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FlyingArrow wrote:billiv15 wrote:Most of teh time, 120dmg is enough for a kill if you've targeted the right figure with Mace (usually it's going to be even less because depending on a 35% chance to kill a piece (remember, to do so you need at least one crit and 3 other hits, so the real odds of 120 are lower than people keep posting, it's not 40% with 2 FPRRs, its closer to 35% depending on the targets defense). The chances of Mace doing at least 120 dmg to a 23 defense figure are better than 50%, assuming no blocks/parries/damage reduction. That's based on 5000 replications of a simulation of Mace attacking 3 times, gaining flurry and triple damage on a crit, and using up to 2 FPRRs if he misses. (Same simulation as earlier: http://www.bloomilk.com/Forums/Default.aspx?g=posts&t=8530&p=21 ) Problem is, most 120hp figures have block/parry or simply a BG next to them against Mace. When you factor in block/parry the odds go way down, which is why I approximated it to about a 35% realistic in game scenario. Sorry if that wasn't clear. When I said the "real" odds I was trying to explain how in game scenarios would lower his likelihood of doing 120 whenever you want him to. His actual odds are pretty close to what Mara usually has (slightly higher because of MotF2) which is should be since he's 20pts higher in cost than her (nearly 50% increase). Please also calculate the odds of Lord Vader and Mara killing a 120hp piece in the same scenario (ignoring block/parry so it's a fair comparison). Remember, Lord Vader gets opportunist, and let's assume Mara has cunning, as both are very easy to pull off and occur in high level play in almost all games.
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Deaths_Baine wrote:To Weeks, yes I am saying that a squad with only Mace Windu, Yoda on Kybuck, panaka r2d2, mas, and filler has won 20+ games and only lost one, that is what happened, and you know the person that was playing against this mace windu squad, I am sure you would agree that he is a good player. Alright, this is probably going to sound pretty harsh, but here's my opinion on this: If you lose to that Macebuck squad that many times, you either played a bad squad, played something that Mace is specifically good against (some kind of all-melee squad with no way to reduce damage or do a lot of burst damage), or you played the game poorly. If you lose to it once, it could have been luck (that's a reason my challenge is best 2 out of 3, to try to help account for that), but consistently losing to that is just poor. The player is not necessarily bad, but they could very well have just played a really bad squad for that matchup, or made some mistakes. For example, earlier in this thread (or maybe a different thread, I honestly don't remember), someone said that Mace killed Vader Unleashed in a single turn, and then did 40 damage to Vader's Apprentice. That means the Imperial player set his pieces up so that Mace could get adjacent to BOTH of them. That. Is. Poor. Play. If you play like that, you WILL lose to Mace. That's not because Mace is strong, that's because you played poorly. You will also lose to Dass Jennir Super Star (one of greentime's squads that he's played at the Mystery Map tournament at GenCon), which is another bad squad. This might sound harsh, and I don't mean to insult anyone, but come on. If you let a piece like Mace base not one but TWO of your high-value pieces, you just screwed up. Don't blame Mace for that.
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billiv15 wrote:Please also calculate the odds of Lord Vader and Mara killing a 120hp piece in the same scenario (ignoring block/parry so it's a fair comparison). Remember, Lord Vader gets opportunist, and let's assume Mara has cunning, as both are very easy to pull off and occur in high level play in almost all games. The numbers you requested are already in the link that I posted. And, no, it wasn't at all clear that you were taking into account block/parry. You emphasized that sometimes he will miss, which was already taken into account. You're right, though. He won't usually do 120dmg because most of the time he won't be attacking a character that has 120+ hit points, and when he does most characters that powerful have some sort of damage reduction or defense.
