Jump to content

Sandwich

Members
  • Posts

    914
  • Joined

  • Last visited

Everything posted by Sandwich

  1. They're wholly immobile and will die quickly if they aren't attached to a Corpse Counter, which remains vulnerable. They also drop nothing if they die and are very crow intensive. What specifically do you find to be too powerful? And I'm not refuting you, just getting an opinion.
  2. - - - - This is 8 pages long, sorry. - - - - Alrighty then, since no one else is taking the iniative, I'll be the first to dive directly in and speak my peace. Before I begin, let me state that 1.) This statement will be lengthy. 2.) This is MY personal observation, and the opinion I have generated based upon that observation. 3.) I am not attempting to offend or discredit ANYONE in the following statement. 4.) I will do my very best to provide credible examples and sound reasoning. 5.) I will make my statements from an honest standpoint. (No more of this "The Dead Rider is just OK bullcrap. Promise.) THE MISSION STATEMENT I'm going to skip some big huge debunking statement about how I don't think Faction to Faction balance can't work, because that is semantics and has absolutely no bearing on the topic at hand. I will jump directly to the root of the problem. In the first book, the design philosophy, for all five factions was 1.) The 'Heavy Hitter': Lady Justice, McMourning, Ramos, Lilith, the Victorias. 2.) The "Technical Caster": Sonia Criid, Nicodem, Rasputina, Pandora, Leveticus 3.) The "Support": Perdita, Seamus, Marcus, Zoraida, Som'er The Heavy Hitters design was simple. A powerful standalone model that did little to bolster its crew beyond several offhand debuffs. Ramos was unique in this group as he wasn't as powerful a caster as Rasputina, and not reliant on his crew as Marcus. This makes him the Heavy Hitter as he's a decent tank with a high damage cap. The Technical Caster was a weaker model that required a crew to use its most advanced tactics and worked best if Activated in order to assassinate a specific model or augment the utility of other models in its crew. Pandora is unique in this group because she can act decently as a Heavy Hitter but benefits better from relying on her crew than Lilith. The Support was designed from the ground up to serve their crew. Everything in their arsenal was specifically created with the models they would bring with them and, if used in tandem with their crew, became a very, very powerful force to be reckoned with. Perdita is unique in this group because she works strongly as a Heavy Hitter but was nigh unstoppable if you brought in the Family. With that 'triune' if you will, you had harmonious balance between all three groups, evenly dispersed into 5 factions that became the root of balance. Faction to Faction was nothing more than an idea put on top of this triune. With the advent of the second book, you introduced 5 hybrid models, most of which had enough strengths and weaknesses to create a harmony inside of their own faction, except Kirai. Here is where you went wrong and I will spell out exactly what happened to create the imbalance currently being discussed. AGAIN THIS IS MY OPINION, AND MY OBSERVATION Just because I believe this to be true, does NOT make it true. I'll be writing in Kirai last, so bear with me as I go through exactly why the rest of the book works. With C.Hoffman, you added a Support / Technical Caster. He NEEDS his crew, but his spells are SO powerful that if he didn't have a 5 Ca, he'd be OP. C. Hoffman works great in the guild because he's limited to Constructs, and his Constructs aren't limited to synergy with him. His power comes from the massive damage and control he gains when you build his crew correctly. With the Dreamer, you added a Support / Heavy Hitter. He brings a lot to the table, but in doing so, works well with a fraction of the models in his faction. This is fine because his model pool allows for numerous different strategies and builds, all of which bring powerful limitations to certain aspects of his arsenal. One of the major issues I've had with the Neverborn in Rising Powers is that they're all SO synergetic with everyone (Collodi is the only one whose limited). The Neverborn by far gained the most as a faction from Rising Powers. The Arcanists gained a Support / Technical Caster in Colette. The reason Colette works so well is because he strengths are well defined, and her weaknesses are spelled out blatantly. She's very quick, but very frail and deals little actual damage. The best part of Colette, and the reason why she's my favorite addition to the game (Ever) is that her models are clearly defined as to who works good with who in the faction outside of Colette. The Outcasts are a strange faction because we cannot consider Hamelin as a gain for them, as he is entirely self contained and has zero interaction with Levi, Viks or Som'er. In that, we actually have to look at the specific models they received (They all got something.) So for Levi, we have Ashes and Dust. A self reproducing tank / heavy damage that comes with some added support. I am NOT a Levi player and could not honestly spell out for you the pros and cons of the Ashes and Dust, only that EVERY single time I've EVER faced one, it's always had a huge impact on the game. For the Viktorias, we have the Freikorps. Do I need to say anything else? Yes, but only because I said I would. With Von Schill you have a high mobility, high damage, high survival support model. He in and of himself is the most diverse model in the game. With his Freikorps, you gain mostly low damage, decent mobility and high survivability to make up for a lot of the glass cannon models in a Vicky list. The Freikorps are a powerful and worthwhile addition but aside from Von Schill, move fairly slowly and have very low damage over multiple models. They also bring limited Support via the Librarian, though she is a nice model to have, she's got some clear drawbacks if you don't bring the Freikorps with her. For Som'er we've got the Pigapult, the Slop Hauler, the Taxidermist and Oph- The Pigapult brings in excellent damage, the Slop Hauler is a healer and the Taxidermist is a powerful technical caster. Though Som'er is so diverse in the ways he can build an army, some players may find one or more of these models to be worthless, while another player will deem them the crown jewel of the green horde. All of that said, and with the previous masters specifically mentioned, With Kirai, the Resurrectionist faction gained a Support. She has NO offensive power, she has a single debuff spell, and he personal defenses aren't all that great. There's no hybridization to her stat card, she's a flat out support master. Now, if you've read anything up to this point, you'll see that I've stated all other factions (Barring Outcasts) have received a Master who combines two of the three elements flawlessly into their Faction and thus did not disrupt the balance of the game at all. By giving Kirai the role of Support (You most likely didn't even think of the Triune your other masters have fallen into until later) you create a fairly massive cunundrum. You see, when you designed Seamus, you already had McMourning and Nicodem in mind, meaning that when creating his 'models' you were able to introduce them into the Model Pool seamlessly because all three masters already had defined uses for everything. (If Nico needs a tank, who is he going to summon, a Belle or a Punk Zombie?) Now my guess was that you wanted to introduce more Spirits and Kirai became a byproduct of that, and that you didn't write up Kirai's card and then make spirits around her, but more of you developed the entire group of spirits together. And it shows that you did this, and that you really do have prestige because frankly Kirai, as a standalone master with an intended crew, is flawless. She has powerful drawbacks to her extremely high mobility and synergy, she's got clear counters but also has every tool necessary to bring about a grisly end to her enemies. It was in that specific philosophy that things went awry. Because