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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/14/2008 Posts: 2,063
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This thread is for the discussion of Bastilla Shan, Jedi Master. Complaints, criticisms, praise, and ideas welcome. Since she is commonly brought up because she is both overtly effective for the OR and very frustrating for some players, other players, I figured this might keep other threads from being diverted by her discussion. Please be cordial, respectful, civil, and use the Nerf weapons provided if you feel the urge for violence.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/12/2009 Posts: 302 Location: Copenhagen, Denmark
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Well i think Bastila is great! She gave some much needed help for the Old Republic, and also makes players consider playing Yuuzhan Vong (well, the Yammosk helped a bit there as well) because they can ignore her greatest asset completely. Advanced Battle Meditation is pretty much what people have been complaining about, but is so much more useful than the old crappy version and just as powerful as it should be. That being said, it should probably only have lasted until the end of the round though, to make it a bit more fair. 3 full rounds of having all your commander effects negated can screw up most teams.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/26/2009 Posts: 1,382 Location: Detroit, Mi
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I enjoy Using Bastilla. I'm glad she was created to help the OR.I could be wrong but I don't think her squads are unbeatable. One of my favorite ways to beat her is using Lancer droid teams. She can Be a handful for Inexperienced players but I would hope they would give her a chance both for and against.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/29/2011 Posts: 1,246 Location: SWMing now in the 936
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The main recurring angst is around ABM's span coupled with a cost of 33 seems to be too low for the impact Shan delivers. Don't get me wrong I really like the piece and she clearly makes the OR competitive but I think ABM would have been better served to stop at the end of the round.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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The problem is not that she's unbeatable. She's certainly not unbeatable. The problem is that there is a large class of squads for which Bastila is an un-fun auto-loss. Also, it's not 3 full rounds without commander effects - it's 4. Rounds 2 through 5, by which point the game is often all but over.
There are a number of ways to work around her: * Ysalimiri/Vong * Out-activate her so you get a window to attack at the end of a round * With Vset3: Force Light, Disciplined Leader, Force Suppression * Create a squad that doesn't need its CEs to function
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
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I like and she makes the OR competitive. She's also one of those pieces that affects squad building more than the actual squads she faces. In other words, it's the threat of ABM that keeps certain squads from being seen, not her actual usage per se. Just like the new Wuher imo. Sure he may get used here and there, but it's more the threat of seeing him and knowing your squad idea won't work if you were gonna bring a bunch of mice in.
Anyway, I think she's still a little cheap for what she does, but ABM works exactly how it should and it's an excellent representation and I think the effect it has had in the game (including introducing force abilities) is awesome.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/4/2008 Posts: 1,441
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FlyingArrow wrote:The problem is not that she's unbeatable. She's certainly not unbeatable. The problem is that there is a large class of squads for which Bastila is an un-fun auto-loss. Also, it's not 3 full rounds without commander effects - it's 4. Rounds 2 through 5, by which point the game is often all but over.
There are a number of ways to work around her: * Ysalimiri/Vong * Out-activate her so you get a window to attack at the end of a round * With Vset3: Force Light, Disciplined Leader, Force Suppression * Create a squad that doesn't need its CEs to function You forgot 2 counters that any squad can do, and this is important because its almost always the two most important ways to counter her. 1. Attack her - if you are able. Even an ugnaught can shut down ABM. I beat Ian's OR at Gencon last year because right after he fired ABM, I attacked his Bastilla. Now, some times you won't be able to make attacks. That leads to number 2. 2. Prepare yourself and wait her out. There are moments in rounds 2-5 where she will not have it on. This is not 3 full rounds, unless you are also out activated, and lack any kind of initiative control (and if that's the case against the OR, you probably would lose regardless of ABM in most cases). You use those moments to do your nastiest things, including occasionally getting in position to shut down ABM. When your opponent realizes you are waiting her out (5 rounds will take less than 20 minutes if you aren't doing anything), your opponent will overextend in most cases because they realize they are going to lose their advantage if they don't push. Wait for it, counter it, and kill their figure right under ABM. I'm simply amazed at what people keep posting about ABM. There are two extremely competitive squad types that virtually ignore ABM altogether, Lancers and Yoda on Kybuck. Both shut her down easily. When two of the most competitive squads have 0 issue with her, it shouldn't be a piece that we complain about so heavily. Also, the counter to being attacked (other than Lancer and Kybuck which can both virtually always get to her), is to lock Bastilla in a room while using ABM. That's great. Remember the extra damage and work on killing the rest of the squad. Unless you are running a non-competitive trooper build, you should still be able in most cases to play with a 160pt squad with your 200, even without your CEs for a while.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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billiv15 wrote:1. Attack her - if you are able. Even an ugnaught can shut down ABM. I beat Ian's OR at Gencon last year because right after he fired ABM, I attacked his Bastilla. Now, some times you won't be able to make attacks. That leads to number 2.
