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Posts posted by Justin
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Just a quick design point. In my opinion, summoning without other resources is problematic. However, it is problematic because it discourages interaction. If the best strategy is to turtle in your backfield and summon, not only is that probably broken, it's also boring.
The two summoners who can summon without having to go fetch Markers both require interaction. Molly's summon is a downright offensive tool, forcing you into combat. Asami's is a bit more subtle in that, if you summon without fetching those Markers or interacting you're wasting your time. In other words, Asami needs to go and find a corpse (yay, she had to kill something and interacted!) or she got close enough to the enemy that the Oni was able to Charge effectively from within 4" of her. If she's doing that, she's not turtled in her back field.
Of course, she may still be broken. I don't think so and I certainly hop not: just giving the design reasoning to the restrictions on summoning.
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3 minutes ago, retnab said:
Very interesting stuff! I'm a bit surprised that 5 of the 7 new masters only have 3 Upgrades mentioned on their pages (and Parker has 2 of his 7), I'm assuming all new non-Parker masters will still have the usual 4 Upgrades?
On average that is correct. But listing every Upgrade would have led to a giant info dump. Plus there should be some surprises.
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9 minutes ago, Fetid Strumpet said:
Not 1 AP. Again condition removal to remove slow, but the big thing is the Ability on the front of the card. You get to charge as a 1 AP action. So summon just within 4, then charge plus melee range for threat. Also look at what it says about her totem, as it says he can increase conditions, which I assume applies to flicker. I'd have been happier if she required a Corpse to summon, or if flicker couldn't be added to. Again we will see. Please be excited, I'm just someone who really gets into mechanics and hers are troubling to me.
The puny* human is right.
YOU ARE HELPLESS BEFORE THE WRATH OF THE ONI!
*This post is made purely in jest. I do not mean to demean Fetid's point and I do not actually believe he is puny.
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Just now, Guslado said:
That's what McCabe's netgun is for
Also, hounds.
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20 hours ago, MrDeathTrout said:
I have to say, unless I just missed them the War Pig has no reverences to Black Sabbath.
Well, there's its name...
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This seems to have been taken care of.
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1 hour ago, Tawg said:
inb4 it's a Rippling Tide (Or whatever that new book they've been teasing is called) trigger, so we could never find it... yet
But that seems more down @Aaron's level of trolling.
Very much already in print.
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21 hours ago, 7thSquirrel said:
This is going to bother me until I know now. Where did that thread go on things we don't like about Malifaux? I need to add infuriating tid bits/clues/spoilers casually dropped by staff...
It's an episode name on a trigger.
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I put Samurai Champloo references in there.
Somewhere.
Good luck!
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2 hours ago, daniello_s said:I agree totally with you. Just laughing out of this statement that we should explore him far more than just a hard hitter. Like he had something more to offer than that on his card
Rather than cherry picking a single line, I think my intent was fairly well explained with the paragraph I wrote on Levi's role:
"Leveticus is still the wily old scavenger we all know and love. He still eternally dies and comes back. He still fields abominations and necromancies from multiple Factions, and he will still stalk the board removing your opponent's weaker pieces. His role on the battlefield will just change slightly. You may find that, after the errata, it is better to have Leveticus finish off already damaged models (which he is excellent at, due to the wide array of defensive abilities he still ignores) rather than having him deal the bulk of the damage. In fact, you may even find that activating him later in the Turn is more advantageous as he can pick off weakened targets. I feel that this is actually even more thematic to his role as a scavenger."
If I was not clear I apologize. And if you still disagree, that is very well your right.
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2 minutes ago, solkan said:
1. Can Channel be used multiple times at the start of the activation?
2. If you can use it multiple times, does the damage add together or get suffered in 2 point blocks?
3. Is the damage preventable without negating the ability?
1) No.
2) Irrelevant since the first answer was no.
3) Yes, Leveticus may prevent the damage and still gain Focused. The previous version of Channel had a similar question which was ruled the opposite way due to the word "exactly," this version has no such wording.