you made Kirai as a Support, you had to give her models to support, giving her things like Datsue-ba, Ikiryo, Shikome, or Gaki were all really good decisions, for Kirai. What you forgot about was the rest of the faction, or, more likely, you thought that players would find a compromise with the models because they were spirits. This is because Spirit is a VERY powerful trait and, I'm guessing here again, that you figured the lower synergy with the other masters would be balanced out by the fact that they were getting Spirits. Unfortunately, most of Kirai's spirits were passed up by players, (A LOT of us were eager to get our grubby hands on Shikome, but they just didn't work so well without Kirai.) and that led to the Faction inadvertantly falling behind. If you look at the book you'll find exactly 6 models in the plethora NOT designed for Kirai (5 if you ignore Molly, 4 if you don't count the Necrotic Machine.) Those models are Molly Squidpiddge: At the time of her release, a lot of us couldn't find a place for her. It wasn't our fault, either. When you look at Collodi, who has a very clear playstyle, or Von Schill, who has a very powerful standalone statcard, we weren't remotely at fault. My personal belief is that Molly is currently the most "Support" oriented model in the game and that we, as players, are simply not utilizing her in the best possible way. The reason for that, however, is that 9 times out of ten, there's no reason to spend Stones on her when we can just take Von Schill and get far more apparent results. I'm probably not the only person, however, that's realized that as a Support model, she will become increasingly powerful as more of her crew is fleshed out. Necrotic Machine: An interesting concept for a Totem, but fell short even with the ability to instagib. Two Corpse Counters was just not worth it to most people, although I personally find it to be a great model, others don't. Dead Rider: Absolutely amazing and ridiculously powerful. One of the biggest slaps to the face to the faction I've ever felt is the fact that it drops 2 Scrap Counters for Leveticus instead of 2 Corpse Counters for Seamus, Nicodem, and McMourning. I see no reason for it to be this way and would strongly enjoy it if the Dead Rider dropped 2 Corpse, 1 Scrap. Guild Autopsy: I fully understand the concept of this model, I'd figured it out before Rafkin as well. It's an easy-to-summon hamstick with morderate damage. The problem is that it's mortality rate is around 150% that of what it should be and it returns NOTHING when it dies. To fix this model Remove the Soul Stone Cost, make it Summonable. Remove the Corpse Counter limitation on Too Far Gone and get rid of the restriction on its Guard Pistol to allow Nicodem to buff them. By doing this, you create a reliable Weak Model that Nicodem can summon in a pinch to counter heavy ranged crews (Like Von Schill) at a decent cost, as well as allowing McMourning to bolster his ranks with weak ranged models that won't leave him super starved if he decides to take him. There's no way in its current incarnation that this model should exist in the same book as the Alp or Malifaux Rat, period. Night Terror: Amazing objective grabbers. Frankly, the Dreamer doesn't deserve them, but I understand why you let him have them. Rogue Necromancy: This one baffles me because its purpose is clear and its built perfectly to achieve it. Perhaps I've just always seen the cards favor the opponent because this model seems far too frail to be 10 points and yet everything about it screams "This thing is freakin' perfect." The only thing I could even remotely think of doing is somehow reducing its Soul Stone Cost, but honestly, I can't see why you'd do that. :crows:crows:crows So after Book 2 had enough time to set over, I was honestly coming to terms with the emptiness in the Second book for progressive Resurrectionist models, and felt that Avatars would be a great balance, which they were, kind of. For the Resurrectionist Faction, the Avatars are fairly balanced. I think they all define themselves fairly severely and there isn't much anyone can say besides an applause for how well you managed to pull it off. That said, the Avatars still don't bring the overall power of the faction up any higher. (Except Nicodem, holy s**** he's insane.) I won't say a word about Avatars because you did them perfectly. (Although you could give Seamus his 4 Df back...;D) The third book is a bit perplexing because it honestly looks like there is no discernable "pattern." I mean obviously you fleshed out the Special Forces a little bit but beyond that you gave everyone a little bit of everything. ... Except the Resurrectionists. Now, and anyone on these forums can go ahead and quote me on this, but I'm pretty serious about figuring out models, I started multiple Dead Doxy threads, I worked out one of the few successful Crooligan strategies, and I've defended Wyrd about balance before, But my honest question, expecting an honest and absolute serious answers, is What was the idea behind the Crooligans? Where do you, whoever designed them, see that they should fit? What spot in the game do they belong in your eyes? And don't use my "Model-bogs" idea unless that was sincerely how you envisioned them. Crooligans aside for the moment, Dead Doxy: I like the thematic idea of these girls and I believe what happened was that in production, someone said "Look guys, these things are summonable! To which someone replied "OH CRAP cuddle EM!" I say this because for all the things they are capable of, they achieve very little. They're ineffective tanks, they have unreliable debuffs, their mobility is as subpar as Belles, and keeping with the Resurrectionist Credo, their Ranged Attacks 'suxx0rz.' I think when they were initially rolled out to playtesters, they were sent with a smaller package of more powerful tools and had to be slowly transformed to be balanced around the summoning mechanic. Which is problematic considering how most models in the game do not drop Corpse Counters. I think that if Fate favors you, these Doxies are fantastic, but unlike many other models from other factions, if Fate does not look upon you kindly, they just do nothing. I won't propose a fix because I don't think it is they that are broken, only that Seamus' current underwhelming nature is causing them to feel weaker than they actually are. The Drowned: Much cheaper Spirits that were obviously designed with McM/ Nico / Seamus in mind, and by in mind I mean -They're far too slow for even Nicodem. - They're focused on Damage, which we don't need. - They have unnecessary movement shenanigans. I'd much rather them have one clearly defined purpose and then forsake all else because currently they're on par with Crooked Men in usefulness. Jaakune Ubeme: Works best with Kirai. She's very slow otherwise and that makes using her to her fullest very difficult. This isn't a flaw in design either, as she's probably fantastic with Kirai and making her any faster would break her when used with that crew. And it's perfectly fine to give Kirai a new toy or two, anyway. Rafkin: A Support model, which makes his shining traits difficult to see on paper. But having played him, I have several points I feel I need to make. 1.) For a 7 Point model, his survivability is low. Ending his Activation on a (0)Action that heals two wounds is just outright stupid and makes no sense when you look at Rafkin side by side with the Guild's Witchling Handler, another Support oriented model. Where the Witchling Handler drastically buffs her Stalkers, Rafkin... Heals zombies. 2.) Rafkin also suffers from the Poor Molly Girl syndrome with his summon. The two masters interested in him can already summon what he can, for the same cards, costing less AP and accomplishing a lot more. Why spend 7 Soul Stones for a single bonus summon when you can just spend those stones on the models you want to summon instead? 