RegisterDonateLogin

Sorry about the mess.

Welcome Guest Active Topics | Members

The Prophet's Corner (Is Back) Options
shmi15
Posted: Monday, August 3, 2015 9:37:18 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,291
Hey guys! Its been so long since I've been on here to voice my opinion, (note this is not to start a riot, just voicing concerns) and after reading various posts, and seeing results of this years Gencon, which was won by Bobba Fett, (predictable? Yes.) I decided I should share with you guys some ideas to fix the state of the game.

1. Why not just start making Melee guys Beefier? Sure some of the older guys will get outclassed, but aren't they already? I don't see many people running Nihl squads, Or Nihilus, Sion didn't have any impact, Caedus has 1 squad type, Zannah doesn't get much playing time (and she just might be the most defensive piece in the game) You have to run 2/3 Force Spirits ( that can't do ANYTHING other than boost a SINGLE person, so 40 some odd points are jumbled up on making a piece better while not even being able to open a door) Marka Ragnos, Naga Sadow buried in the Valley of the Sith Lords, not even playable in the game. If your wanting to use these Spirits to give us SPirits to boost a piece, make a piece worth boosting.

HP 180, D,23, SA Soresu,Sith Lord +4 against non melee attacks, Dark Armor. That should scare the piss out of Bobba, Imp/Naboo Swarms, but would have a heck of a fight against a Melee guy.

Other abilities to help specifically for shooters(only definitions)

- This character gets +4 to saves if 1 or less enemies are within 6 squares
- Non-Uniques may not have their base attack raised against this character
Give someone a 27 base D and an ability that "Gives adjacent enemies +4 attack"


Rock squads need a firm spot in this game. Otherwise, Out act and shoot will never go away.

Activation control to me only slows the game down. I understand it is part of the Standard game, and probably will be, so I think you would just need to out-class it, or just give out super easy Anti-Act control ( if it hasn't already been introduced) This would also discourage others to run these long acts and then shoot.
More "Filler Killer" pieces. The Vong had the best one with the quednak, fantastic honestly in this current meta, but do we really want to see a Vong squad T 1? Give us a Fringe piece that can do 10 damage and take out Mice/Uggie/Brutes. Give it deep striking and no swap ability.

Is getting to 200 points still an issue? I forgot honestly if many people got 200 or not in the top 8, if not... Then that is certainly an issue, if the "best" 8 players can't even complete a game without time running up. I'm not sure if others enjoy just counting time and points in all their games, but I never did.

Last point, that just relates to my first one, Shooters are just way to good. 5 of the 8 were Bobba at Gencon, he won NZ, he has changed the identity of this game. Its time for a Melee Revolution, Sub-Set. 10 Characters to redefine the game and set it on a new path!

May we find a Peaceful Soulution,
The Prophet
FlyingArrow
Posted: Monday, August 3, 2015 9:49:30 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Quote:
Is getting to 200 points still an issue?


Vast majority of games at GenCon finished. In at least 2 of the rounds every game finished on time. 7 of my 8 games finished on time.
donnyrides
Posted: Monday, August 3, 2015 10:19:40 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/22/2011
Posts: 593
What if a full blown blanket effect took place to help force users. a LS deflect-ish ability should be a built in ABILITY (not FP) that all characters with a LS should have. Or simply just say all melee force users have evade. That would make the melee guys a little tougher. Thoughts. I also think all LS wielding pieces should be able to use a FP to cut a door down too. might make force users more attractive.

What if there was a limit to the amount of pieces in a squad OR a limit to the number of activations in a phase? Then being out numbered by 20 mice wouldn't matter if you could only use 10 (arbitrary #) activations per turn.
Darth_Reignir
Posted: Monday, August 3, 2015 10:32:47 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/3/2010
Posts: 354
To me, making new pieces and abilities to fix serious flaws in the game is like putting a band-aid on a bullet wound. The fact that others like yourself are vocally supporting the idea of trying to fix the game is encouraging, though. I like the abilties you listed as an example and would like to see them come to life, but ultimately, I don't know if it's enough.