Attacking her doesn't turn off ABM - damaging her does. Theoretically an ugnaught could shut off ABM, but it would take a mighty roll. Quote: I'm simply amazed at what people keep posting about ABM. There are two extremely competitive squad types that virtually ignore ABM altogether, Lancers and Yoda on Kybuck. Both shut her down easily. When two of the most competitive squads have 0 issue with her, it shouldn't be a piece that we complain about so heavily.
The piece isn't broken or unbeatable, but it's clearly a gatekeeper, so of course it's discussed. I do think it's undercosted (or overpowered - take your pick). The fact that it's an auto-include indicates that, but it's not egregious - no more than Thrawn in Imperials. More importantly, I think Bastila makes the game (slightly) less fun. Certain match-ups just become unplayable.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/21/2008 Posts: 267 Location: E-town PA
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DARPH NADER wrote:The main recurring angst is around ABM's span coupled with a cost of 33 seems to be too low for the impact Shan delivers. Don't get me wrong I really like the piece and she clearly makes the OR competitive but I think ABM would have been better served to stop at the end of the round. I was thinking about this, and obviously it's all academic now, but wouldn't that possibly make her more powerful? The reasoning is that ABM would last an entire round everytime as opposed to the way it is now where you get a window after she activates, but before the rounds ends. So as long as you have more activations you at least get your CEs after she activates, having used ABM the previous round. I think the way they set up ABM was well thought out.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 3/9/2009 Posts: 574 Location: Keldabe, Mandalore
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FlyingArrow wrote:billiv15 wrote:1. Attack her - if you are able. Even an ugnaught can shut down ABM. I beat Ian's OR at Gencon last year because right after he fired ABM, I attacked his Bastilla. Now, some times you won't be able to make attacks. That leads to number 2.
Attacking her doesn't turn off ABM - damaging her does. Theoretically an ugnaught could shut off ABM, but it would take a mighty roll. Why does damaging her end ABM? Where is this stated on the card or in the Errata/FAQ?
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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It's in the Destiny of the Force rules supplement. Force Abilities that do not last until the end of the skirmish are terminated if the character takes damage, makes an attack, rolls a save, or spends a force point. It's true for all Force abilities that do not last until the end of the skirmish, so you wouldn't see it mentioned in the rules specifically for ABM.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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Hinkbert wrote:I was thinking about this, and obviously it's all academic now, but wouldn't that possibly make her more powerful? The reasoning is that ABM would last an entire round everytime as opposed to the way it is now where you get a window after she activates, but before the rounds ends. So as long as you have more activations you at least get your CEs after she activates, having used ABM the previous round. No, she would be less powerful if ABM ended at the end of the round. Currently, she can avoid using ABM the first round and just position everyone safely during approach (unless there's extreme mobility like a Lancer and a wide open map like Rancor Pit of Grand Plaza, in which case 1st round ABM might be necessary). Activate ABM during the first activation of round 2. Make her the last activation of round 3. Then re-activate it with the first activation of round 4, and make her the last activation of round 5. Then re-activate it with the first activation of round 6, and make her the last activation of round 7. By then, the game is probably over. (Actually, by round 6, it's probably near the end game and Bastila needs to come out and fight rather than re-activate ABM.) But starting with round 2, the non-ABM window is the first activation of even-numbered rounds (only if you win init) and the last few activations of odd-numbered rounds (only if you out-activate the OR). If ABM only lasted until the end of the round, then the non-ABM window would be the entire following round.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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The problem I have with Bastilla is that I think she hurts what the designers can do in the future for the old republic, oh well i want a person that has double twin.... well wait bastialla will give them +10 damage... great 10 base damage for you....... yay. I think she was perfect when DotF came out, but now... not so much there is enough out in the old republic for them to remain competitive if you dropped her completely, not many people will do so because ABM is just so good.
