. I don't think we are as far off as some others do. We just really need to prevent more OP shooter help in the meantime. I disagree. Small steps are one of the primary reasons why we still have a problem.
As an example from another arena, for the past 4 years we've supposedly been taking small steps to counter the abuse of activation control...and yet the top squad right now (both in NZ and also in PA, where there was a very solid group of players) is a 24-activation Poggle/San squad. Small steps are what an alcoholic takes when he doesn't want to admit he has a problem. The last thing we need is to take more small steps, because they're a waste of time. What we need, IMO, is to take some decisive steps. But whatever steps we take, they need to be specifically designed to make a significant difference and address problems directly. Yup. We started taking small steps to nerf activation control 5 years ago. Activation control is still awesome, and still complained about. There are so many issues I have with these statements. Was this before or after Dalaa? Was this before or after introducing beefy strafers to factions with activation control? Was this before or after giving cannon shots to twin shooters in the same turn they get movement in a faction with activation control? If you make a decision to combat something, you don't come back to it at a later date and give it one of the best toys it could ask for. If you want melee to be good, make it so i don't believe it should be that hard. Vset 10 has taken steps, vset 11 will probably do so more, and by the end of vset 12 the game will probably be unrecognizable. However, after all this fall out don't then complain that shooters can't compete if you don't keep some subtlety in your approach. All these conversations, this whole thread, is happened before. In WOtC, in the early Vsets and again now. When will we heed the message?
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Rank: Advanced Bloo Milk Member Groups: Member
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atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC.
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fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. ig swarms where viable correct?
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Rank: Advanced Bloo Milk Member Groups: Member
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droidadmiral wrote:fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. ig swarms where viable correct? There was a period when they were decent, but A) never won anything big. B) I don't think that's a true SWARM. 5-6 IGs is a different squad type. For a little while in history Han Stormy/Ithorian Commander squads were dangerous.
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Rank: Advanced Bloo Milk Member Groups: Member
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fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. However it is what some people in the community wanted at the time. "I want to be able to run a bunch of troopers and not get beat all the time." was the general sentiment. Some people like running those types of squads.
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TimmerB123 wrote:droidadmiral wrote:fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. ig swarms where viable correct? There was a period when they were decent, but A) never won anything big. B) I don't think that's a true SWARM. 5-6 IGs is a different squad type. For a little while in history Han Stormy/Ithorian Commander squads were dangerous. Plus they had a huge problem dealing with stealthy characters.
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Rank: Advanced Bloo Milk Member Groups: Member
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Deri makes a bunch of really good points and I agree with pretty much all that he said. We need to stop giving factions with activation control and easy access to tons of activations (like the Seps and their 2 pt peices) the tools that make their NPE's even better, as Deri pointed out for example, giving the Seps a strafing Durge with 110hp and twin, the CDO's that are almost 2 times better than Princess Leia would ever hope to be (cannon shot to a faction full of twin attackers, 70hp, built in twin AND gives a movement breaker). I think it was a big mistake to give the Seps these tools in a faction where it was unnecessary to give them, and we should learn from that. We need to tread very carefully now also with the Vong since they have activation control and the Yun Ne'shel priest (which has factored into a lot of the top squads in NZ and Chicago) and a ton of damage output possible. This is a very long topic to discuss and a lot of great points have brought up. I am glad it is being talked about now, since I think we are taking steps in the right direction with how Vset 10 turned out, and I think V11 onward will continue along this trend of helping melee since we have been addressing issues with the shooter meta and this forum has only enhanced the resolve of designers to try and limit NPE's in the future sets.
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billiv15 wrote: Your example of the first 3 gencons is interesting.
Looking back I don't see that.
2005 - Boba, R2, Aura (100 points) 2006 - B&B (150 points) - One melee piece, but the win was due to swap, still I'll give this one. The other winner was Triple Boba however (yes used a Mace in the squad.) 2007 - Won by Broken Boba (Boba and JWMs), but let's look at the rest of the top 8. Virtually all shooter squads. And the JWMs were basically used as interference, map exploitation of mustafar and geonosis was key as much as anything. 2008 (since I assume you didn't mean 2005 in your statement) - All shooters, Speedy Cannon, abuse of map. Although I maintain that I could have won with LV B&B had I chosen to play it. Virtually all shooters in the finals. Second place was Han RH and Boba BH.