In order to fix melee pieces, I think we're seeing a step in the right direction with abilities like [Ranged Defense Expert]. But again, the whole reason shooters have become an issue is because of how easy we've allowed them to be exploited. Mouse Droids providing cover, blanket Accurate shot for top-tier shooters, aggressively-costed pieces like BAFH, and board-wide swap only encourage the exploitation of shooters.

Until we fix shooters, no amount of steroids will help melee.
Deaths_Baine
Posted: Monday, August 3, 2015 10:40:25 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
high activations will remain a part of the game forever. what I have learned from legends, and this meta (Mainly from tj's squad) is that low acts can work, if they have the tools necessary to compete, the problem is only a few low activation squads have those tools. look at his squad it has crazy movement with SBM, crazy defense with draw fire, soresu, force attuned, crab armor, makashi, heal, master illusion, it even has sever force, on top of that it has great damage output (granted it is mainly though mines) but it just has so much going for it that even when out acted it can handle a lot of what high act squads can throw at it. Legends work in much the same way, sure you can outact me, but most squads have a way of dealing with being outacted.

an ability like:

prepared defenses: if this character is activated it and all adjacent allies gain difficult target/evade/something along those lines could help

maybe even an extended disruptive would help keep the double swap from being so devastating.

I have found, at least in my games, that sometimes melee doesn't necessarily need more defense against shooters some times it is just a matter of speed. if melee could move fast enough to actually make it to shooters before they die it would go along way to fixing the issue, the problem with this is that most people just think giving them evade or lightsaber defense or deflect is enough, but with swap and act control, who cares most people will still be able to swap around and your defense means nothing because you can never track down the shooter in the first place.

so things like:
Force Dash (Force 3, Replaces turn, this character may move up to double speed and then make every attack against a single target.)

Mandalorian Charge (Replaces turn, this character can run 12 squares and make all of it's attacks against an enemy who has not yet been activated.)

force powers that can help with clusters or mass acts such as:

Telekinetic Throw 4 (Force 4, replaces turn: Target enemy within 6 squares takes 40 damage. Huge or smaller characters are considered activated this round; save 16. All characters adjacent to the target take 20 damage)

Force Whirlwind 2 (Force 3, replaces attacks: range 8; 30 damage to target and each character adjacent to that target; save 16)
FlyingArrow
Posted: Monday, August 3, 2015 11:06:52 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/26/2009
Posts: 8,428
Deaths_Baine wrote:
look at his squad it has crazy movement with SBM, crazy defense with draw fire, soresu, force attuned, crab armor, makashi, heal, master illusion, it even has sever force, on top of that it has great damage output (granted it is mainly though mines) but it just has so much going for it that even when out acted it can handle a lot of what high act squads can throw at it.


Being massively out-activated doesn't bother my squad. It's preferable, actually, because it means the opponent has less damage output, which is what they need. Jim's disappearing act (swap) and Ysalamiri were a problem, but the activations themselves were not. Deri's squad had neither swap nor Ysalamiri, so it wasn't a problem. I didn't face any other super-high-activation squads all day. My wins were against 4 Republic squads: 2 GOWK/Mace squads, Elite Republic Commandos, and Yobuck/Rex/Ferus. And then Deri's Seps. I lost to 2 Talon squads, but the lower activation one (spry's) was the harder matchup. It had more firepower, so I had like a 1% chance at a win. Against Lily_Wan's I'd say 10% - now that she knows to bring Talon forward... I almost squeezed out a win with him hiding in the back for half the match. (Actually, I don't know for certain spry had fewer activations. I know he had more damage output, so I assume Lily_Wan had more tech/activations. Once you're outactivated, you don't necessarily notice by how much.)

