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Whut

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About Whut

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  • Birthday June 15

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  1. I'm available after 7pm GMT. I'll post in that FB group
  2. Hey All, Long time M2E player (Books 2 until 4) Looking for someone to Vassal with me and give me a tutorial of M3E, if possible. Availability is Mon-Thurs after 3pm EST Thanks in advance!
  3. Hey All, Long time M2E player (Books 2 until 4) Looking for someone to Vassal with me and give me a tutorial of M3E, if possible. Availability is Mon-Thurs after 3pm EST Please reply here: Thanks in advance
  4. I don't see Yu as very useful for his enormous cost outside of very specific scheme pools or Brewmaster...
  5. Question for all of you - what do you all think of Lust? Asami's crew suffers from having virtually no WP attacks in it, virtually no ranged capabilities (outside of summoned Obsidian Oni), and has two GIGANTIC threats in the form of Yasunori and Asami herself to keep pressure off of Lust while she hopefully slows, repositions, and deals passive damage to enemies. In theory, Lust is an ultra powerful model, how does she work in practice? Worth it?
  6. You literally cannot argue this, it's just false. Guild is absolutely in no way predictable. Like I said before: When I go against guild, I have to prepare for EVERYTHING. I have to prepare for the "cross the board on turn 1 or immediately lose" scenario against Sonnia, for Perdita's mix of absurdly high stats, dangerous shooting, and even more dangerous melee, for Hoffman's ability to throw 2-3 of the most buffed-up, scariest, toughest beaters in the game WITH strong mobility, healing, and obey support. For McCabe's ability to send four tiny fast scheme runners out while still spending the bulk of his ss on core central models who he then buffs and fights alongside. And now for Nellie who will virtually never be out activated because she can delay her turn and effectively paralyze (5" push plus slow is effectively paralysis) AND remove from objectives up to 2-3 models per turn, ensuring it is virtually impossible to score Extraction/Stash/etc against her. (Not to mention all the other ridiculous stuff she can do) All of these end in completely different games and you need to be prepared for ALL of them.
  7. I would question the accuracy of the statistics, for some of the same reasons you've stated - the new models are new and unmastered, and many of the models have not been released. There's quite a learning grace period in Malifaux (most people I imagine only play a couple times per week or less) as opposed to an online game where top players adapt to new options within a few days of continuous play. And many options don't get released immediately or take time to paint. Nellie is not an easy master, but I do claim she is an absurdly powerful one within the theoretical world of two perfect players facing off.
  8. I suggest you create your own thread to explore the following, and I'd be happy to discuss there (is there a way to tag me?): Would you want to list out every option and decide how many are "viable" and compare? How much fewer would I take for us to be considered to have "limited choices?" Does, for example, Hoffman having access to half of the Arcanist faction factor in? Why do you feel like we have limited options? Do you feel this way because of a lack of different play STYLES, or a lack of viable models? There's a big difference. But please, this is a tangent on the topic of this thread.
  9. At this point I'd prefer to put this to rest. You think this is a problem, I dont. I'm much more concerned with balance at the highest level of play amongst the best choices between factions rather than achieving perfect internal balance. The topic of "Are we underpowered [compared with the other factions]" is what I would like to discuss
  10. Good luck with the challenge, even chess isn't fully balanced. You already have tons of viable options, just some are much more situational than others. And then you have other, unviable options. This exists, again, in every game. Take Hearthstone or MTG - for every good card in the game that sees competitive play there are several which are total trash and several more which are only situationally good. You don't HAVE to take them in Standard play, and thus no one does. You may say "well those bad cards exist for formats like Arena or Draft" to which I say bad models still exist for thematic story-based play which plenty of people enjoy, even if I'd never be caught dead playing an intentionally sub-optimal crew for fluff reasons. But I digress. As long as you have options, some options will be simply more useful than others for high% of scheme pools. But even so, you still have a variety. Francisco is NOT 100% auto-take, Executioner and Phiona Gage both give him a run for his money. Two watchers also gives him a run for his money if you want scheming. A Reporter + Brutal Effigy also gives him a run for his money if you want an alternate way of protecting your master while also gaining a little bit of control and utility and an extra activation rather than more combat power. In a McCabe crew it could be argued that a Witchling Thrall is outright better than Francisco thanks to synergies. What more do you want?
  11. Sure, Nellie will be an excellent master, and overall I think she IS a better master than Sonnia. However Sonnia doesn't care. In the paraphrased words of Duncan Bilz ages ago - "Fine, enjoy your 3 VP from Frame for Murder. When you have two models left on the table on turn 3 I'll start earning my way towards 10 VP and you can't stop me." Claim jump is always available, meaning at MINIMUM I'd say a Sonnia crew is guarenteed 5 VP - at least 3 from Strat and 2 from Claim jump. Anyway my point is that Sonnia is still "fine." Like I said before, alongside a now better McCabe, a super strong Nellie, and still good Perdita and Hoffman (just avoid Viks!) Guild is in a very good place for Wave 4 & GG2017. _________ As far as JDAntoine, you will never ever achieve a fully balanced game with all viable options. Never. Look even at League of Legends, which has been around for nearly 8 years with constant bi-weekly updates. In League there is CLEARLY more powerful champions and more powerful combinations than others, and a significant portion of the roster never gets used (or gets used like, ONCE in each tournament as a tech choice). There's always some underpowered champion, theres always a subset of champions which are considered the currently most powerful. Granted, the balance has been better in recent time, but yet again, this is in a game with constant biweekly updates forced on all players involuntarily for over 7 years. This sort of update is impossible in a tabletop game. Not to mention that the more you explore and expand design space, the more chance you have to break something. It isn't as easy as "let's add more deck manipulation!" There's a lot of consequences that can arise from such a change. Not to mention, updates are quite costly for a tabletop game, where a unit or model will run a player 30-50 dollars. In a game like League if your favorite champion gets Cuddled you're a little upset but life goes on and you pick up a new one. If my collection becomes too weak, I've basically just threw 150 dollars or more and hours upon hours of painting down the drain.
