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Tawg

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Everything posted by Tawg

  1. Yeah, I didn't have my books on hand to look though for reference though Although looking at episode names for Samurai, I'd say Lethal Lunacy is the most likely sounding one to be a trigger, or Unholy Union.
  2. 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.
  3. Wut? Is Infinity considered one of the most balanced games or something? As a 10T player, I can say with relative safety that Yan Lo is not nearly as bad as people make him out to be (Not really sure where that comes from honestly). Lucius I can't really speak for, and believe well that Guild players have had that gripe for a long time. Although moral of the story, perception is a big thing. And Erratas should be something that isn't so common that we expect to see them every two months. And Wyrd's stance on Erratas should tell players that this is a fairly big deal that was brought up by the community. But changing the Ca on Belles, even if it's a "coulda woulda" moment, is simply edging towards players expecting and pushing for other minute changes based on their perceptions. However the game is generally balanced to a great level, beyond some mishaps (See: Rats), and things like the Belles, while more powerful than needed, are not breaking the games back, they are certainly not the only Minion Ressers take and often times theme lists eschew them entirely for their focus (Like Kiari, who has other goals). I believe the question would be more properly stated "When will the box I buy have the, new, correct card?"
  4. I can't tell which of you is trolling, or if at all But I do enjoy Wyrd, super legit. Wish the Malifaux scene would take off more around me, I'd love to play on the regular
  5. Mysteries man. Wyrd won't tell us anything! But realistically, I don't think a Master box has ever included models from a previous book. I guess they could, but it's probably a more correct assumption that they will all have new toys in the new book. I mean, a Master box is almost always a Master, Hench (Which would be weird to have an old one pop up in a new box), a Totem (Almost literally has to be new, like the Master), and 3x of a Minion, which.. is reasonable to expect they have at least 1 new minion available. Yeah, I mean, my money is on new book for days. They gotta have new stuff to tease and release slowly until another book is ready, right?
  6. Well in the middle of a tournament, nobody is going to be holding your hand. Certainly not your opponent, at the very least. There is a game to play, and if you come to a tournament, there is an expected level of proficiency. Besides the fact that no one is going to coach a player on how to beat them during a match. And outside help is obviously not something most players would stand for, because no one wants to lose because someone, not their opponent, was just tossing around tricks or helpful guidance. So let's remove the possibility of either of our mentalities helping the situation in the present time of a good player vs a bad player during a tournament. Because neither of our thoughts are going to lead to that outcome. So what we expect then, is that away from the tournament, players aught to help each other. I believe this gives incentive to players to help their weaker opponents in their control (e.g. in their meta, people they can coach in casual matches, possibly regularly). And you clearly believe this should be a goal as well. But your statement is implying that with this system, good players will exclusively choose to crush new players, bad players, and people just trying to have fun, because it's the second highest goal to winning itself in a tournament setting. Regardless of if they are playing said tournament, or casually at a FLGS or with friends. If that is the case, we have a different problem, namely a toxic community. So like I said, in the circumstance that a poor player has entered a tournament and goes against a player in the know, then they will crush them no questions asked, whether differentials is a goal or not. And new players will lose matches, and it will look brutal, until you learn to digest the information of what went wrong, and what could have been done different. But suggesting that eliminating differential will stop this, in the heat of a tournament, is not possible.