The damage output doesn't necessarily look like it will be that much until it happens. If the squad charges up the force points and gets to engage, it's not uncommon to spend 12 Force points at the top of the round for Aing-Tii and 3 uses of Sith Battle Manipulation. 3 SBMs if you're already engaged means 9 squares of movement for each enemy. It's hard to get every square of movement for every enemy to be a Mines square, but probably at least 7 squares per enemy means 7 saves at 15 each for 20 damage. That's an average of nearly 100 damage per enemy (excluding any re-rolls/damage reduction). And then make the biggest enemy end its move next to Caedus. Caedus can attack at +16/30 dmg twice during Aing-Tii. So up to an additional 60 damage. If you win initiative and have the Force points you can do it all again. It's rare to have enough Force points to do more than one additional SBM, but the extra 60 dmg to the main enemy beatstick can be pretty big.
Sthlrd2
Posted: Monday, August 3, 2015 12:17:58 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/21/2009
Posts: 171
donnyrides wrote:
What if a full blown blanket effect took place to help force users. a LS deflect-ish ability should be a built in ABILITY (not FP) that all characters with a LS should have. Or simply just say all melee force users have evade. That would make the melee guys a little tougher. Thoughts.

I disagree with this. This I feel is an initial thought process when you think of shooters dominating the game. We don't want to take shooters out of the game, they should still have a role in this game. The core mechanic of the game favors shooters because there never was a limit/restriction to how far they can shoot. If I can shoot your melee guy from 3-6 away and shoot at him from 23-26 away, with the same stats, then I am inclined to take advantage of that. I will stay as far away and shoot until I can't anymore.

Something to restrict the guns from shooting far away makes them want to get up near you, opening the door for you to get to them.
-additional saves when targeted from further than 6
-shooters get no bonus's when shooting from further than 6
- +4 defense when targeted from further than 6
- when hit by an attack from further than 6, move up to your speed.

These are all ideas that would encourage guns to get closer while not taking them out of the game. IMO, all of these are better than a blanket effect for all melee/force users and moves the game in a way that encourages engagement.
jak
Posted: Monday, August 3, 2015 12:36:30 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/17/2010
Posts: 3,682
Location: Beggers Canyon Tatooine
shmi15 wrote:
Hey guys! Its been so long since I've been on here to voice my opinion, (note this is not to start a riot, just voicing concerns) and after reading various posts, and seeing results of this years Gencon, which was won by Bobba Fett, (predictable? Yes.)
The Prophet


the problem was NOT Fett, I was there, the problem is total miss use of f-cking mouse droids beyond their intended purpose,just to win. killed the game for me.
TheHutts
Posted: Monday, August 3, 2015 1:17:33 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 6/23/2010
Posts: 3,562
Location: The Hutt, New Zealand
jak wrote:
the problem was NOT Fett, I was there, the problem is total miss use of f-cking mouse droids beyond their intended purpose,just to win. killed the game for me.


I totally agree, but I would like to add:
.....which is caused by the dominant squad (high activation double swap) being able to win consistently when it can outactivate.

I don't think anyone enjoys Mouse Droid spamming, but full credit to Deri and Jim for figuring out the meta and bringing something that could beat it.

atmsalad wrote:
And may this meta die a quick death...
theConsortium
Posted: Monday, August 3, 2015 1:26:04 PM
Rank: Rancor
Groups: Member

Joined: 6/14/2012
Posts: 33
jak wrote:
shmi15 wrote:
Hey guys! Its been so long since I've been on here to voice my opinion, (note this is not to start a riot, just voicing concerns) and after reading various posts, and seeing results of this years Gencon, which was won by Bobba Fett, (predictable? Yes.)
The Prophet


the problem was NOT Fett, I was there, the problem is total miss use of f-cking mouse droids beyond their intended purpose,just to win. killed the game for me.