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FlyingArrow wrote:billiv15 wrote:Please also calculate the odds of Lord Vader and Mara killing a 120hp piece in the same scenario (ignoring block/parry so it's a fair comparison). Remember, Lord Vader gets opportunist, and let's assume Mara has cunning, as both are very easy to pull off and occur in high level play in almost all games. The numbers you requested are already in the link that I posted. And, no, it wasn't at all clear that you were taking into account block/parry. You emphasized that sometimes he will miss, which was already taken into account. You're right, though. He won't usually do 120dmg because most of the time he won't be attacking a character that has 120+ hit points, and when he does most characters that powerful have some sort of damage reduction or defense. Ah I see it now, I didn't scroll down on the first look :) Anyways, yes, my overall point is that in a squad game, he isn't going to be much different than other options. And the key to winning, isn't just pumping up one insane figure, it's how the squad as a whole performs from beginning to end. I know it might seem unfair to grant LV opportunist, but that's how he's always played (with Thrawn/Mas/Ozzel) and when done so, he almost always gets opportunist, then the ability to go first as well. Which unlike Mace, can allow him to survive the counter assault in almost all situations (MTB or NTMTOs are usually the only things that stop him on the initial strike, which is what we are talking about in terms of trying to assassinate a big nasty in one swing). It's further complicated by the fact that in practice, LV also gets to go first, which means he has another chance, at lower odds to kill the figure. Mace again won't get this in nearly as many scenarios as LV. It would be a total guess as to how many times, but let's just say this is about a 3-1 advantage for LV across the meta. As for what we should give Mace at a similar cost, you can go the momentum route, but I generally think that's too expensive of a combo, considering that Mace doesn't have access to tempo control (LV gets away with being the main threat because against so many squads he can go last/first). Mace will not have that luxury. So you are going to have to spend points on things other than just a damage boost, which in reality, isn't all that necessary anyway (most of the time Mace should be used to nearly ensure a 1 shot kill, so you target a Rex, Dash, etc on the first strike typically.) Only against the strongest of figures would you really want momentum. The rest of the time, Ferus or a Gungan SB will be more valuable than General Skywalker. Second, you are going to need secondary attackers, I like Rex and Darmin because they together have 6 on the move shots, which can clear the space to get Mace to the best spot. Panaka/Mas is a take or leave part. I prefer using BG or SB with tow myself, as unlike Yoda on Kybuck, Mace can't get nearly as far across the board. One of the advantages of Jarael/LV/Thrawn is that you generally get to go last, so Jarael can go her max, and send LV running across the board, to try for the won init-kill on a key piece. republic swap always is out activated, so you always have to go when there are still significant threats. Which means you can't run your swapper nearly as far out there. Alternately, if you do what I do with Yoda, which is tow into hiding, then next set turn run/swap, Mace will never get nearly as far, or be able to go into disruptive and out of it. So with all of that taken into account, and the prevalence of parry/block/defense on almost all 120+ characters with a 23 defense, I'd say your math which shows both Mace and LV have about a 50% chance of one shoting without taking into account block/parry, is pretty comparable. I'd say the increase of 30 dmg over Mara for the 50% increase in cost is pretty spot on as well. Further, let's look at Mara. She doesn't need to do 120 in most cases, as the current favorite build includes Ganner and Anakin as well. So to compare Mara, you should add in her counterthreat in Anakin. Mara gets chucked up by Ganner early for an Assault and does what she can. Now your opponent has a choice, kill Mara now, which means next turn you probably can't stop the lobbed Anakin, or go after Anakin and risk another Mara Assault. You rarely can do both. When you add in the additional round, Mara catches right back up. Then add in that Ganner is superior to either Thrawn or Panaka as an attacker/clean up piece, and that Han GH is a serious threat and deterrent on his own, then Mara's "value" to her squad for her cost is at least equal to Mace or LV in their best squads. And that's the argument that's being made here. That you can't make a Mace squad that will perform better than either LV B&B or Solo Charge, two of the current top tier assassinate style squads. I'm hoping someone makes a comparable squad and that we actually made a tier 1 Mace, but I don't think we did. I think we made a tier 1.5-2 mini that is a little too random for top tier play, but a lot of fun for Mace fans and good enough that he can be played in competitive games with a reasonable chance of success (unlike any of the other Maces who aren't even good for casual play).