To Bill, the problem with running yobuck up and attacking Bastilla is that any experienced player will not let you just run up to her and strafe her and run away, they will make it to where you will have to end right there, and then blow you away with carth/atton/Elite gunners/ with a senator.... or lock her in a room.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/8/2010 Posts: 3,623
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I really liked her when she first came out, she was like the Ysalmari and great to balance out the two weakest factions. Now they have gotten some more solid pieces (especially when working with fringe) I am a little more hesitant to give her the ok I gave her last year. She was definitely what the faction needed and fits her character but those subtle changes of less starting fp, more expensive ABM, more cost; would have helped a lot. Though now we are stuck with this girl in a slowly growing stronger faction and think it's time for some more prominent counters. For starters:
For the sith:
Darth Vectivus 25, hp 50, def 15, atk 10, dmg 20 SA melee attack Force 4 Illusion Force Phantom (Force 2; replaces turn, attack one enemy with a force rating regardless of line of sight, ignoring melee attack and targeting. This attack counts as an adjacent melee attack and ignores cover)
Mando SA to give out Disciplined leader to one ally
Separatist More SA's like fire control/Roger Roger/Droid master that can't be disrupted or a way to increase the range of the ones we have (RR, DM) My suggestion, droid master on a good high hp/cost unique piece like Sev'rance Tann, new Grievous, Commander Sorbek, Asajj, or another Sep Commander as of yet unmade. Or Droid Control Ship/Transmitter Ally's with special abilities that affect droids normally limited to 6 squares have unlimited range
New Republic New Talon Karde with Ysalmari
Rebels... Yah they need to be disrupted... Stupid Rieken haha.
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Rank: Moderator Groups: Member
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Joined: 5/26/2009 Posts: 8,428
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General_Grievous wrote:Rebels... Yah they need to be disrupted... Stupid Rieken haha.
Yeah, Rebel heroes with SAs instead of being CE dependent is the way to go, I think.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 1/29/2011 Posts: 1,246 Location: SWMing now in the 936
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General_Grievous wrote: New Republic New Talon Karrde
This is scratching me right where I itch, long overdue for a new Karrde.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/2/2011 Posts: 131
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Bastila- Powerful, yes. Even very powerful. And can be somewhat disheartening to face. But, like Bill said, if you wait her out and make them come to you and be... God forbid... Defensive (Gasp), you will have a much better chance. Now, I do agree that it does suck because now we can't make certain characters for OR a certain way because of her power. It is kinda annoying. Double twin on any piece with a 20 base is almost out of the question now. Unless they have a low attack.
So, my thought on Bastila overall? I think a high costing Ysalirimi piece for fringe would be ok. It wouldn't be in every squad because of the cost, but it is a piece that could be useful in the right circumstances, like in a squad with 1 very important commander effect. I just hope the Ysilimiri piece wouldn't be too powerful. But, even if we didn't get it, there are plenty of squads that can take a Bastila squad down. Even a CE heavy one if played correctly.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 5/31/2010 Posts: 1,628
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My question for you dieandbemetal istell me how you wait out 3 rounds of no commander effects? lock doors and hide... stalling....? Just saying it is a lot easier said then done, Especially when pieces like carth can suprise move, run 14 then activate a senator and take two shots at you for 50 on the first one, and 40 on the second one, or heck put a senator on thon, and just run him around giving him immediate attacks....
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Joined: 5/26/2009 Posts: 8,428
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Deaths_Baine wrote:My question for you dieandbemetal istell me how you wait out 3 rounds of no commander effects? lock doors and hide... stalling....? Just saying it is a lot easier said then done, Especially when pieces like carth can suprise move, run 14 then activate a senator and take two shots at you for 50 on the first one, and 40 on the second one, or heck put a senator on thon, and just run him around giving him immediate attacks.... It's not 3 rounds of waiting. If nothing is happening, you wait rounds 2-7 with ABM turned on. And if you're truly waiting in the back doing nothing, by the time ABM is off, you'd give up 5 rounds of gambit.
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Rank: Advanced Bloo Milk Member Groups: Member
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FlyingArrow wrote:Deaths_Baine wrote:My question for you dieandbemetal istell me how you wait out 3 rounds of no commander effects? lock doors and hide... stalling....? Just saying it is a lot easier said then done, Especially when pieces like carth can suprise move, run 14 then activate a senator and take two shots at you for 50 on the first one, and 40 on the second one, or heck put a senator on thon, and just run him around giving him immediate attacks.... It's not 3 rounds of waiting. If nothing is happening, you wait rounds 2-7 with ABM turned on. And if you're truly waiting in the back doing nothing, by the time ABM is off, you'd give up 5 rounds of gambit. And the you most likely lose the game. Like I said I think Bastilla would be great if the V-Set designers had stopped at Dotf, maybe R+R, but now I think she is just a hindrance to developing new OR pieces, and all in all, is just not needed to make them playable/competitive... As for new ways to counter it... I hope they don't just throw out disciplined leader, ylsamari. I think stuff like that sith piece mentioned earlier with phantom attack? i think it was, is a great start and a cool ability.
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