I agree. It seems evident that Boba Fett AfH is not the issue in question, but I believe that shmi15's point was that while the Mouse Droid problem may (perhaps) be the most serious issue in the meta at the moment, it isn't the only one. It's hardly surprising that Boba was the shooter of choice in the majority of the top eight. Perhaps Boba should be modified, perhaps not. While I don't believe myself qualified to further comment on the subject, I find that some discussion is warranted.
atmsalad
Posted: Monday, August 3, 2015 5:17:00 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2011
Posts: 951
My squad had 25 acts and one mouse... Gha-nakt isn't the only issue.
shmi15
Posted: Tuesday, August 4, 2015 6:52:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/19/2010
Posts: 1,291
So we don't think an accurate shooter who can drop 90(in almost every faction) isn't a problem? Shooting pieces have always been the issue and Bobba is the king of it. He is an issue, just because the meta. As long as he can out act a shoot with no penalty. He will continue to be a problem. That is an official Prophesy
atmsalad
Posted: Tuesday, August 4, 2015 7:13:02 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 7/26/2011
Posts: 951
I think boba AFH is an issue. He is just one of several under costed pieces that makes double swap possible. He is at bare minimum 10 points to cheap. That is equal to 3 activations... It isn't much, but once you start to accurately cost the power pieces it brings the NPE in check.
Mando
Posted: Tuesday, August 4, 2015 7:50:33 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,410
Location: Chokio, MN
Boba was pretty much the only attacker in the Imperial double swap squads. if you take him out...game over for the Imps. He's good, but really, the single attacker squads have been around for a long time. Before Boba, it was Cad Bane. I think the Imperial double swap would be pretty deadly with Arica (deep strike Blaster Barrage with Sniper + Twin) at a cheaper cost than Boba is. Its the combo of out activate + win init with MT that is the real thing you need to account for with the double swap squad. If you can nullify those, its pretty much game over. I think there is a lot of counters to the double swap squad that wasn't seen at Gencon and that are good counters to what is in the meta. Was there any Mando squads ran in Gencon? I think they have some solid counters to the Imperial Double swap (Kelborn + Mandalore the Vindicated + Fenn Shysa for a intuition-like Disruptive w/beefy BG). NR has the best tools to beat the Imperial Double Swap. V10 will only add more tools to be used. I don't think we will see double Swap reign supreme again next year. I think there is a lot of over-reaction to Boba. He's good, definetely a power 10 piece, but the strategies with him being used have been done before.
Deaths_Baine
Posted: Tuesday, August 4, 2015 8:24:45 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
Mando wrote:
Boba was pretty much the only attacker in the Imperial double swap squads. if you take him out...game over for the Imps. He's good, but really, the single attacker squads have been around for a long time. Before Boba, it was Cad Bane. I think the Imperial double swap would be pretty deadly with Arica (deep strike Blaster Barrage with Sniper + Twin) at a cheaper cost than Boba is. Its the combo of out activate + win init with MT that is the real thing you need to account for with the double swap squad. If you can nullify those, its pretty much game over. I think there is a lot of counters to the double swap squad that wasn't seen at Gencon and that are good counters to what is in the meta. Was there any Mando squads ran in Gencon? I think they have some solid counters to the Imperial Double swap (Kelborn + Mandalore the Vindicated + Fenn Shysa for a intuition-like Disruptive w/beefy BG). NR has the best tools to beat the Imperial Double Swap. V10 will only add more tools to be used. I don't think we will see double Swap reign supreme again next year. I think there is a lot of over-reaction to Boba. He's good, definetely a power 10 piece, but the strategies with him being used have been done before.




strategies sure, but nothing like him at all. cad bane was easy to kill if you could hunt him down, boba not so much. Cad also had to target whatever was closest making mouse droids an effective shield, against boba, nope not so much, boba also has higher attack against non uniques which cad could fail to hit, boba also has triple which in this meta is better then double/twin. Fenn shysa would just die to boba in like round 2 since you have accurate and can just shoot him.