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To Echo first, I wouldn't worry about sounding to harsh on here, to continue... Ok explain to me what you do on a map such as the smuggler's base, to keep yoda on kybuck from being towed around and not getting wherever he wants to go? you could try to run everyone into a room and lock the door and then wait until the republic player is activated, but seems to me like this would be stalling/slow play, which is a seperate discussion i know, but Seriously i would like to know how to keep mace from getting to your biggest threat right off the bat, I could see new republic stopping it with han's disruptive, for a round or so, but chances are with tow and swap with yoda on kybuck mace gets there anyways. Now after all that Mace still has to roll good, i get that sixty damage does not scare anyone, but if he gets that one crit, the fun begins, like I said I would love to take your challenge and would be willing to bet that it would only take like 1 hour to finish the best 2-3. Hopefully I can get together with you guys sometime soon to play you all.
Now to bill, I believe you have created a tier 1 piece out of mace windu, for now anyways, not knowing what is coming up prevents me from saying he is here to stay. Some people are turned off by the luck factor of mace windu, but in the end I see a lot of people deciding it is worth the chance.
One of the best things about Mace Windu is that he actually requires very little in the way of setting up, there is no waiting for them to activate, waiting until i can get them by themselves, heck all there is to him is running/towing some people around and them swapping him in and declaring your attacks, he may win you the game, he may die, same as any other character in the game that is bound by the laws of d20. You either deal damage or you don't just so happens mace CAN (capitalized to show that it is not a guarantee) do alot of damage.
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Deaths_Baine wrote:To Echo first, I wouldn't worry about sounding to harsh on here, to continue... Ok explain to me what you do on a map such as the smuggler's base, to keep yoda on kybuck from being towed around and not getting wherever he wants to go? you could try to run everyone into a room and lock the door and then wait until the republic player is activated, but seems to me like this would be stalling/slow play, which is a seperate discussion i know, but Seriously i would like to know how to keep mace from getting to your biggest threat right off the bat, I could see new republic stopping it with han's disruptive, for a round or so, but chances are with tow and swap with yoda on kybuck mace gets there anyways. Now after all that Mace still has to roll good, i get that sixty damage does not scare anyone, but if he gets that one crit, the fun begins, like I said I would love to take your challenge and would be willing to bet that it would only take like 1 hour to finish the best 2-3. Hopefully I can get together with you guys sometime soon to play you all. Yes, it's likely that Mace will get to one of your characters very early on certain maps. If he's basing more than 1 character, you played poorly. If your squad is so based around one character that losing one character loses the game for you and you let that guy get got, you played poorly (and didn't build a great squad). Also, it's not stalling or slowplaying to stay in a room until the Republic player is all activated. If I've got 20 activations and Ozzel and you have 10 activations and no tempo control, you'd better believe I will just spin 5 dudes while you activate everything. There is absolutely no reason for me to ever not do that. It's slowplaying if I do that very slowly (like take a whole minute to two to think to spin Ozzel), and it's stalling if I do that round after round and never attack or give you an opportunity to attack. But yes, I would just put my characters in a room and you wouldn't get to them, you finish activating, and then I run out and attack you. It's 100% legal, and there is pretty much nothing at all you can do about it. I might also bring 4 Caamasi Nobles in with Lobot, and block another way to my characters. Have you ever seen someone do that against Mace? How did it work? Because I practically guarantee that I can make it work, whether or not you've seen it happen before.
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Your group needs to spend the $.10 a piece and buy some stock in caamasi nobles. I've said this numerous times in all the mace threads but it seems to of fallen on deaf ears. Here I'll say it again
Mace can't kill nobles. Build a wall, put em in the way, have your shooters behind said wall, win the game. Who's going to kill the nobles? panaka? sure bring him up I'll shoot him too. If you run the rex version you only have 9 acts so I'll outact and shoot you to pieces while locking mace behind a door.
I can't be the only one that does this. Practice with this tactic and you can litterally beat mace with stormtroopers.
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Also if you play one of the factions with Disruptive/Distraction/Bastila Shan it is relatively easy to trap Yobuck or Mace. I have done this several time while using OR.
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I'm surprised no one has mentioned the small problem that Mace gets shredded by the Vong. If - IF - he rolls a crit, he can kill one Jedi Hunter. Then he gets swarmed by attacks that need 5's to hit for 30 damage. And that's not even going into what Nas Choka could do to him with master shaper, scarification, etc. Sith can also punk him with high damage low-cost characters now. Kaan does 40 damage needing 6's to hit.
