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Myth last won the day on December 2 2018

Myth had the most liked content!

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  • Birthday 12/18/1982

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  1. I don't think there would be any value to making a change like this, personally. What made the Emissaries unique in M2E was having specifically customized abilities for each Master - which was unique and flavorful! But... also takes a lot of design energy, and definitely resulted in some options being much more potent than others. The shift away from that, as with elsewhere in M3E, does mean a less thematic model... but also a more balanced one. Giving the ability to gain Keywords wouldn't add any actual theme to the Emissaries... it would just mean they get a huge power-up with some Masters (Marcus, etc), and it is meaningless with others. While I can see room down the road to try and customize the Emissaries again, I think it would be something that needs playtesting and careful consideration, rather than tossing out a bonus as a throwaway onto the current versions. If you want something both interesting and balanced, I think that would involve custom upgrades once again - or maybe alternate Master versions that have built-in synergies/benefits if you bring an Emissary.
  2. Yeah, I'm generally in agreement that Lazarus is reasonably balanced for his cost and has a solid role (durable ranged threat). It is just hard to justify taking him when Hannah and the Strongarm are so powerful that they are often auto-takes, and thus you rarely have the points left over for Lazarus.
  3. Myth

    Ancient Pact

    Yeah, I like it quite a bit. I sometimes have trouble finding good Minion choices for it, since you want a model that is either sturdy enough to survive the action, or will be staying safe and out of trouble. But bonus initiative and bonus resources are always good. The Avoid Doom part itself, like with the original Pact, only ever comes up once every several games. Still, if you have a model with an action that you want to guarantee (like Leap), the insurance can be worth it. The only non-Minion I've taken it on has been Dreamer, to make sure he doesn't botch his summoning.
  4. Honestly, I wouldn't bother trying to force Buffering to happen, I'd just be using Aionus to generate buckets of Pass Tokens early on for activation control, and bring along some ranged threats to make the opponent very careful about advancing out of their deployment zone. Which, honestly, remains a pretty dumb use of a 10 SS model. I remain disappointed in Aionus, since he is all about trying to make other models functional rather than actually being worthwhile himself. He feels like a tax on the crew, more than anything else. If he actually had something going for him in his own right - any sort of defensive ability, or a single decent attack (even just making one of his attack triggers built-in), he might be able to justify the 10 SS. Right now, not much to get excited about. The rest of her crew aren't in bad shape, though. I think they are solid even when you don't manage to get the Fast/Slow/Bury combos going, and are in a great place when you do. I think Aionus is a bit of a trap, since you then have 10 SS tied up in forcing those shenanigans to happen, rather than just being able to play to the board and take advantage of the effects when you have a good opportunity to do so.
  5. Yeah, M3E seems very confused about what role hounds should have. They have a bunch of abilities that are about going into combat and disrupting the opponent (Hunting Partner, Annoying). But they typically die in one hit, and spending 3 SS to remove 1 enemy action is not a great deal. They are functional as fast but squishy scheme runners - but again, it just feels bad that half their abilities are useless: Pack Tactics: About staying together and attacking things, not something they are good at, and usually means they all die to a blast attack. Black Blood: Useful deterrent, or to set up black blood explosions. But, again, they die so fast it is hard to get much use out of it. Regen: On a 3 health model, basically useless. Hunting Partner: Again, with df 4 and 3 health, they aren't a distraction so much as a speed bump. Also, with 0" reach, they struggle to actually make use of it. Annoying: Arguably the worst ability in the game, as a conditional aura that takes an action to turn on. I've never managed to successfully use this in a game, and I've yet to see a battle report where it was relevant either. So... yeah, a 3 SS model isn't supposed to be great, but these guys just feel like a Mv 6 marker you hope the opponent ignores. I mean, compare them for a second to a Steam Arachnid, who has better Df, better Wp, Armor +1, immune to blasts/pulses/auras, and actually has a serious debuff with Latch On!
  6. Yeah, I've had very little success with growth throughout the beta, and I'm not sure this iteration is much better. As others have noted, against non-Corpse Marker enemies, you need two kills against more expensive models to grow. That's a ton of work. I was averaging 1-2 growths a game, I expect with this, it will be more like 0-1. And the other big thing is that this is a very squishy crew, relying mostly on black blood and healing to stay alive. The fact that you don't get to heal when growing means you are usually a very easy kill before you actually get to do anything. It does seem like the Nephilim either need to heal when they grow, or have some more defensive features among them. (Tots, in particular, feel pretty terrible compared to most other 4 SS scheme runners, with growth being the only thing going for them - and that isn't much. I can't imagine actually hiring them for reasons other than testing.)
  7. Honestly, I was reasonably impressed with the Mauler when I used them, as their healing does make them rather durable. (Especially if they can live in the sweet-spot of attacking while frenzied then healing back up to full.) If anything, I think the issue is the Cerberus still being a bit too good for its cost. Almost all models with similar damage spreads are 9+ SS. Having good damage, plus access to Onslaught, plus a built-in Leap with a trigger for another free attack, is bringing a lot to the table. Especially with two other Chimera at 8 SS (Vogel and Mauler), it might work better for the Cerberus to go up to 9 SS, perhaps with some minor buffs (+1 health, +1 Wp) to compensate?
  8. Myth