Mando
Posted: Tuesday, August 4, 2015 9:49:26 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,410
Location: Chokio, MN
Deaths_Baine wrote:
Mando wrote:
Boba was pretty much the only attacker in the Imperial double swap squads. if you take him out...game over for the Imps. He's good, but really, the single attacker squads have been around for a long time. Before Boba, it was Cad Bane. I think the Imperial double swap would be pretty deadly with Arica (deep strike Blaster Barrage with Sniper + Twin) at a cheaper cost than Boba is. Its the combo of out activate + win init with MT that is the real thing you need to account for with the double swap squad. If you can nullify those, its pretty much game over. I think there is a lot of counters to the double swap squad that wasn't seen at Gencon and that are good counters to what is in the meta. Was there any Mando squads ran in Gencon? I think they have some solid counters to the Imperial Double swap (Kelborn + Mandalore the Vindicated + Fenn Shysa for a intuition-like Disruptive w/beefy BG). NR has the best tools to beat the Imperial Double Swap. V10 will only add more tools to be used. I don't think we will see double Swap reign supreme again next year. I think there is a lot of over-reaction to Boba. He's good, definetely a power 10 piece, but the strategies with him being used have been done before.




strategies sure, but nothing like him at all. cad bane was easy to kill if you could hunt him down, boba not so much. Cad also had to target whatever was closest making mouse droids an effective shield, against boba, nope not so much, boba also has higher attack against non uniques which cad could fail to hit, boba also has triple which in this meta is better then double/twin. Fenn shysa would just die to boba in like round 2 since you have accurate and can just shoot him.



If you opponent is spending 2 rounds to kill Fenn, while being close to Kelborn and Mandalore the Vindicated, then its likely you'd be in range of Disruptive and are unable to swap out after you go first in the round with boba to try and finish of Fenn. Mando's should be able to handle Boba in one turn with the Neo Officer's and Mandalore doing 90dmg with tripple. The reason the Double swap squads are so good is because Boba goes after the commanders. If Fenn has prevented Boba from taking out Mandalore for 2 rounds, then mission accomplished, because that is what BG's are supposed to do.
Deaths_Baine
Posted: Tuesday, August 4, 2015 9:52:21 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/31/2010
Posts: 1,628
Mando wrote:
Deaths_Baine wrote:
Mando wrote:
Boba was pretty much the only attacker in the Imperial double swap squads. if you take him out...game over for the Imps. He's good, but really, the single attacker squads have been around for a long time. Before Boba, it was Cad Bane. I think the Imperial double swap would be pretty deadly with Arica (deep strike Blaster Barrage with Sniper + Twin) at a cheaper cost than Boba is. Its the combo of out activate + win init with MT that is the real thing you need to account for with the double swap squad. If you can nullify those, its pretty much game over. I think there is a lot of counters to the double swap squad that wasn't seen at Gencon and that are good counters to what is in the meta. Was there any Mando squads ran in Gencon? I think they have some solid counters to the Imperial Double swap (Kelborn + Mandalore the Vindicated + Fenn Shysa for a intuition-like Disruptive w/beefy BG). NR has the best tools to beat the Imperial Double Swap. V10 will only add more tools to be used. I don't think we will see double Swap reign supreme again next year. I think there is a lot of over-reaction to Boba. He's good, definetely a power 10 piece, but the strategies with him being used have been done before.




strategies sure, but nothing like him at all. cad bane was easy to kill if you could hunt him down, boba not so much. Cad also had to target whatever was closest making mouse droids an effective shield, against boba, nope not so much, boba also has higher attack against non uniques which cad could fail to hit, boba also has triple which in this meta is better then double/twin. Fenn shysa would just die to boba in like round 2 since you have accurate and can just shoot him.