Mace is actually pretty easy to kill with melee figures because he can't do anything to stop the damage. He kind of reminds me of Lord Vader in that regard, actually. Yeah he has high defense and high health (and in LV's case, armor), but every time he takes damage he really takes the damage. He isn't like Jaina or Zannah where you can throw waves of attacks at them and come out with nothing. Yeah he can parry, and every so often he'll get a parry and a flurry, but then he runs out of Force points to deflect with and your shooters kill him easily.
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A quick follow-up: several people rightly pointed out early in the thread that Mace's damage comes with very high variability. In high-level play, variability is your enemy. That something good might happen, if these three contingencies fall into place, will usually not work against an opponent who can read the squad and work against it. Compare Mace to Mara Jade. They have the same attack, and both have very high potential damage. The difference is that Mara Jade just needs to hit and I get everything. With Mace, hitting isn't enough; you also need the right kind of hits. In effect, there are two things that can go wrong instead of just one. And then you get into the conundrum about whether you should use Force points to reroll hits when you might end up putting damage back on the table (rolling a 1) or waste the points you will most certainly need to keep Mace alive to try again later.
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Weeks wrote:Your group needs to spend the $.10 a piece and buy some stock in caamasi nobles. I've said this numerous times in all the mace threads but it seems to of fallen on deaf ears. Here I'll say it again
Mace can't kill nobles. Build a wall, put em in the way, have your shooters behind said wall, win the game. Who's going to kill the nobles? panaka? sure bring him up I'll shoot him too. If you run the rex version you only have 9 acts so I'll outact and shoot you to pieces while locking mace behind a door.
I can't be the only one that does this. Practice with this tactic and you can litterally beat mace with stormtroopers. It hasn't fallen on deaf ears. All those players simply realize that Mace is in the same faction as flying R2, Mas Amedda, and, yes, Panaka - who I'm certain will be just as easy for you to shoot as Thrawn usually is, unless of course the Panaka/Thrawn player is using Mas Amedda or mouse droids, which is to say: always. I must also be missing something in your idea of locking Mace behind a door since, again, Mace comes from a faction with plenty of door control and one of the best override pieces in the game. So good luck with that. It's been said in plenty of posts that this Mace won't be causing any problems in competitive play, and that must be accurate since he apparently didn't cause any problems during playtesting either. Personally, I think it's indicative of the disconnect between the tournament scene and casual play. As with certain previous figures that always get brought up like the ever infamous Boba BH, because the character is apparently tameable in tournament games when people are going at each other with maxxed out tier 1 teams full of as many highly competitive figures as can be fit in, there's little comprehension of how such a figure can make a horrible impact on casual games. Instead the first reaction always seems to be: "well, he didn't cause any problems in our tournament games full of tier 1 stuff so he can't possibly be unbalanced therefore you're all wrong." The second reaction always seems to be: "well, if he's too powerful for the weak, inferior teams you seem to be playing at your local scene..." (No duh. That's why it's a casual scene rather than a tournament scene.) "then you should just ban him or houserule him." Of course banning or houseruling him sort of defeats the purpose though. If people wanted to houserule their own characters, they wouldn't be following the V-sets in the first place.
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I've had some success with this squad: (even vs Vong) --yo-win-pa-- 65 Mace Windu, Legacy of the Light Side 51 Yoda on Kybuck 27 Lobot 23 Captain Panaka 9 Polis Massa Medic 9 R2-D2, Astromech Droid 8 Mas Amedda 8 R7 Astromech Droid
Preferred Reinforcements: (Lobot) 12 Kaminoan Medic (Lobot) 8 R7 Astromech Droid
(200pts. 10 activations)
It's a one trick pony kind of squad. yobuck does his gallop. ends up basing a important piece(yammosk) swap and NEWindu kills or cripples the piece opponent attacks Mace. if he can survive, swap him back then heal him till he can do it again the look on your opponents face when you heal a piece they tried so hard to kill is great map choice and override are important to allow yobuck to do his thing and to hide from shooters while maintaining Gambit.
I'm no SWM master jedi, but I'm surprised that no one else has mentioned healing Mace.