  12. I take issue with several proposals in this thread: 1) Death Marshals are underpowered, therefore they need a buff. There is one clear answer to this - who cares? Every faction has many less than stellar options. Ressers have Draugr, Carrion Effigy, Canine Remains, Dead Rider, Onryo, etc. They don't care much, they just take their better options. 10T have quite possibly one of the worst minion selections in the game - High and Fermented River Monks are awful, Wastrels are awful, Oiran, Thunder Archers, Torakage are awful. I could go on. Union Miners, Large Arachnids, Most Gamin suck, even with Sandeep. Young Nephilim, Beckoners, Bloodwretches, Wicked Dolls suck Wouku Raiders, Freikorpsmen, Desperate Mercenaries, etc are all garbage. Bushwackers, Wild Boars, Bayou Gators all suck. The list only quadruples or more if you begin to include Enforcer and Henchman options. So why do we care specifically about Death Marshals? Just take Witchlings, Thralls, Reporters (these things are NUTS), Brutal Effigy, etc. 2) Guild lists are more predictable than other factions' lists. Absolutely not true. When I go against guild, I have to prepare for EVERYTHING. I have to prepare for the "cross the board on turn 1 or immediately lose" scenario against Sonnia, for Perdita's mix of absurdly high stats, dangerous shooting, and even more dangerous melee, for Hoffman's ability to throw 2-3 of the most buffed-up, scariest beaters in the game WITH strong mobility, healing, and obey support. For McCabe's ability to send four tiny fast scheme runners out while still spending the bulk of his ss on core central models who he then buffs and fights alongside. And now for Nellie who will virtually never be out activated because she can delay her turn and effectively paralyze (5" push plus slow is effectively paralysis) AND remove from objectives up to 2-3 models per turn, ensuring it is virtually impossible to score Extraction/Stash/etc against her. (Not to mention all the other ridiculous stuff she can do) All of these end in completely different games and you need to be prepared for ALL of them. 3) Guild need help to remain viable in GG2017 I still don't see how anyone can think this. Sonnia is still almost as powerfully "win on turn 2" gamebreaking as before, just with Austringers slightly turned down and perhaps a desire to keep Papa closer. She still 9 times out of 10 outright wins the game against anyone if she gets two attacks (with a plus to damage) against any model in the opponent's crew. McCabe just got MUCH MUCH more competitive with the addition of Thralls. These things are crazy and McCabe can give them Reactivate. Perdita got no worse aside from no more Austringer cheese, which was never required in the first place. Nellie dominates in any Area-based scheme and perpetually controls the board. You will NEVER out control her. She, at any moment, can delay 5+ actions, then push a friendly Executioner 10", give it fast, and then let it charge you for 4 attacks on ANY model through any gap in your defensive line (nearly guarenteed to kill Reva, for instance) she reverse-obeys, pushing you into her models for free attacks, she effectively shuts down any enemy beater entirely by perpetually pushing and slowing them, she herself as a (0) pushes around and places scheme markers for free, etc. The 2017 schemes are also fair game for guild. The new always-take is decent for McCabe and Nellie. The new Dig-Their-Graves is a Phiona Gage with Transparance lottery. Frame for Murder is guarenteed with an Executioner. Field Reporters are better than Performers when it comes to removing enemy scheme markers, as they are cheaper, replace the marker with your own, are more mobile, more tough (disguise is gold), and more versatile (slowing, debuffing, pushing, or damaging an enemy from 8" away while being able to choose your suit is more universally useful than pushing closer and sometimes paralyzing when the stars align). Guild as a whole are in a better position now than they have EVER been before, hands down.
  13. I find it difficult to believe that anyone could still think Guild are underpowered, cosnidering they just received one of the downright best and least counterable masters in the game, Sonnia continues to be a win-on-turn-2 nutcase, and McCabe and Perdita continue to be powerful masters (and McCabe got Thralls holy f*ck). I can go into more detail if anyone cares.
  14. The Formless Mantra (0) action on Sandeep's Enlightened Soul upgrade only mentions "target friendly model", it states no Rg and has no "In LoS" phrasing like most other actions and abilities without a range. "Targeting" requires LoS, but without a stated range can we just assume that the action can be cast from anywhere on the board?
  15. Hi there, What are the 10T anti armor options? What I mean by this is legitimate models or combos that can punch through Armor +2 or more. Just to be clear I'm not asking for a list of models that ignore armor, I'm asking for viable options for consistency in punching through armor. For example I don't really like having the Lone Swordsman on this list simply because he only ignores models on a trigger which is not built in, so that's pretty inconsistent. So far the only viable options I've found are: 1) Hitting things really, really hard for 5+ damage so that Armor practically doesn't matter using Recalled Training or free focus 2) Kang with Hard Worker Is there something I'm missing? Coming from Ressers where spirits have ignoring armor everywhere, I'm a bit spoiled it seems
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