  7. Secondary note regarding this whole topic (I think this quote might be slightly irrelevant, whatever): While it's not entirely something you can do, especially at events which draw in larger crowds (Like Cons or whatever, maybe some local scenes draw in larger player pools), so maybe you can't help everyonnneeee, but! If Differential is the goal, and this is something occurring at a local level, like your local meta at a FLGS, then doesn't Differential do the best thing for the game that can be said? This system should, in theory, be the most encouraging to help all players to learn to play their best. Actually, almost like @necroon's blog post here on the site, about wanting to be a better player. He is essentially uplifting, not only himself, but the larger group of players he frequents with, attempting to raise their skill level and probably moral and or willingness to play at higher levels of play (See: Tournaments). But the follow up to this is that, the less "noobs" there are to encounter (Say you helped player one, who could never score points on Turf War before), then you're decreasing your opponents' chances of luck-sacing into "insane differentials". Obviously that only goes so far, but in theory, it means everyone should look to help each other, as a gaming community, in order to best hinder their future opponents. But the scale of the event alters this outcome, and there will always be newer players or what have you. But ultimately you could help curb it slightly, assuming you don't exclusively play with strangers. Or maybe you only play tournaments, so you can't really impact the local meta by helping "train" people essentially. There are plenty of things that could go wrong. Personally, I'm not a tournament player, for most any game. I don't particularly find competition compelling, and often find games lead to very narrow avenues by which such "competitive list" can exist (Which kills it for me). 40k is a fairly bad offender in this regard, IMO, because often there are "Correct list" to take, and deviation is not typically rewarded in any way. Although I don't have a large enough local meta to play Malifaux (Without an hour+ drive), but I will say of all the games I play, I feel Malifaux has the most likely chance to not punish players for having a list that is not "The correct list", even if rather obvious good choices are present. Granted you could also completely fumble list creation in Malifaux and have one hell of an uphill battle, but ya know. Anyways, just a counterpoint, that this is potentially a boon to the community aspect of the game, in disguise.
  8. I kinda liked the concept art with just the bag of individual sticks, rather than all the packed on explosives on the rear of her ride. But it would have been much harder of a sculpt to have individual sticks laying over one another, rather than the bundles like she ended up with, so sad days. Interesting though.
  9. What are we doing differentials now?
  10. When I open that website tab, should it read "Malifaux UK Rankings"?
  11. I don't think writing down crews is too difficult. In M:tG for prereleases in the past, they had check boxes for all the cards in the set, and when you open a pool, you note the number of cards of each you opened. You could make a similar form for Malifaux, with listed models, and have a box to fill for quantity. Might be easier to just actually write down a short list, since most don't have more than 10 models, so it's realistically not that much writing. But yeah, it would take support, and effort.
  12. I'd echo Dgraz but, I think it's already a known thing. However, if you did what you did on him, in a handful of reds, it would probably look fairly well as the appearance of muscle tissue. At least, that was my first thought when I saw the pattern on him, that it looked like I'd imagine muscle tissue exposed would be painted.
  13. Yeah, honestly I do that with a good bit of content I get from DriveThruRPG. But alrighty, just checking.
  14. Should I feel bad I don't know who Genbu is? Literally as I typed his name, I realized it was Izamu, but in turtle form. Yay memory! Either way, sounds like a funny game. I haven't played McCabe much, but I hear he does some nasty things with Minions.
  15. I have to say, I love me some espionage style adventure. I might have to look into picking this up I assume it only comes in PDF? I've never really looked at all the offerings for Though The Breach.
  16. Now that you point this out, I'm kind of sad Reva has 13 Wds (Or at least, you posted her at 13, didn't bother going back to look?). Just because Jack Daw is rather an unlucky gent, considering the fate that befell him. I'd rather he be the only "unlucky" number at that rate
  17. It's actually "Merch", not Mersh. As in, a short hand for Merchandise. I feel like that's something you could request permission from Wyrd for a local event, to use property and get printed tees made in that style, but somehow I doubt they're going to be looking to make a new like of button ups or what have you Although I do like the 2/3rds sleeve baseball tees. But jerseys in general don't really do anything for me.
  18. Kind of surprised by that, I thought you were a hard Guildie. As for mine, ironically, it's probably McMourning. Although I don't really play him, Ressers or Guild ever, he is simply the funnest character, I love his concept. Although Yan Lo is fun to play, and quite fun conceptually. But McMourning is.. well he's sort of Joker-esque, that crazed, but right on the fringes of sanity deal.
  19. The irony of him being insignificant, while also being the last master to reveal? Priceless. Stupid Gremlins.
  20. Ahh. Ok, slightly different take on it then. You pretty much go over the whole model with the white then, just put the black down first for the effect in the deeper recesses. Are you lighter with the white then, so you don't cover the black in those darker areas? You just don't use the white-to-black for gradient itself. The things you learn
  21. Nice I'm not sure people can tell looking at the bases, but if you know that technique it's pretty clear. You follow up with just thinly layered glazes then? It certainly does look fantastic, you should take a shot of the next mini you post before you start and after, so people can see the white-to-black gradient. I guess I make that sound like I think you need to instruct other people, but rather I mean, I would very much like to see the gradient you start with myself . I'm sure I'll be back around here to see more finely painted mini's
  22. Witchling Stalkers, like... those things that come with Sonnia's crew box? I thought they were primarily brought by the Guild players for Condition control. They are considered beaters?