So, in summary, you may only suffer 2 damage to gain Focused +1 once per Activation. You may prevent this damage using Soulstones.
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2 minutes ago, Frisch said:I don't mind the changes much; Levi will be fine, but different. Hamelin received a 'boost' in the way that he is now the only one to employ the true rat engine; Fine. I never saw either of those as a problem, and I have played both as Levi and against Levi quite a lot, and against the rat engine a couple of times without problem.
To be honest; I found they forced the opponent to think out side their comfort zone which is a good thing.
However, the errata is in - the change is done - and the game will go on and still be good.
It does require a follow up question;
When will you fix the masters *under* the power curve? Lucius and Yan Lo are quite underperforming at events, especially our poor secretary. If you are willing to start hot-fixing models like this, then give these guys some love.
And how about the Ca8 Belles that, if I remember correctly Justin himself said he would have liked to change to Ca7, when will they be changed?
I love this game, and I like the openness of the design-decisions, so it is hard to be properly furious, but I simply believe there were more important issues to fix than these.Just because I'm sure there will be more posts like this (why fix this when X is still broken?) I'll make some brief comments here, and I hope I can explain it to your satisfaction.
A Master (or any model) being too powerful is always going to be more detrimental to the game than a model being under powered. The heart of any game is choice. Players should feel like they have a wide range of choices, and that those choices matter in terms of winning the game. If a model is under powered, only one choice has been taken away (the choice of using the under powered model to achieve maximum effect). If a model is over powered, it takes away every single other choice other than itself. As such, over powered models will always be a bigger concern and be the targets for things like errata.
This isn't to say that I think the models you mentioned are under powered (Yan Lo, in particular, I think is better than people give him credit for), simply explaining why "too powerful" is far more likely to be the target of errata than "not powerful enough." And we never know what the future holds, as new models and upgrades are released the meta changes certain models may come into favor again.
As to your other point about other models you think are too powerful, balance exists on a spectrum. It will never be completely perfect. Since we can't cost models at fractions of Soulstones (and because we are not perfect) sometimes some models are slightly better or worse than others. If our goal was to make every single model perfectly and completely balanced, we would never leave playtest and the game would have no consistency. Instead the goal is to make sure that balance is as close as we can get it to perfect and that every model has a place in a game (whether it's just with a certain Master or when certain schemes, etc, are available is sometimes the case). Often times a slight lack of balance may be due to models existing on a spectrum (maybe one model is an obvious choice in a vacuum, but all of a sudden it has a lot of competition if you need a scheme runner). And other times it is simply due to your own personal opinion (we all have our favorites).
Hope that helps explain things.
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This month's FAQ comes with some important changes, so discussion is in the announcement section:
Also we got a spiffy new page for the FAQ on our website! http://www.wyrd-games.net/malifaux-faq-errata
I am locking this thread to try to keep all errata discussion in one place. However, if you have a question about one of the new FAQ entries (not the errata) please start a thread on this forum rather than posting in the announcement thread.
Thanks!
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Hey all,
Along with this month's FAQ, we see a few fairly important erratas. They are as follows:
- Leveticus has had his Cache dropped to 1.
- The Channel Ability on Leveticus has been rewritten to allow him to gain Focus once per Activation at the cost of 2 damage.
- The Malifaux Rat has had the Hamelin's Pets Ability added, which states that it may only be hired into Crews led by a Nihilist and that, if it is summoned into a Crew which is not led by a Nihilist, then it may not Activate on the Turn it was summoned.
These cards are already available for purchase through print on demand with Wargame Vault: https://www.wargamevault.com/browse/pub/5162/Wyrd-Miniatures?site=wgv
Also our resources page has been updated with the July FAQ, which comes with free PDF downloads of all cards with errata: http://www.wyrd-games.net/malifaux-faq-errata
I'll address the Malifaux Rat errata first. Most of you have probably heard of the dreaded "Rat Engine." This was a tactic which Outcast players used to get excessive Activations using Malifaux Rats and, once their opponent had no more models left to Activate, they attacked their opponent with Killjoy, Viktoria, Leveticus, or any other number of high-impact models which greatly benefited from attacking while the opponent had no models available to respond.