3.) His interactions with poison seem interesting and I'd like to see something like that fleshed out, as I feel the Poison mechanic could become an integral part of Resurrectionists as a large part of their design philosophy is "Atrophy." I feel there is nothing more atrophied than slowly dying to poison. In fact, a Minion (Maybe another Henchmen) that liberally spread poison would be a really unique idea. 3.) He's got more of the "I have a ton of crap, but none of it really works." problem that the Crooligans have. He can heal himself pretty OK. Rafkin can also heal the dead, but not really. He can summon, and he's pretty OK at it with his (1)Preserve Bodies, but not really. I suppose his (1)Forestall Decomposition could have some serious implications if you really needed it, but there are cheaper models in other factions with the same support-oriented kit that acomplish a lot more than Rafkin can. An idea Change Forestall Decomposition's name to Embalm, give him an spell that gives allies Mithridization, peg on the Discard factor somewhere and I think he'd be a pretty unique model. - - I'm not sure if Rafkin suffers from the same thing the Doxies do, but I'm fairly sure that he himself is actually underwhelming. - - - As for the Carrion Effigy, who I honestly don't think is actually a Resurrectionist model, since it was clearly designed for the Neverborn. It's Spell is very powerful, but its so easy to kill that it doesn't matter. :crows:rams:tomes:masks Now honestly, I should just end it here and ignore people who don't read it, but I feel its unfair to expect people to read 5 pages of my opinion. So instead, Basically, everyone in the first book fell into one of three categories, The Heavy Hitter, the Caster, and the Support. When Wyrd released Rising Powers, all the Book 2 masters (Except Kirai) were designed as hybrids (I.e. The Dreamer was a Heavy Hitter / Support. Colette was a Support / Technical Caster) This made a really, really great balance because all of those masters had 2 really big strengths, and 2 really big drawbacks, except Kirai. If you look at Kirai's card, she's a 100% Support. When Wyrd was making her, they had to make models for her to support, so we end up with a bunch of spirits designed specifically for her instead of a ton of models designed for the faction and that was the point where the Ressers started to fall behind. Book 3, I have no explanation for Crooligans, sorry.
  3. They watched. Every step Seamus took into the heart of the Bayou's murky waters resonated off of its skeletal trees, sloshing the muck-laden liquid upon his face. He scowled at the thought of his hat getting drenched and slowly came to cursing under his breath as he pressed towards the rendevous point. The heat and humidity of the Bayou was slowly increasing, burning Seamus' flesh and pulling from it droplets of sweat. This furthered his anger to the point that he began loudly accosting the flora of the boggy waters, harkening more and more of the Gremlin Kin to perch upon the trees, watching their prey. "He's skinny, tha's fer sure!" Whispered their leader to his boys, "But we ain't had a human in 'ere fer a bit." Uncaring to the fact that he was being followed, and instead choosing to increase the volume of his shouts as the water level receded, further increasing the heat surrounding him. The small island in the Bog that he found himself standing upon was lined with sickly gray vines that smelled of decay, bringing back sweet memories of careless slaughter, an activity he'd much rather be a part of than mucking through thick water to meet Nicodem over another new discovery. Stopping to whisk the mud off of his pants, he came to realize that a far greater number of Gremlins than he expected were lurking in bushes surrounding the Island. He rose to taut position and stretched out his hips as a deep sigh escaped his lips. "Righ then, let's get to it." He said calmly as the ranks of Gremlins burst forth from the bramble and clamored through the waters, leaping clumsily onto the earthen walls of the island to surround him from all angles, forming a circle that would soon spell imminent death. Seamus, being much of the pragmatist that he was infamous for, quickly reckonized that the Gremlin with the largest Hat would clearly be their leader, and, drawing his beloved .50 Caliber, fired off a roaring flame into the skull of the poor creature, snapping its back as the force of the lead tore through its skull and swaying its still standing corpse from side to side before it collapsed backwards into the water with a large "Plop." As the bullet tore through the sky with a pink mist in its wake, the legion of angry green people lunged in harmony at the Mad Hatter, causing him to dive through the thinnest flank of the little green beasts and head first into the sickly red waters below. Makeshift rounds of stone and sod burst from all around him and exploded into fragments when they touched the water's edge as he swam quickly away from the massive engagement. Seamus jerked left and right to avoid the spears and boulders being flung, seeking an escape from the vile creatures native to the Bayou, all while surviving on a dwindling resource of oxygen in his lungs. Without a will of his own, his body forced itself to the surface as a sharp, gaping inhale filled his lungs with the essence of life he so gleefully loved to remove from others. Stones and spears flew past him and drifted away from the scene of gratutious violence, catching his eye for only a split second until a gleam of brown and gray plunged itself deep into his chest, its fanged tip locking the spear into his ribcage while the rope tied to the other end pulled taut, jerking him sharply towards the mob of Gremlins. The largest gremlin, with skin a strange, dotted brown color and eyes stuck oddly to the far sides of his head was smiling stupidly as the dozen green men surrounding him helped to yank their prey onto land. Seamus struggled in vain and could not loose the Spear embedded inside him. A thick spat of blood escaped him as his body slammed into the wall of the Island and was slowly dragged onto land by the hungry swarm of the Bayou's masters. They tore his shirt from his body and threw it around in celebration as a loud horn sounded, beckoning others to come and celebrate the kill as the spear was violently torn out of his chest and cast to the side. Seamus, even in his own insanity and pride could see now that this would be his end, that nothing he could fathom up from his Bag of Tools would stem the tide of Gremlins from coming to feast upon his frail corpse. He stretched his arms out slowly in a single motion, secretatively drawing the slim razor he hid in his teeth and clenching it between his fingers as he belched out, "So now what?" Swollen with pride, one of the chief Gremlins moved to silence its food while the rest of its Kin were preoccupied with their animalistic celebration of the kill. The razor blade slid smoothly across the unknowing creature's throat as Seamus rose to his feet and ran for his .50 Caliber pistol while the Gremlin choked and gurgled out a stream of blood. It took the crowd of Gremlins a moment to fully grasp what had happened, and by the time they had collected themselves to attack, it was too late and Seamus had loaded his pistol, blowing a gnarled hole into the chest of a nearby victim. The Gremlins scuttled to attack but Seamus, envigored on murder and wearing a horrifying smile as he slit his way through their ranks, was too far gone into his madness to feel the stinging pain of the Gremlin's insignificant weaponry. One of the young Gremlins skittered past the scuffle to the Horn where he bellowed two loud blows into the conchlike object, calling for more of the Clan to come. As the horn roared through the Bayou, many of the fighters stopped to look for where their reinforcements would come, only to find nothing. Their sheer numbers soon began to work in the favor of the little green men as Seamus was clearly tiring as he slaughtered what seemed to be an endless number of those that would combat him. His growing fatigue, however, became the least of his worries as many of his assailents leapt from combat screaming of bombs and that they were employing the ever horrifying