    Coryphee duet

    It does seem like the Duet went from being too hard to take out (thanks to the extremely powerful healing) to having no way to recover health. Which does still leave it as a Df 7 Armor 2 model, which is great, but does make it much harder to use the 'Dance Apart' and 'Dance Together' trick. And without easy use of their core mechanic, that in turn makes it harder to justify being the most expensive non-Master model in the game. I think a middle ground would be ideal. I'm not sure if that is toning down the irreducible damage, or giving them a healing trigger on one of their actions, but it does seem like they took a big hit without any change in cost, and the proper place is probably somewhere in the middle.
  9. Myth


    Pride has definitely been the 'must-take' Outcast in several of the games I've played. His song is incredibly effective at either damage or disrupting the opponent (especially with Jack Daw, who can really punish an opponent with an empty hand.) Solo is great for sitting back and buffing/protecting ranged threats, while his normal auras let him get in the mix and gain a huge advantage in duels. I don't think he needs a ton of nerfs, but definitely could get toned back in one or two places. Maybe just make him unable to use his song on the same model more than once per activation?
  10. Tara feels pretty close to a good place for me. I just wish she had something she could do at range. Aionus, on the other hand... he obviously gives good support to the crew, but as others have said, feels more like a 10 SS tax to make the crew work rather than a worthwhile model in his own right. Maybe just make one of his triggers built-in, somewhere? That would help him at least gain some consistency, instead of a host of situational and complex abilities that rely on triggers to feel appropriate to his cost.
  11. Myth