If you opponent is spending 2 rounds to kill Fenn, while being close to Kelborn and Mandalore the Vindicated, then its likely you'd be in range of Disruptive and are unable to swap out after you go first in the round with boba to try and finish of Fenn. Mando's should be able to handle Boba in one turn with the Neo Officer's and Mandalore doing 90dmg with tripple. The reason the Double swap squads are so good is because Boba goes after the commanders. If Fenn has prevented Boba from taking out Mandalore for 2 rounds, then mission accomplished, because that is what BG's are supposed to do.



how are you damaging him when he has evade? and i could potentially use wrist cable make it to where mandalore cant move then move 6 to where you can't even see me.
Mando
Posted: Tuesday, August 4, 2015 10:31:55 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 10/14/2008
Posts: 1,410
Location: Chokio, MN
Deaths_Baine wrote:
Mando wrote:
Deaths_Baine wrote:
Mando wrote:
Boba was pretty much the only attacker in the Imperial double swap squads. if you take him out...game over for the Imps. He's good, but really, the single attacker squads have been around for a long time. Before Boba, it was Cad Bane. I think the Imperial double swap would be pretty deadly with Arica (deep strike Blaster Barrage with Sniper + Twin) at a cheaper cost than Boba is. Its the combo of out activate + win init with MT that is the real thing you need to account for with the double swap squad. If you can nullify those, its pretty much game over. I think there is a lot of counters to the double swap squad that wasn't seen at Gencon and that are good counters to what is in the meta. Was there any Mando squads ran in Gencon? I think they have some solid counters to the Imperial Double swap (Kelborn + Mandalore the Vindicated + Fenn Shysa for a intuition-like Disruptive w/beefy BG). NR has the best tools to beat the Imperial Double Swap. V10 will only add more tools to be used. I don't think we will see double Swap reign supreme again next year. I think there is a lot of over-reaction to Boba. He's good, definetely a power 10 piece, but the strategies with him being used have been done before.




strategies sure, but nothing like him at all. cad bane was easy to kill if you could hunt him down, boba not so much. Cad also had to target whatever was closest making mouse droids an effective shield, against boba, nope not so much, boba also has higher attack against non uniques which cad could fail to hit, boba also has triple which in this meta is better then double/twin. Fenn shysa would just die to boba in like round 2 since you have accurate and can just shoot him.



If you opponent is spending 2 rounds to kill Fenn, while being close to Kelborn and Mandalore the Vindicated, then its likely you'd be in range of Disruptive and are unable to swap out after you go first in the round with boba to try and finish of Fenn. Mando's should be able to handle Boba in one turn with the Neo Officer's and Mandalore doing 90dmg with tripple. The reason the Double swap squads are so good is because Boba goes after the commanders. If Fenn has prevented Boba from taking out Mandalore for 2 rounds, then mission accomplished, because that is what BG's are supposed to do.



how are you damaging him when he has evade? and i could potentially use wrist cable make it to where mandalore cant move then move 6 to where you can't even see me.


There are ways to handle Boba and get damage on him. Kelborn + Neo Crusader officers are enough of a movement breakers to handle just about anything.
thereisnotry
Posted: Tuesday, August 4, 2015 10:35:03 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/29/2008
Posts: 1,784
Location: Canada
Wrist Cable is only usable at the END of your turn...so you can't use it and then move. If you use Wrist Cable and the target makes the save, Boba is likely gonna get based and smacked right afterward. It's one of those last-ditch abilities that you hope you never have to use.
Darth_Jim
Posted: Tuesday, August 4, 2015 1:11:36 PM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 4/23/2008
Posts: 907
Location: Central Pa
thereisnotry wrote:
Wrist Cable is only usable at the END of your turn...so you can't use it and then move. If you use Wrist Cable and the target makes the save, Boba is likely gonna get based and smacked right afterward. It's one of those last-ditch abilities that you hope you never have to use.


In all of the championship rounds, both swiss and the top 8 games, I used wrist cable twice. Both were against Deri's Grievous in the game he clown stomped me. It was never a good strategy in the games I played. There are times for it, but it really isn't an ability abused by the Boba that I've seen yet. I might use it more in a Talon squad, though. I never used the bait and switch all day.
Users browsing this topic
Guest


Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.

Main Forum RSS : RSS

Bloo Milk Theme Created by shinja
Powered by Yet Another Forum.net.
Copyright © 2003-2006 Yet Another Forum.net. All rights reserved.