Pigapult. With only a moment to fully digest his impending fate, Seamus tried to leap for cover but could not move fast enough as a small pink explosive crashed to the ground beside him, letting off a massive explosion at his feet and throwing him several feet towards the center of the Island, rolling his body violently to a stop as a daze of agony and stupification drench itself upon him. The Explosion rocked the surrounding area with a massive shockwave, throwing back even the most stalwart of gremlins and shaking the trees powerfully enough to lessen the Parasitic seeds that cling to their summit. Each seed plopped into the corpse filled water and then fell silent as the drift of their grave carried them to and fro. As Seamus' vision blurred and blood pooled around him, he could only watch as a plump, gray heap of flesh dragged itself onto the island, carrying with it the corpse of the Gremlin leader out of the water in its brambled vines as it shot a fanged length of gray flesh into the chest of a small gremlin and pulled it directly into its gaping maw, ripping him in twain and leaving his severed lower half to fall to the floor. Knees buckling, nerves twitching, and half of the carcass missing, the Gremlin corpse sputtered as it collapsed to the ground and jolted violently about as the last vestiges of life dripped away from it. Another vine burst out of the water, dragging with it another fleshy mound of the vile plant, shooting out its razored vine into the swarm of Gremlins, ripping another unfortunate victim direcly into its traplike appendage, tearing his body into pieces as it spat out the desecrated half of the small green creature. When the body of the Gremlin hit the floor, it wretched out a sickly purple sphere of bile that splattered all about the corpse, forcing deadened nerves to violently shiver as fat gray mass ripped through the body and began to form a writhing clone of the unknown plantlife before it. The Gremlins, finally realizing that they were in grave danger, took up arms and charged at the sickly growths of death incarnate, to no effect as the thick husks of monsters shrugged off all but the most sharp of blades and the viny growths would simply mend any wounds the thing sustained. When the swarm and the plants were as one, a single group of desperation and slaughter did the plants expunge a dreary cloud of blackness, choking up the gremlins and forcing them to cease the assault as they fought for air. The Spore Cloud was so thick from the three fleshy bulbs that even the strongest of Gremlins crumpled to the floor before their butchers. As the last Gremlin fell to his sweet and final slumber, Seamus rose, freshly envigored by the deaths of the unfortunate, all but ignorant to the morbid wounds lining his body and refreshed with a sense of curiousity and pride that he hadn't felt since his first murder, flowed through his body. In his usual vein, he casually strolled towards his three beautiful saviors, a hollow smirk on his face and a gaping hole in his chest. The plants, sensing his power, feeling his taste for the slaughter, knowing his penchant for chaos, did not rise to fight the intruder, they only lulled about as he walked with a strange gait through them, petting their fleshy mouths, purring to their wonderful anatomy, smiling at their perfect nature. "I never thought about it before," He giggled, "But I get why they always tell me to stop an' smell the roses." The unmoving entities remained lulled as he circled them about, examining their features. Massive fangs lined the mouths of the plants, spiny tendrils wrapped around them from all directions, tiny orifices lined the entire body of the creature, no doubt the origin of the deathly clouds they unleashed. He stood for a moment with his arms crossed, drenched in blood and with pools of crimson lining his feet, absolutely at peace with the world before he came to realize that he had no way to transport these things anywhere. Thoughts of the many ways to recreate the monster laced his mind in an unusual clarity. The plants before him shivered quietly as they slowly dripped out small orbs covered in a sickly bile; Seeds. Unthinking as they were, the plants knew full well what their master wished for and did so without a bequest. Seamus did not immediately realize what was placed before him, but as the realization set, glee overcame him and he squawked happily. Without another thought, he dropped to his knees and scooped up the dozen seeds into his hand bag. "Nicodem's gonna wanna see these!" Corpseroot 30MM Base Soul Stone Cost: 5 Wk/Cg:- / - Ht:2 Wp:6 Ca:6 :crows Df:4 Wd:8 Spiny Tendril Rg: 6 Cb: 6 Dg: 1/2/2 Grave Maw Rg: 1 Cb: 5:crows Dg: 2/3/4 Abilities The First Seed: This model may only be hired into crews containing one or more models with the Graverobber Trait. When this model is hired into a crew, Bury it. This model does not Deploy normally. Instead, you may Unbury this model into Base Contact with a Corpse Counter that is within 12" of a friendly Master. If there are no friendly models with the Graverobber trait in play while this model is Buried, sacrifice this model and gain 1 Soul Stones. Parasite: When this model is Unburied or Summoned into play, it gains "Parasite: This model may not move or be pushed. While this model is under the Effect of Parasite, it gains Regeneration 2 and is Immune to Slow, Paralyze and Insignificant. Parasite cannot be removed from this model by any talent or spell and ends immediately if this model is not in Base Contact with a Corpse Counter, if Parasite is removed, this model suffers 3 Wd at the start of each Activation and cannot be Healed until it is under the effect of Parasite again." Protect the Source: If a non-friendly model attempts to remove a Corpse Counter in base contact with this model, this model first makes a melee or Ranged Strike targeting the model. If that model suffers any Wd from the Strike, the Corpse Counter remains in play and any effects generated from removing the Corpse Counter fail. Dark Understanding: If a Friendly model removes a Corpse Counter in Base Contact with this model, it suffers no Wd. Instead, this model immediately pushes up to 6" directly towards a Corpse Counter. If this Push does not end with this model in Base Contact with a Corpse Counter, this model suffers Wd from Parasite as normal. This Ability has no effect unless there would be no Corpse Counters in Base Contact with this model after the Friendly Model's Talent or Spell had taken effect. Strange Organism: This model is not Considered Living. Predatory: This model may not enter Defensive Stance. Hard to Wound 1 Wicked (+1)Melee Expert Actions (2)Seek the Dead: This model suffers 1 Wd. Place this model into Base Contact with a Corpse Counter within 6". (1)Necrosynthesis: Discard a Corpse Counter within 4". This model gains +1 Df and makes a Healing Flip. Triggers Cb(:crows) Drag [spiny Tendrils]: After Damaging Defender, push Defender 3" directly towards this model. Cb(:crows:masks) Fanged Maw [Grave Maw]: After Damaging Defender, Defender receives -1 Df when Defending from Disengaging Strikes from this model for the rest of the Encounter. Ca(:crows:tomes) Expunge [ Necrotic Spore Cloud]: This model suffers 2 Wd. Increase the by +4". Spells (1)Necrotic Spore Cloud (CC: 14:crows/ Rst: - / Rg: 4.) Models without the Undead Characteristic entering the must win a Df->10 duel or suffer 2 Wd and gain 1 Poison Token. Increase the TN of the Duel by 2 and the Wd suffered by 1 for each Necrotic Spore Cloud the model enters during the Move. Wd suffered can be increased to a maximum of +3Wd. (2)Death Blooms (CC: 16:crows:crows/ Rst: -: Rg: 8) AR: This model suffers Half its Current Wd. Target a Corpse Counter within range. Summon one Corpseroot model into Base Contact with target Corpse Counter, that model suffers 4 Wd. This Spell cannot be Cast on Corpse Counters in Base Contact with this model or another Friendly Corpseroot model. This Spell may only be Cast if this model is under the effects of Parasite and may not be cast if it would reduce this model to below 2 Wd.