  23. But it does mean that, that mean, could be different based on timing as closely as just before GG2016 came out or after Wave 4 releases. Either of which can change the meta, based on what people find useful? Personally, I think the premise of the question is simply flawed. You can't really divorce models from the game and get any sort of metric of "power", because it's what else that determines that, and like @Myyrä says it's constantly changing. I hear there are even different top-level competitive choices made between European players and American players, just by virtue of having different enough exposure to the game (different metas). But more importantly, I don't think that a model fitting right smack-dab in the middle of a "power balance" scale, at any point, is the metric for good design. Granted this is personal opinion, but good design should be something that engages the facilitates of the players and interacts with the rules in interesting ways, or combines different aspects of the game for interesting outcomes. Hard To Kill + Eat Your Fill on the Jorogumo, for instance, is a fairly straight forward use of two synergistic Abilities, which is good but semi-boring. It being a Minion and Last Blossom however, opens up avenues of play which are potentially interesting, and I'll wager not entirely above under-powered. I personally view the Jorogumo as interesting, and successful design. Or interaction between Lynch's Ace in the Hole with any number of models which can make use of this, most recently like the weird Torokage + Lust + Lynch Wambo-nonbo that tries to draw your deck. Things that give space for players to search out interactions that they find compelling. I doubt that Lynch list is particularly competitive, but it's funny and interesting at the very least. Although this leaves most models with the "Looks good to me!" rating, by my design ideas. There are probably a few that are a bit underwhelming, I think Levi in general does a bit too much for his own good, just from a design stand-point (Not even regarding power level), so he feels more scattered, and doesn't always have an interesting synergy besides "I said I wanna hire Constructs, so I will.", so you know. Granted, my mentality stems from admiring the designs of Magic: The Gathering, where a 4/5 vanilla for 7CmC could exist as a "bad card" and highlight the strength of a 3/2 Flier for 6CmC. Essentially their design allows for duffs and good things, in an acceptable way (We all know there are bad cards), but miniatures are fairly frowned upon for having duff models. Plus I feel that there is less unique design space between any given set of models (Most have been playing in the same area) that is common ground, where as unique Abilities are usually seen on a single model or two. There just isn't the same breadth of design space to throw out the mediocre and for that to be ok. But there are like, the Exorcist from Guild, who punish the Undead trait, and that is interesting, but it's not a focus across the board (Not everything is trying to focus on Undead as a design point). So in that sense, it's harder to see the interesting interactions through the lens of the Factions in quite as straight forward of a way as a new set of Magic does. But honestly, for the sake of power level, I think Wyrd does rather beautifully with Malifaux, in regards to making it easy enough for two players to pick up a handful of models and not have one be entirely steamrolled by the other every time. Assuming generally similar player skill, and not trying to force the strongest choices possible, most crews can earn VP (With the right scheme choices made), and stand a chance of winning a match. So I think the game overall comes out as successful in that regard, at least IMO. But individual models, more in line with your idea, seem hard to say are strictly balanced or not, because often it comes off as a Rock-Paper-Scissors type deal, where they are really good in a situation (Arguably OP at that goal) but aren't good in other situations (Arguably UP at everything else), so they come off as mediocre, or aren't hired as frequently as "has less weaknesses" models, or "Excels too much to leave behind" type models. Then the real UP models are regarded as the ones who simply don't call Rock, Paper OR Scissors when the time comes, and they just freeze up and do nothing, so people regard them as being truly underwhelming.
  24. I think Rathnard was being serious At least, it's a funny thought to have a game that is rather anti-expectancy. A game of diplomacy and treaties I just hope Wyrd is generous with the cross-over models between the new game and Malifaux, so even if people end up not liking it, models are still super awesome and playable Or at least if their conversion rules allow for such things, I dunno how Wyrd's policies restrict conversions that don't start from the "original" base model or whatever P:
  25. Her legs just look like they're cloven and covered in fur. That dude's arm on the other hand, looks like it's about to explode and become it's own monster
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