After careful consideration, viewing event results, and trying it out ourselves, we determined that this tactic was both too powerful and simply not fun for the opponent. The changes to the Malifaux Rat will prevent the Crews which were using this tactic from getting an excessive number of Activations. It is worth noting that while similar "out-activation" tactics are still available to Hamelin, he was tested and designed around the notion that he would be able to maintain more Activations than his opponent. The "Rat Engine" was effective with Leveticus and Viktoria because, not only were they able to assault their opponent with Killjoy without opposition, they also had a very potent Master in terms of raw damage with which to back it up. Hamelin is less high-impact in terms of damage output, and was very much designed with the Malifaux Rats in mind. As such, we believe that out-Activation tactics are still balanced (and fun) for his Crew to use.
While we are hesitant to restrict the availability of models to certain Masters, we are confident that this change is the best one for the game. It will allow Outcast players to come up with more interesting, varied lists and prevent their opponents the pain of being obliterated by the Rat Engine. We did not make this change lightly, and restricting models to certain Crews or Masters will only be done in the most extreme circumstances: this just happened to be such a circumstance. Additionally, Malifaux Rats are still available to every Outcast Crew through the use of summoning due to other models in the Faction. This is a big change, but the whole of the game will be better for it.
Now, on to Leveticus. For years we have all heard rumblings that Leveticus was too powerful, and after a careful consideration of the data and feedback, Wyrd agrees. Leveticus is a Master who was excellent at dealing damage, nearly impossible to kill, highly mobile, and had excellent options in terms of Crew. A few of those things are expected on a Master, but all of it combined was simply too much. We have chosen to reduce the amount of damage which Leveticus is capable of by limiting his Channel Ability to once per Turn and making it grant the Focused Condition. His Cache was also dropped by 1. This will greatly limit the amount of damage he is able to deal since he can no longer rely on positive flips to avoid cheating, get around cover, or increase his damage for every Attack.
We chose to limit his damage because one of the aspects at which he was excellent needed to be toned down in order to balance him. Reducing his survivability would go against his well-established theme of being undying, so that was ruled out. Limiting his Crew options would not be respectful of the real-money purchases of Outcast players, so that was ruled out as well. Limiting his mobility was an option, but likely would not have done enough on its own and would have necessitated further, radical, change and we wanted to keep the model as close to its core concept as possible. As such, reducing his damage-dealing capabilities was the best solution, and Channel was the most obvious target.
Leveticus is still the wily old scavenger we all know and love. He still eternally dies and comes back. He still fields abominations and necromancies from multiple Factions, and he will still stalk the board removing your opponent's weaker pieces. His role on the battlefield will just change slightly. You may find that, after the errata, it is better to have Leveticus finish off already damaged models (which he is excellent at, due to the wide array of defensive abilities he still ignores) rather than having him deal the bulk of the damage. In fact, you may even find that activating him later in the Turn is more advantageous as he can pick off weakened targets. I feel that this is actually even more thematic to his role as a scavenger.
I hope that Leveticus players see this errata as an opportunity to explore the wide range of possibilities which Leveticus still offers. He is no longer locked into the role of damage-dealer, and you may even find that his play is more interesting and dynamic.
Although such a change often comes with cries of "Doom!" from both sides (whether you think Leveticus is now useless garbage or this errata changed nothing and he is still the most broken thing ever) I strongly suspect that Leveticus will remain one of the better Masters in the game. He simply will no longer be the "obvious best option," and instead become another strong choice for his Faction.
All of the changes (both Rats and Leveticus) went through careful planning and testing. I am confident that they are for the betterment of the game as a whole.
I hope you like the changes and you are able to keep enjoying the amazing Malifaux universe as we continue to attempt to perfect the balance of the game we all know and love.
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14 hours ago, Ogre_man said:
And the staff. You could really communicate with them, they are actual living beings...
I have it on good authority there is at least one cyborg.
New game, guess who it is!