  4. And again Wyrd does not cease to exceed expectations. Thank you for your acknowledgement and I would like to be one of the first to say that I support the decision to shut down that thread due to a virulent argument that was only going to devolve further and further. It was the reason I made absolutely no attempt to revive the topic. If there's anything specific you'd need one so meanypoo as me for, I'll be right here, happy to oblige. If not, I'll be pretty interested in following an extended thread of player-based opinions. And maybe some official feedback.
  5. Yeah, but I'll be damned if Raspy can't wipe out a Kirai crew in a good activation. Dat blast...
  6. Reading my previous comments, I can see where that perspective would come from. But it isn't my intention, I promise. I don't mind changing my play style, when book 2 dropped, I stopped playing Seamus as a hardcore tank and started running him as a Utility/Support. And then with the advent of the third book, I've changed up my general strategy again to be far less reliant on summoning / supporting Belles and far more focal on mobility and Wp disruption. All three styles mentioned are drastically different. The game changes, that I cannot and will not stop or dispute, because it is what keeps the game fresh and exciting. What I am complaining about is the disparity between my beloved faction (Barring Kirai) and other factions. Currently, you really could argue that all the factions are on par in power level BECAUSE of Kirai. Meaning if I, and all of my ressurectionist friends switched from our Seamus, McMournings, or Nicodems and played exclusively Kirai, we'd be on even ground with other factions. But that isn't fun, and the faction isn't called "PLAY KIRAI." In no other instance is a faction made exclusively as powerful as all other factions by one master. Not guild, not Arcanist, not Neverborn, not Outcast. Now, this is just my perception, based upon my interactions with this game. But the Resurrectionists have the least effective models for the most different reasons. Compare the 4 Pt Crooligan to the 4 Pt Freikorpsman, the 5 Pt Dead Doxy to the 5 Pt Stitched Together, the 7 Pt Rafkin to the 7 Pt Witchling Handler. None of the Resurrectionist models are NEARLY as effective as their cost-equivalents. Book 1 was fairly balanced, to an extent. There was still the fact that at the time, there were certain master that would HARD counter the Ressers (Sonnia, Leveticus, Lilith, at one point lol) But it was easily ignorable because of the dynamic Strategy / Scheme mechanic of the game. When Book 2 rolled out and the only models we got that were't designed for Kirai were Molly Squidpiddge: Terrible for that book, just go back and read the countless threads of people trying to find a place for her. Guild Autopsies: I don't know what I'm supposed to say. Night Terrors: Our shining golden beautiful gems. (Soon to be given to LCB for cheap and with way better mobility.) Necrotic Machine: Er. Dead Rider: Worked pretty OK for a 10 Pt model but we all knew he was really designed with the "4 Horsemen" in mind. (Turns out there's 5!) Rogue Necromancy: A model that took more counters to summon than it would drop, had very low survivability and moderate mobility and offense. Was really, really cool the first couple of times before people learned how hard Slow would shut it down. And in the same book they introduced, for the neverborn, the Black Blood Shaman, the Stitched Together, Coppelius, the Lelu & Lilitu Twins and the Insideous Madness. Each and every one of those models work INSANELY well with ALL the neverborn masters (Well not the BBS) and were VERY cost effecient. Which I did find annoying, but I was frankly too busy blaring all over the place how broken and evil Hamelin was to come whining about it at that point. When the third book launched, my gaming group had already quit (From Hamelin, you've heard all about it already.) and I frankly picked up the book to see what Seamus had. - - - Then I came to realize that A.Seamus' SOLE gimmick was augmenting his Anathema ability. An Ability that two other NEVERBORN Avatars also had. Meaning that just by existing, A.LCB and A.Pandora can pretty well negate a big draw of the Avatar of Dread. Also why doesn't A.Seamus, a Terrifying melee beatstick, NOT have paired fists? He has two hands It says Bludgeoning Fists The- I- It's just - :/
  7. Because you've hit my "I'm a self-centered douchebag" nail directly on the head, and without any desire to disprove that statement. Aside from the Snow Storm being a crappy model, (Which I admit I've had limited play time with), when have I been full of crock? Absolutely don't take it as a negative. Honestly, I do not have the capacity of patience or mental fortitude required to balance an entire faction (Even with further expansions in mind) and I am far too harsh in my delivery of opinion that I would NEVER make an even remotely ideal representative of Wyrd. Also, I believe that to truly balance the faction, existing models need to be altered in ways that will subtlely bump the overall power of the faction and that, while all of the models I've designed and posted would work excellently in the faction, they're hardly a necessity and although adding new models into the faction is one way to bring about an increase in power, I think its the wrong way to do it. Not to mention that I've insulted many different members of Wyrd and their community in many different ways, (Except Lalo, I love that guy) so I highly doubt that they (Both employees and customers) either A.) Care at all about me. B.) Want to work on anything regarding their game with any intellectual intimacy with the likes of me. That said, and the fact that Wyrd seems to be both disinterested with the imbalances that I (And a few others) percieve, tells me that even if they WERE to rebalance anything, I would have absolutely nothing to do with that process. Added to that is my very limited desire to be a part of the process and you have a fairly definitive "Sandwich is NOT the man for the job."
  8. I'm not trolling. I don't really see where I have the capacity to have been trolling.
  9. I think they're pretty fun little birds. But I love Night Terrors more. If you give me a weekday and a time, I'll make time to be there for as long as we want to play. I have a relatively flexible schedule so aside from Thursdays and Sundays, I'm available.