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jak wrote:I've had some success with this squad: (even vs Vong) --yo-win-pa-- 65 Mace Windu, Legacy of the Light Side 51 Yoda on Kybuck 27 Lobot 23 Captain Panaka 9 Polis Massa Medic 9 R2-D2, Astromech Droid 8 Mas Amedda 8 R7 Astromech Droid
Preferred Reinforcements: (Lobot) 12 Kaminoan Medic (Lobot) 8 R7 Astromech Droid
(200pts. 10 activations)
It's a one trick pony kind of squad. yobuck does his gallop. ends up basing a important piece(yammosk) swap and NEWindu kills or cripples the piece opponent attacks Mace. if he can survive, swap him back then heal him till he can do it again the look on your opponents face when you heal a piece they tried so hard to kill is great map choice and override are important to allow yobuck to do his thing and to hide from shooters while maintaining Gambit.
I'm no SWM master jedi, but I'm surprised that no one else has mentioned healing Mace. Im pretty sure there were a couple others who thought of a Heal-em-Up strategy. If you are facing a bomb squad youre toast. And when you swap in Mace you better hope that there arent any shooters nearby or else he will be toast too lol.
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General Kenobi or Bardan Jusik also seem like possibilities for healing. General Kenobi in particular brings both healing and extra speed to get Mace where he needs to be (not as much as Yobuck, though, obviously).
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FlyingArrow wrote:General Kenobi or Bardan Jusik also seem like possibilities for healing. General Kenobi in particular brings both healing and extra speed to get Mace where he needs to be (not as much as Yobuck, though, obviously). he does still add the extra speed to yoda, which in a few situations can get you out ofa tight spot or into one whichever you were going for
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creme_brule wrote:jak wrote:I've had some success with this squad: (even vs Vong) --yo-win-pa-- 65 Mace Windu, Legacy of the Light Side 51 Yoda on Kybuck 27 Lobot 23 Captain Panaka 9 Polis Massa Medic 9 R2-D2, Astromech Droid 8 Mas Amedda 8 R7 Astromech Droid
Preferred Reinforcements: (Lobot) 12 Kaminoan Medic (Lobot) 8 R7 Astromech Droid
(200pts. 10 activations)
It's a one trick pony kind of squad. yobuck does his gallop. ends up basing a important piece(yammosk) swap and NEWindu kills or cripples the piece opponent attacks Mace. if he can survive, swap him back then heal him till he can do it again the look on your opponents face when you heal a piece they tried so hard to kill is great map choice and override are important to allow yobuck to do his thing and to hide from shooters while maintaining Gambit.
I'm no SWM master jedi, but I'm surprised that no one else has mentioned healing Mace. Im pretty sure there were a couple others who thought of a Heal-em-Up strategy. If you are facing a bomb squad youre toast. And when you swap in Mace you better hope that there arent any shooters nearby or else he will be toast too lol. uhhmm.....I was facing a bomb squad, aren't all vong squads bomb squads these days? as long a yobuck doesn't attack he can damage/eliminate non- and still base yammosk
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Greybird wrote: Instead the first reaction always seems to be: "well, he didn't cause any problems in our tournament games full of tier 1 stuff so he can't possibly be unbalanced therefore you're all wrong." The second reaction always seems to be: "well, if he's too powerful for the weak, inferior teams you seem to be playing at your local scene..." (No duh. That's why it's a casual scene rather than a tournament scene.) "then you should just ban him or houserule him." Of course banning or houseruling him sort of defeats the purpose though. If people wanted to houserule their own characters, they wouldn't be following the V-sets in the first place.
Except we do PT for casual gaming as well as competitive. Actually, I'd say over the course of our now 3 sets of PT, about 70% of the games reported are what I would call "casual" in terms of the characters used and how the games are played and about 30% are competitive. Of those 30%, maybe only 10% - usually one's we as designers specifically ask the Lead PT guys to try out because we are worried about some combo that the regular PT people haven't found yet - are done with 2 otherwise Tier 1 squads filled with Tier 1 pieces as you called it. I'm sorry the reality doesn't live up to your chosen perspective. In fact, in regards to Mace, if you don't like him, you specifically can thank the more casual players as it was they who helped mold this Mace more than anyone else, and in particular, "Loved" him. The complaints about Mace in PT came from the more competitive players who felt he was too random. Casual players thought he felt just like Mace and were ecstatic to have a playable figure for him finally.