    I've had decent luck with him. I know I've used him to good effect with Kaeris, by setting Raptors on fire, then having them gain Fast and fly way across the board to drop scheme markers (which he can then move further with his (0) Action). But Arcanists already have a lot of scheme marker manipulation (and some ways to gain Fast), so he doesn't bring as much as for some other factions.
  12. I don't find that a particularly fair argument. There is precedent - in the form of the "once per turn" ruling - that references to an action refer to that action on that card, rather than to other actions of the same name or copied versions of that action by other models. Myyrä's argument seems a very straightforward extension of that ruling. Going a step forward, and claiming that references to an action refer only to a specific casting of an action, is not supported anywhere in the rules or the FAQ. I do agree that this area could probably deserve an FAQ clarification. This isn't the only example of it coming up - I've run into it with Changelings/Doppelgangers copying Mr. Graves, and it will also now arise if Cassandra copies Prompt from Colette. So having a definitive answer would be nice. But until then, it certainly seems the most reasonable approach in my mind is to base this off the existing precedent of a similar scenario, and to me that seems clear that different models using the same named action count as using 'different' actions.
  13. My group tends to have the same opinion as Zebo regarding Von Schill. You can't point to any one area where he has a fatal flaw - he is just a little below the curve in a lot of areas. Which fits with his 'jack of all trades' design... but adds up to being on the low end of the curve with Masters. He has some cool features and a good player can (as with any Master) perform well with him, but he does feel like he could deserve some future tweaking, even just a bit more reasonable cache.
  14. That's certainly fair. I do think that Malifaux has a very high tendency for people to get blown away the first time they encounter something they aren't expecting. Whether it is facing a Master they haven't played before, or a combo between two models they didn't expect, that first experience can be overwhelming - and often demoralizing. At the same time, I don't think that those 'gotcha' effects are what needs to be targeted with errata. Models being powerful, and having unique and distinct capabilities, is a part of what makes Malifaux great. And, notably, there usually are answers to all of these things - sometimes in the crews you play, sometimes in the tactics you use or the schemes you choose. I know one player whose first experience against McMourning involved his entire crew getting absolutely wrecked by poison with very little he could do about it. A Chihuahua ran into the midst of his crew at the bottom of one turn (and then went again first the next round), and suddenly he had a ton of models suffering from Poison 4, while McMourning and Sebastian hung out nearby and amplified the poison effects. All without him getting to make any checks to resist - just like the worry about the Black Blood Bomb. Long story short, a turn or two later most of his crew was dead and turned into dogs, McMourning had expunged one of his best models into a Flesh Construct with a few high-Ca attacks and high cards, and he conceded right there and didn't play Malifaux again for a while. When he did return to playing, he refused to play against McMourning, believing him to be completely broken and an NPE. Eventually, he one day faced McMourning again - and won, since he knew what he was up against. He avoided clustering for the Chihuahua, focused on taking out the support pieces like Sebastian quickly, forced McMourning to overextend to get in range of key models, and ultimately was able to emerge victorious. Which is how things should be. One game of a powerful effect winning out isn't a reason to change things - it is a reason to look at what happened and figure out if there is any way to counter that effect or combo in the next game. In short, I think there is a difference between effects that have the potential to be strong - but can be mitigated by clever positioning or smart tactics or the right schemes - vs abilities that are reliably powerful with very few ways to respond to them. (Such as Ca 8 Lures, or Rooster Rider charges from 22" away, or Austringers threatening any vulnerable models that exited their opponents deployment zone.)
  15. I suspect he was referring to the fact that there is no duel to resist Black Blood Pustule, so the Shaman can target a friendly model near enemies and pulse potentially 4 damage onto the foe without them having a check to stop it. (Though armor would certainly apply). Which... I mean, that was always the design of how the Shaman was supposed to operate. The fact that his abilities didn't actually work together was a flaw in his design, which the errata is fixing, not an exploit being made available. Sure, Illuminated are a sturdy model to give Black Blood and use as a target node. They also aren't unkillable, and they both need to get to the enemy (and within 1") and have the Shaman follow to get within range without dying himself. And there are various counters in the game to dangerous pulses (Freikorps, Seishin, etc). For that matter, there are also various other ways to splash enemies with damage, such as by chain blasts off your own models. I've seen a Carrion Emissary dropping blasts off either a tough target (Izamu) or expendable ones (Mindless Zombies). Sure, it is more limited range that the Shaman - but the Emissary is also bringing a lot more to the table than a single cool trick. I've seen Molly drop a pair of Punk Zombies near enemies, and then they make use of Slice and Dice on both the enemies and each other - sometimes even with Crooligans around to really crank the damage up. I certainly think the Shaman is much more playable now, but I don't see a 14 SS investment in a pair of minions to be the 'killer combo' that it is being described as. I think it was mainly for the range. At least in my experience, the Austringer could threaten a huge swath of the table with the potential for 18" range, with an attack whose focused shots were potentially very lethal to many scheme runners. Without being able to expand their range, Austringers are still quite scary within their 12" bubble, especially hiding behind terrain - but I feel like they won't be able to just have complete free reign of the board anymore. (And will also need to be choosier about where they hide, now that range limitation is more of a concern.)
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