  10. I don't play much Arcanists, unless I'm against them. As Raspy, as I said, I don't use Snow Storm. But its still an 11 point model, and probably behaves like one. And Raptor with a Lucius / Sonia crew as Objective Grabbers? Yeah they're pretty good. Although they're just one brand of rad. Well, most Sundays I take my family fishing, but I'm down for any saturdays we can arrange. I'll polish up my models and everything. Just responding to this segment because Ravenborne said everything I would've said to the prior half. Raptors with a guild crew CAN work wonders because they're pack travelling models with a high Wk and Flight. And while the Watcher is relatively as fast, it has some serious extra utility that you often won't pass up for Objectives. While there's a plethora of additional methods the Guild has to deal with Objectives, the Austringer / Raptor pair works pretty good too.
  11. Well, if I'm using an Ox and an Iron plow while you're driving the latest in John Deere technology, we're both going to plow our fields eventually, I'll just come out of it ragged, sweaty and miserable, and behind you a good eight hours. We do have many of the tools we need, they're just poorly crafted and outdated, even in our most recent book. With that statement made, my argument would remain the same, since I've already removed Kirai from my persuasion, it wouldn't change much of anything. The Watcher still hard counters any terror build, Ryle still outclasses swarmer crews, (And Lure intensive, if you're a newbie) the Dead Rider is still designed for Leveticus, Spirits (Except Onryo) are still designed for Kirai (Or LCB, for Night Terrors) Guild Autopsy are still....... And Molly is still the weakest Henchmen in the game and the Rogue Necromancy still costs 10 SS or 4 CC (Or like 8 BPC) with very little utility or survivability. The Toolkit is still abso-freakin-lutely amazing for Ramos (And kinda Raspypoo<33333), Kaeris is still a top tier powerful nuker, Coryphee are still super-amazing for any strategy / scheme available, Gunsmiths are still super powerful damage and utility, the Spider is meh, Raptors are great for Lucius (You got me on that one) and the Mechanical Rider synergizes well with Ramos (And Colette but she doesn't count.) Perfomer and Mannequin are Colette's babies, Silent One is an ultra powerful utility (And kinda nuker) for Raspybby<3333333 and Snowstorm I don't personally like but it's no doubt super powerful, and Soul Stone Miners are great with... Well Ramos. (And freakin' amazing with C.Hoffman but he doesn't count.) Ready for Neverborn? Me too. Collodi and Marionettes are #2 Henchmen (Von Schill is always #1) the Alp is a super powerful swarmer model (Less so with the Errata and without the Dreamer, but still.) The Black Blood Shaman makes Nekima / Grow lists ridiculously deadly and has absolutely no drawbacks, Coppelius is a hard-hitting, Terrifying powerhouse who can throw Paralyze out like it's candy at a LGBT parade. Insideous Madness is by far a top tier 4 Pt model and can absolutely lock down an entire crew to be nommed upon without effort, Lelu and Lilitu are a 14 Pt combo of pure Luring, self-healing, high mobility murder with a see-through dress. Nekima is a powerhouse (and rightfully so, that model is freakin' insane to transport) and works amazing with more than just Lilith. Stitched together are the strongest 5 Pt model in the game by a whole freakin lot and Wicked Dolls can decimate a crew if you run them with Collodi or Zoraida. I can do Outcasts, too, if you want. But it's the same typy bits with different names and expositions.
  12. The specific role it's designed for is loss prevention. It's fairly cheap, builds well with Terrifying crews, and is summonable, meaning it will work well with everyone but Kirai, because it isn't a spirit. But she doesn't need loss prevention. It's ability to cause some serious damage to models using Last Rites, or any consume-esque abilities on Corpse Counters is going to do a good job of keeping the things you want where you want them. And the Spell does not actually perserve the Counters, it merely acts as a scary dissuasion to their removal. The Poison is simply to augment damage, and honestly its melee attacks, even with Poison 2, are going to be ignored in most games its played. It's tanky enough to survive being focused, but not for a prolongued period of time, meaning stupid use of the model will have players losing it often, though this is mitigated by Nicodem, who is far more reliable on the model being placed in dangerous positions to ensure that he will have safe access to the things he needs. Additionally, this model will help to make Army of the Dead slightly more accessible. The Paralyze is just an extra oompf to it's loss prevention. - - -
  13. Oh don't be silly, anyone can win at this game. I've never said, and I never will say something that misguided. I'm saying that compared to ALL other factions, we have the LEAST tools and the most weak or non-synergetic models in the game, currently. I know for a fact that they are weak because I'm pretty fantastic at this game and through playing multiple master from multiple factions, the Resser's have the most difficulty succeeding in the game with a plethora of different schemes and strategies. Again, I stated far earlier in the thread that people who are uninterested in my argument would just say "HEY YOU HAVE KIRAI" and my 'already-established' counter argument to that is simply "What if I want to play Seamus, Nicodem, or McMourning." The faction is called "Resurrectionists" not "Kirai" Implying more than a single master. I always love your responses. I'll be sticking to Malifaux as well, I promise. Sorry for coming off as whiney, I didn't mean to. I'm just bad at getting specific tones off through text when I'm expressing personal opinion. - - - I really just need to grow out a beard. Two beards are better than one. You're absolutely correct in your assessment, and our argument is the same, but with a different direction. I'm going to stick to the Ressers as I have a feeling that the reboot of the first book will come eventually, and with it, there will be buffs to my beloved(s).