This actually illustrates my point very well. Add in 2009 and 2010 were squads based mostly on non-melee power (in both squads Luke was used as a movement breaker more than anything else). So clearly WotC left us with a non-melee dominated meta (I think we all agree with that). Then vsets came, and the next 3 GenCon winners were Melee squads. Wow - Vsets gave melee some good stuff and then some. In all of those GenCons, there were non-melee teams in the top 8 that were competitve, but in the end melee won out. Now just in the last year and a half - non-melee has taken a GIANT LEAP forward. This is what has caused the disparity. Clearly there are some things that a few of us disagree on, but the whole issue is not a "one side or the other" sort of situation. Just saying "I agree with so-and-so" means virtually nothing. I think there is more common ground here than most realize. Most of us agree there is currently a disparity between melee and non-melee currently. I know I agree. The issue becomes how do we resolve it without making a bigger problem (or at least another one) billiv15 wrote: The ideal in my mind was always to have the balance favor mixed squads. With some all melee and some all shooter squads able to compete as well. It's been much easier to keep (make) the shooter squads compete, all melee has only had some chance.
I agree with this statement. When broad boosts are given and not specifically directed at melee, shooters get them too. And since they have an innate advantage (or rather melee has an innate DISadvantage) shooters end up further ahead. That's a big part of my point. We need to be specific about what we boost, or it defeats the intended goal. I am all for balance. I've been told I am FRUSTRATINGLY all for balance. As a designer I actively try and nerf common NPEs, even if they are ones I play. After going 6-0 in Swiss at GenCon and ending up 2nd in 2013 with a single lancer, I actively pushed for many strafe counters in vset 7. I created an alternative counter to activation control in a faction that didn't have any. I created an ability that can target and hinder boardwide CEs, that will take a small bite out of some of the most overpowered CEs (Mon Mothma, swap, etc). I pushed hard for OR to have a strong way to combat swarms. I pushed for Vong melee to have a way to survive long enough to attack at all. I am only mentioning all this to say that I am all for trying to give tools to help dampen NPEs. Always have been and always will be. I am not anti-melee at all. As a player - I try and play what I feel is the best (when I am trying to win tournaments, as opposed to just bringing fun squads). But as a designer I look at those same squads, and think, "How do we counter this? Does each faction have a tool to help them compete with this? What additional things does this faction need?" Anyone who has designed with me will vouch for this. There is nothing that aggravates me more than boosts that make the strong stronger. I believe in a Robin Hood sort of design approach; steal from the rich and give to the poor. I believe in trying to achieve faction balance. I believe in trying to keep each faction having a unique style and flavor while giving them tools to help compete against any other faction. That's the goal - but it is very hard. The key is to continually aim for that. But when it comes to specific squad TYPES - not everything can be competitive. It's impossible. An even if it were possible, that would actually make the game 100% vanilla if it were achieved. That's rock paper scissors my friends. I like a lot of the ideas in this thread. I am not trying to say that Melee doesn't need any help or that everything is just fine. I'm just saying that step #1 - before ANYTHING ELSE - is stop giving shooters so many boosts, and stop making overpowered shooters. Otherwise anything else is pointless.
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leshippy wrote:fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. However it is what some people in the community wanted at the time. "I want to be able to run a bunch of troopers and not get beat all the time." was the general sentiment. Some people like running those types of squads. Oh I don't disagree with that at all, some people definitely wanted them and some people enjoy running them. I personally just feel that extreme versions of squad types should never make it past tier 2. Rock could be the exception, but only because it has some innate handicaps that paper and scissors don't have. There are other things that are considered, and need to continue to be considered though. High act squads aren't played as fast as they used to be... And the number of acts has continued to increase. Also, in the recent past increasing engagement has been a goal, swarms to be competitive have to have oodles of capitans huddled in a corner. Doesn't exactly encourage engagement and doesn't give up 3 point wins easily. Everybody already knows this stuff so I won't beat a dead horse. Just my personal irks with different pieces and squads...
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atmsalad wrote:leshippy wrote:fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. However it is what some people in the community wanted at the time. "I want to be able to run a bunch of troopers and not get beat all the time." was the general sentiment. Some people like running those types of squads. Oh I don't disagree with that at all, some people definitely wanted them and some people enjoy running them. I personally just feel that extreme versions of squad types should never make it past tier 2. Rock could be the exception, but only because it has some innate handicaps that paper and scissors don't have. That's fair, and I agree. Believe it or not, but Daala wasn't intended to be a world-shattering Tier 0 build; her first iteration was basically the same but gave out Furious Assault and was given a 9/10 power rating, and we decided that was too high and powered her down. Turns out nobody really understood her implications (designers or playtesters), and that 9/10 should have been a 15/10 lol. I think most (maybe all) people would agree that massive swarms needn't be tier 1.