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countrydude82487 wrote:FlyingArrow wrote:General Kenobi or Bardan Jusik also seem like possibilities for healing. General Kenobi in particular brings both healing and extra speed to get Mace where he needs to be (not as much as Yobuck, though, obviously). he does still add the extra speed to yoda, which in a few situations can get you out ofa tight spot or into one whichever you were going for Right, but you really can't afford both GenKenobi and YoBuck. YoBuck is better for getting into place for swapping, but once Mace is already in the midst of things, it might useful to move 8 instead of 6... if you don't have to have Yoda's 26 speed or whatever it is.
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FlyingArrow wrote:countrydude82487 wrote:FlyingArrow wrote:General Kenobi or Bardan Jusik also seem like possibilities for healing. General Kenobi in particular brings both healing and extra speed to get Mace where he needs to be (not as much as Yobuck, though, obviously). he does still add the extra speed to yoda, which in a few situations can get you out ofa tight spot or into one whichever you were going for Right, but you really can't afford both GenKenobi and YoBuck. YoBuck is better for getting into place for swapping, but once Mace is already in the midst of things, it might useful to move 8 instead of 6... if you don't have to have Yoda's 26 speed or whatever it is. 'well technically you can. your squad is just them at that point though and noone else realy , but yeah i see what you meant
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Greybird wrote:It's been said in plenty of posts that this Mace won't be causing any problems in competitive play, and that must be accurate since he apparently didn't cause any problems during playtesting either. Personally, I think it's indicative of the disconnect between the tournament scene and casual play. As with certain previous figures that always get brought up like the ever infamous Boba BH, because the character is apparently tameable in tournament games when people are going at each other with maxxed out tier 1 teams full of as many highly competitive figures as can be fit in, there's little comprehension of how such a figure can make a horrible impact on casual games. As Bill pointed out, this is 100% patently false. For one thing, most of the tier-1 very competitive players are somewhere on the design team. We make it a point after that to seed out every piece to other less competitive playgroups to get their opinions on it. In fact, here's a quote from the playtest thread regarding Mace from a playgroup that was not very competitive: Quote:Mace went down very easily to a heavy hitter. He only got one attack off. This goes to show that Mace is Costed right. The squad that the Mace player was up against was a Blizzard Scout swap squad (using the Desert Skiff to swap), so if you think that was a "competitive" test, you're crazy. This group played a number of games with Mace, and gave resounding praise for him. Again, this isn't a test between me and Weeks or anything; this was a test between some good but much more casual players. That's how testing works with every piece, ESPECIALLY the ones with more potential to be powerful, like Mace. I don't believe I've ever seen your name in any playtest reports, Greybird, so it sounds like you're on the outside looking in to a process that you can't see. We know that playtesting needs to be done outside of the super competitive players, so we do that. If you were to volunteer to playtest and help us with that, I'm sure you would see that. On another note, it is possible that your local meta has some quirk that makes Mace better than he usually is. Maybe no one in your group plays good shooters, and you're all about just fielding a few melee beatsticks. Mace will do better in that meta than he will overall. Instances like this are true all the time, though. If you had a meta where everyone played low-HP swarms, I can't imagine how Yobuck and Lancers affected your group. If every squad played at your FLGS is 50-75% commanders with one big dude to receive all that power, Bastila probably started taking that meta apart. If your meta consists of basically no movement breakers, I'm sure you had some very frustrating games against Luke's Snowspeeder where it kept picking you apart and you could just never keep up with it to even hit it. The fact is, design can't attempt to keep all of these little quirks in mind, and it never did. WotC didn't do it, and we can't do it, because it's impossible. We will make pieces balanced for the average meta (both casual and competitive), so that the vast majority of players will have balanced pieces. Every local meta is different, though, and if yours is particularly weird, you can't expect pieces to cater to your meta. If you like your weird meta as it is, and some piece comes out that just wrecks it, don't play that piece; but understand that it didn't hurt everyone else's meta the same way it hurt yours, so it's not a fault of the piece, it's a fault of the environment that you're playing it. And that's fine. It's not wrongbadfun to play with certain less than optimal squad types, but don't complain that pieces that were made for EVERYONE don't work in your specific local meta.
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