  14. They say there is a place, locked up tight and hidden away Far beyond the empty wastes Where the Dead and Damned did once roam, But now they're all just worthless bones, Sealed up tight, threw away the key, To keep those monsters away from you and me A hidden library dwells in there With magic tomes and empty chairs, Its dead and gone, like those before So don't you think about it, anymore The root of all evil, the Necropolis call, Where darkness hides from those that walks its hall Many whispers, but not a word Speak of the horrors that they've observed Questions left unanswered bring the tide Of those that forsake all reason and cross the line, They wander the waste, for whispers and lies To find where the ancient secrets hide Should they look upon themselves They'd see that they've been fooled quite well For nothing left but a husk of man Walks in the body that they once had To return they can't, they mustn't show The twisted world that they know So in the shadows, they will walk With the darkness that doesn't talk The vile things that man will do, Brings in droves of the many who Are too far gone to be of use Defiled, broken, left insane Are the men who carry this pain Drawn to corpses they find their peace Beneath a master of equal creed So rest your eyes, my dear boy, For no such thing shall become of you You'll grow up mighty, a kindly man For if no one else, surely Seamus can -Poem book found in one of his lairs, sir, it looks mighty old. :crows:crows:crows Defiler Undead, Graverobber, Rare 2 Soul Stone Cost: 5 30 MM Base Wk/Cg:5/- Ht:2 Wp:4 :crows Ca:5 :crows / :tomes Df: 4 Wd: 5 Sickly Touch Rg: 1 Cb:4 :crows Dg:1/2/4 TALENTS Weapons Sickly Touch: Poison 2. Abilities Hard to Wound 1 Misused Power: When this model casts a spell, it may add either a :crows or :tomes to its Ca, but not both. Sick Pleasures: At the Start Activation Phase, increase this model's Wp stat by +1 for each Corpse Counter within 6" of it, to a maximum of +3. Models carrying Corpse Counters may only count as +1 for this Ability. (+1)Fast Actions (1)Necrosis: Target model within 6" gains Poison 1 to one of its melee weapons. (1)Defile Mind: Target model within 4" and this model engage in a Wp->Wp duel. The model losing this duel suffers 2 Dg. (0)The Hunger for Death: Sacrifice a friendly Undead model within 6". This model makes a Healing Flip. Triggers Wp(:crows:masks)The Darkness Spreads: After Defender loses the Duel, deal no damage. Defender receives Paralyzed. This Trigger may only take effect once per turn. Spells (0)Defile (CC: 13:crows:tomes / Rst: - / Rg: 8) Target a Terrain piece. Models without the Spirit or Undead characteristic touching or moving onto that Terrain piece receive 1 Poison Token. (2)Desecration (CC:16 :crows:crows / Rst: - / Rg: 8) Corpse Counters and friendly models carrying Corpse Counters gain 4. Terrifying->10 or increase their Terrifying by +1 if they already have Terrifying. If this model is carrying one or more Corpse Counters, it gains Terrifying ->12. (1)Vile Purpose (CC: 12:tomes:masks / Rst: - / Rg: 4) Enemy models removing Corpse Counters from play must win a Wp-> Wp duel with this model or suffer 1 Wd per Corpse Counter removed.
  15. God I hope you can do better than I can. You have my full 100% support, and I'll do anything within my power to help.
  16. IF you want to pick up Hamelin, make sure you and your pals FULLY understand EVERY mechanic he has. Make sure they're clear that 1.) Insignificant models cannot target Hamelin (Unless he manifests) and must win a Wp->13 to target Rat Catchers. 2.) The Stolen are terrible models to target. 3.) Hamelin can Obey any model in the game (Either (1)Obedience or his Haunting Melody Pipes trigger) 4.) Soulless are NOT affected by Terrifying. 5.) If Hamelin manifests and all models in the game have a Blight Counter, you'll be dealing a significant amount of chaos. 6.) Card manipulation is a great bet if you use things like Headshot versus Nix. 7.) He can completely change his crew makeup mid game. 8.) He can be VERY fast. 9.) He can become unstoppable if you do not work hard early to slow him down. 10.) Rats can quickly get out of hand and shouldn't be allowed to roam free if it can be helped. And while you're playing do your best to be kind with your Obey potential, especially after he manifests. There's a whole lot of douche potential for Hamelin, so its up to you to consciously decide whether or not Obeying your opponent's heavy hitter into killing their master is worth the frustration. - - - - He can be a lot of fun if you go for unorthodox lists that don't meta his potential. Etc
  17. And just to provide a fluffy reinforcement to my current stance of "Keep it as is." Just because Seamus is HtW2 doesn't mean you can't hit him square in the eyeball now and again.
  18. Now I can't be funny. But as per your whole, fluffy story + game mechanics = goodness, I hate that the excuse for very apparent flaws in the system is literally "Well, we can't all be perfect." I'm strongly interested in the Resurrectionist faction, I love it. But what's the point of playing a crew that cannot succeed versus someone of equal skill but with a different crew? I'm sorry that's just shallow. When Blizzard, owners of WoW found that one class was drastically more powerful than another, they didn't say "Well, the Dev team is trying hard, but we can't be better." They cuddled and buffed and worked their *sses off to get that perfect sense of harmony. Did they mess up sometimes? Sure did. Did they fix their mistakes? Yes. The argument I'll receive for that is, and I will quote "There's 9 classes in WoW, there's 100 models in Malifaux." No. There's 9 classes with 100 abilities that matter deeply. That's a million times more things to work on and test and balance, and they've done a spectacular job thus far. A decent amount of balance (Read: Perfect 1:1 balance is impossible) is easily achievable. I'm going to stop posting right here, right now, because I've said my peace, in its entirety, and I don't want an argument. I am not a veteran player of miniature games, but I've followed Malifaux extensively for three years(?). In that time I've written two very useful Tacticas that have both been universally received. I've pointed out flaws, errors, and problems I've perceived and have fairly ruthlessly defended my position until I was either proven wrong or right. I've defended this Faction as an equal power for as long as I could ignore their fatal flaws. I do not want to seem like a problematic person, though I may for my beliefs. And I do not want to make any enemies, and I respect everyone in this thread. (Especially Lalo.) But as my final statement I believe that the Resurrectionist faction needs a significant amount of buffs to both Masters (Except Kirai) and Minions (Except most spirits.) Thank you everyone for your time and hopefully consideration. Good day.
  19. I just really wish I could play the harp right now. Humility? You think I'm attacking you or Malifaux or something. I'm seriously not trying to be mean to anyone. But I know for a fact that the Resurrectionist faction is underpowered. I knew when I posted this thread (See my very first explanation thread) that people who do not play a ton (Read: A TON) of Resurrectionist games (As and against) would come in, get super $$$$$$$$ed at me for saying there's a very large difference in power between two factions (Kirai not included) and then tell me that I'm all kinds of wrong and evil. But I chose to post anyway, partially because I was hoping something would come to light that would help, and also because I was hoping someone might give me some lifechanging secret to the models I've been playing for years. I've tried time and time again to really get people into Malifaux. And each time I lose someone, its for the same exact thing. Well, once it was a guy moving to Oregon with his wife. But for dramatic prose, I'm saying every time it's the same thing. And its not just people who've never played a tabletop game, it's people who've been playing for decades that tell me the game is bad with balance. Who I am, by the by, is a guy called Sandwich. And I have pretty girly eyes. So I'm not really sure what's gotten you so mad.