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3 minutes ago, fauxreigner said:
Just want to be clear - I'm not trying to argue one way or another that Guild are underpowered. Having gotten into the game ~6months ago with a large group of ex-WHFB players, I (as the only Guild player in the group) have not felt myself to be at a disadvantage. But I've felt the perception from more experienced players (talking at at tournaments, or following online) that Guild are relatively weak. So I'm just trying to offer up some explanations for that perception.
I think Guild has a select few excellent lists (Sonnia, McCabe, and even Perdita though I think other players tend to undervalue her), and a lot of middle of the road lists.
Traditionally they do have some of the weaker Upgrades, which I think is a big limiting factor for the Faction.
My 2 cents.
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2 minutes ago, Math Mathonwy said:
Was it the same person using the same list (Sonnia with Papa-in-the-box)?
(I really wish that the big tournaments included some kind of a results service for the community to be able to see the results. The big 40k tournaments are like sports events in that people are following them with keen interest but there doesn't seem to exist a similar culture in Malifaux. Which is why @Icemyn's reports are so brilliant)
Same person, same list.
Mostly Sonnia, at least one game I saw with Perdita. No Papa Loco (in any games I saw, Sonnia or Perdita).
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4 minutes ago, Mutter said:
Is this explained somewhere, or one of those 'common sense' moments?
See the aura rules, core book pg. 50.
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3 minutes ago, fauxreigner said:
So then the USA just needs to teach the UK to play Guild?
Or the UK needs to teach the USA to play everything else.
Just a matter of perspective.
But yes, there is definitely some disparity here between regions.
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Guild won Gen Con and the nationals at NOVA last year.
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5 minutes ago, Bengt said:
Average Master Wd for w1 and w2 (counting McCabe as 13):
- Guild ~11.9
- Ressers 12
- Arcanists ~11.4
- Neverborn ~9.3
- Outcast ~10.9
- Gremlins ~11.4
- TT ~11.9
- Everyone ~11.1 (this may seem low when looking at the faction values, but most dual faction Masters have relatively high Wd and they only count once here)
Average for w4 is 12. Asami and Nellie are below their faction average, the rest are above it (including Reva). That said, and as I put fourth in another thread, I don't think this lot of Masters feel harder than average as most have less defensive abilities than older Masters. Of course if everyone has Southern Hospitality style defences on the back of their cards that opinion can change.
That depends on how you calculate the average. For the mean, you are correct.
But for mode, which I think is a far more pertinent thing to look at here, the average is 12.
I say mode is more important both because of outliers that throw off the average (Dreamer only has 6 wounds but is far from easy to kill) and because, when designing a Master, the starting baseline for wounds is 12 and then that is adjusted up or down depending on other factors (other defensive abilities, greater need for defense because of how they play, or less need for it if they hang back, etc).
But, regardless of how you calculate it, I think the claim that there is a "huge wound bloat" is inaccurate.
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6 hours ago, Kyris said:
I'm not sure how I feel about Zipp; I'm generally not interested in Gremlins and this isn't changing that.
But, is it just me or is there a huge wound bloating going on with the new masters?
Wound?
No.
Most Masters outside of Ressers have 12 wounds. Parker is above average, Nellie and Asami are below average. Reva is hard to gauge as she's above average in terms of all Masters but below for her faction. Everyone else is right at 12.
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You can also use the print on demand service to order scheme cards, if you want.
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29 minutes ago, Trample said:This is the first new master I really don't like much. The pen may be mightier than the sword, but I sure like a master with a sword or a gun than I do one with a pen. I think it's great that Wyrd brings in new things like this though. She's different and interesting, just not for me.
Even though you don't like her, I really appreciate the way this was put forward. Thank you.
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Reva
in The Resurrectionists
Posted
She is the Master from wave 4 I am personally most excited to play (in like a year when I have thoroughly forgotten all the testing incarnations).
She will play similarly to Lilith, I think, who is one of my favorites. Jumping around and dealing damage from odd angles can be far more tricky than most people think - or it's just my style.