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Padawan on hover bike (medium base)
OR 18 points
Hp 80 D 18 Att 10 dmg 20
melee speed 12 galloping attack
force 2 Lightsaber deflect. knight speed
This could be nice sac piece to smash opponents activations. Turn on ABM and ruin the opponents poggle bombs.
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To add something to the pool, I would like to see a force power that specifically targets one CE and disrupts just that one CE. I picture that being how battle meditation word work. One Jedi attempting to take one commander out of the fight.
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Rank: Advanced Bloo Milk Member Groups: Member
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Echo24 wrote:atmsalad wrote:leshippy wrote:fingersandteeth wrote:atmsalad wrote:
In a nut shell, I like San hill and ozzel, I don't like gha nakt, dodanna, drones, snow/raxus prime troops or naboo troops. I don't think extreme swarms should ever make it past tier 2, but "telle est la vie".
I agree with this sentiment. Competitive swarms are a vset creation. They were never viable under WotC. However it is what some people in the community wanted at the time. "I want to be able to run a bunch of troopers and not get beat all the time." was the general sentiment. Some people like running those types of squads. Oh I don't disagree with that at all, some people definitely wanted them and some people enjoy running them. I personally just feel that extreme versions of squad types should never make it past tier 2. Rock could be the exception, but only because it has some innate handicaps that paper and scissors don't have. That's fair, and I agree. Believe it or not, but Daala wasn't intended to be a world-shattering Tier 0 build; her first iteration was basically the same but gave out Furious Assault and was given a 9/10 power rating, and we decided that was too high and powered her down. Turns out nobody really understood her implications (designers or playtesters), and that 9/10 should have been a 15/10 lol. I think most (maybe all) people would agree that massive swarms needn't be tier 1. I know for me, it wasn't that I wanted swarms to be awesome, I just wanted to field a trooper army or something similar without having death shots be my only defense against yobuck, etc. A big army of stormies or ewoks or tuskens or droids or clones seemed to me like they were as much a part of star wars as the rebel heroes joining together, or whatever it is Mandalorians do.
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fingersandteeth wrote:Padawan on hover bike (medium base)
OR 18 points
Hp 80 D 18 Att 10 dmg 20
melee speed 12 galloping attack
force 2 Lightsaber deflect. knight speed
This could be nice sac piece to smash opponents activations. Turn on ABM and ruin the opponents poggle bombs.
If this becomes a reality... Then y'all don't even have to give me a Birthday present, lol
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Rank: Advanced Bloo Milk Member Groups: Member
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billiv15 wrote:AdmiralMotti89 wrote:Definitely on board with holograms. I am leaning towards them granting ways to avoid ranged damage, but pretty much anything that boosts jedi while not costing much and not having awesome offensive capabilities sounds great to me. You could go a number of ways. But you also do have to stay within the world to some degree. I would have an issue with a hologram giving out evade or a LS style. That to me has to be on a commander. It could also be a holocron, perhaps with emplacement. Since those things often contained Jedi techniques, that might open up the options more.
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atmsalad wrote:To add something to the pool, I would like to see a force power that specifically targets one CE and disrupts just that one CE. I picture that being how battle meditation word work. One Jedi attempting to take one commander out of the fight. I have talked about this at times with others as well.
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Rank: Advanced Bloo Milk Member Groups: Member
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kezzamachine wrote:Is there an anti-swarm ability . . . ? Heaps of 2pt Poggles is frustrating, lots of 5pt Snowtroopers is annoying, a bunch of 12pt Klats is possibly managable... That means a tank Jedi piece would laugh at a Snowtrooper 80% of the time Methinks you'll really like an upcoming OR piece
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Rank: Mistryl Shadow Guard Groups: Member
Joined: 5/22/2009 Posts: 24
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Coming back to the game from Heroclix, I find it strange that melee characters have virtually no defense against ranged and most have no way to close the gap. Without changing the core rules of this game, melee teams are going to have to pay a tax by having some sort of enabler in their build.
Here are my probably not so great ideas some of which may already be in existence.
1.Character – ? Unique-Fringe Disarm – All characters (allies and enemies) gain the melee attack special ability until the end of the round. Sacrifice (defeat) this character.
Gives you one round to advance your melee characters and/or benefit from lightsaber block/parry in combat.
2.Force ability/special ability- Characters without the melee attack special ability gain it until the end of the round save x.
3. Force disarm - Force x - Sight, target character gains melee attack until the end of the skirmish save x
4. Special ability- If this character is targeted by a ranged attack, after that attack resolves, you may place this character adjacent to the attacker.
5. Ranged riposte/lightsaber throw- if this character is hit by a ranged attack it may make an attack against the attacker.
Better than reflect when you have twin or damage modifiers
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