  20. Quoting Ted because he's right. Also stating that as a Resurrectionist, it's your duty to summon things. Every master has the ability to do so, Nicodem is focal on bringing in a constant stream of the undead. He has a powerful buff and his summon is a (1) action. Every chance you get you should be summoning and buffing, period. If you manif- Kirai can summon, but being the best master of the faction, she's far less reliant on doing so. If you manifest, don't worry about summoning. McMourning will get overwhelmed quickly if you don't spend an occasional (0) on bringing in Constructs. He's the most straightforward of the masters because he works great running in and slashing things, which he gets BPC for anyway, and his summon is a (0) so it won't get in the way of your murdery bits. If you manifest, you can't summon, don't worry about it. Seamus should be summoning at least 1 Belle every 2 turns if you're planning on manifesting, because the more Lures you have going on, the more chance you have of getting into melee quickly and reducing the overall damage you'll take. After you manifest you can't summon, so beat the crap out of everything you can! (takemollybby and you can summon Doxies) If you aren't manifesting, why aren't you manifesting? Also you should be able to keep a steady stream of Belles coming in because things will eventually die to ladyscratches.
  21. I love you. I assure you my playstyle is very fitting for my faction of choice. I don't think you know who I am so I'm going to just let the "You suck at zombies" thing pass. While you're correct in that the Arcanists need love too, they don't need it nearly as much as the Ressers. Colette is one of the most fun masters in the gameEDIT: Colette is THE most fun master in the game, Raspybby<3333 is one of the most powerful casters, Marcus is top tier in versatility and Ramos has a pretty sweet hat. I mean avatar. Ramos has a really sweet avatar. * Also, I can do pretty great with my faction. That doesn't mean that everyone can. And it leads to a very empty gaming community here. Because its hard to rip people away from other miniature games when there's glaring balance issues.
  22. Two things. 1.) Resurrecting is currently in the name of the faction and thus implies their overall tone. 2.) Some of the most powerful Resurrectionist strategies currently involve a heavy reliance on personally produces Corpse Counters. There's nothing wrong with Relying on Corpse Counters to overpower your opponent. What's your main master? ---------- Post added at 01:15 PM ---------- Previous post was at 01:12 PM ---------- I don't think the two cuddles hurt the Dreamer significantly, I've seem him easily dominate opponents even with his lessened power. You're absolutely right I sometimes jump the gun, and when I'm proven wrong, I'll gladly admit I'm wholly wrong and stop my argument. I'd think that'd be respectable. However, in the three years(?) I've played Malifaux, the trend of weakness in my favorite faction has been consistent. I bring this thread about now because I have nothing to do today and I'm a tad bit upset about it. Although I've been a $$$$$$$$ypot for a while about it.
  23. It isn't an issue right this second, it has been for a long time. But I'm to the point now that I see a pattern that concerns me and I've chosen to point it out at this point in time. It's not specifically the fact that the Rider drops 2 scrap instead of 2 corpse, but the fact that there is no desire to empower the resurrectionists from their current state. Outside of Kirai. Who is on par in power with other masters currently.
  24. Most 'new' (As in never played a miniature game before) will flock to either; Som'er, LCB/Dreamer, or Seamus. Those three masters are the most appealing becausethey Look the most badass, have the funniest theme, or are akward enough to be visually and literarily enticing. Most players are going to obviously flock to Seamus or LCB because they're the more badass of the three (With LCB leagues ahead of the rest.) So you get two new players with box sets (Or occasionally extra models) that play. I always tell my Seamus lovers to check out my Tactica for some basic pointers and will gladly help them out in picking crews (Both sides) to achieve maximum VP. I'm no stupid player (In case you've never read anything I've ever written in the world of Malifaux forums) and will clarify whatever I need to clarify as they play. What has happened more than once is that the Seamus player does his/her best to utilize his/her strengths (Durability, utility. Dreamer outclasses Seamus in mobility.) and still gets stomped. Why? The Dreamer has higher utility, higher mobility, better damage and greater survivability. There's no model that Seamus can take that can counter a well played Dreamer crew. Not even Mercenaries. So the players get frustrated, Seamus, because he can't win, LCB, because he's leagues better. It goes the same for Zoraida, Pandora, and even Lilith. (And Collodi.) They take my books for a day or so, realize the flaws in the game, and decide to flock to the fledging Warmachines games at some of the local game stores here in washington. And to be honest, I don't find the powerlevel of the Neverborn to be too high. Neverborn versus Guild is a fair match, Neverborn versus Outcasts is a fair match, neverborn versus Arcanists, sometimes a fair match. Neverborn versus any resser but Kirai? It's a stomping match. I've only ever won because I'm meticulous and very, very intelligent. Which may make me come off as a terrible person, but I promise I'm a sweetiepie. You have a point, yes, but the problem you're going to encounter with that argument is What if you're stronger at my strength than I am? What can Seamus and ANY models available to him do that Pandora cannot do a thousand times better? Or Zoraida, or the Dreamer, or Lilith? Or even compare Seamus to any guild masters. I think he's on par with Sonnia just master vs master, but you start adding in an Exorcist and then it's all downhill for the Resser. And not just Seamus, I'm talking Nico or McMourning. Kirai doesn't count because she's a massive super power in the Resser's leagues. And you could easily make the point "Well just play Kirai then." But what about the players that LOVE Seamus and his zombie hookers, or Nicodem and his (supposed) legion of the dead? Seamus is by far the most amazing character I've ever seen in literature, matched only by Anton Chigurh and that's only because of the movie. I want to play Seamus, I want to play Nico, I want to play McM. But if I do, I'm leagues behind any neverborn master. It isn't right. And I fully believe its possible to bump up the power level of masters individually without compromising anything significant. I honestly don't think the underpowered nature of the Ressurectionist models is because of any sinister thought. My belief is that with 5 factions and something like a hundred models already, + the additional models you have to add to give players new things to teethe upon, you guys have forgotten what it is that Ressurectionists NEED, and in doing so, you've created models like the Crooligan. Although the above statement is no excuse for giving our most powerful models to other factions at even cost with better synergy. Also, the argument "None of our resser players understand how we made the models to be played" isn't in any way helping a counter argument. And while everything I've just said is very rude, I don't mean for it to be. I really do respect you Kel, you're a great dude. And I'm just a grumpy-poo but when I get frustrated. Then you haven't looked at the Ressurectionists, Ratty. And before I get yelled at. The current ideal for the Ressers is 1. Tanky as all get out. 2. Replenishable models. (Corpse Counters) 3. Low ranged, moderate damage, but decent Wp management. (Terrifying, debuffs) 4. High Utility. 5. Moderate mobility. If that is incorrect, please correct me so that I can rethink my belief on how I've been playing. But if the aforementioned design philosophy IS correct, then you're doing well in base, but poorly overall. We need better mobility management outside of spirits, better damage over more models and a greater emphasis on being very difficult to kill. And frankly I believe we're all but last in place for "High Utility" as there just isn't much anything can do at this point compared to other factions.
×
×
  • Create New...

Important Information