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edopersichetti

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edopersichetti last won the day on September 22 2017

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  1. Well in the beta some things were different, like the Fade Away ability/trigger, which now is worse IMHO. Even then, she felt underwhelming to me - it is probably because I still remember all the things she used to be able to do in M2E. Now she looks very flat: she has 3 actions just to move people, no prompt, no SS manipulation, no summoning doves, no interact as 0...she used to be a crew enabler, now she is just a...crew pusher? I don't know, perhaps her crew works around her, but last time I tried her in the beta she felt very underwhelming - I don't know that an extra (0) action can really make such a difference.
  2. The art, very pretty. The stat card, very underwhelming. But hey, at least it will look good in the display case
  3. That's the thing though - M2E was amazing, M3E looks just a lot less exciting. It's hard to shift away from paradigms - basically you're asking me to forget my previous gaming experience, one that I enjoyed very much. It's like being handed a Toyota after having driven a Ferrari for the last three years...yeah good car, but can you really expect me to be content? I think toning down things makes the game just less "wonky", fun and entertaining than before. It takes away from Malifaux that "spark" which was given by the overall unpredictability, and things like a sudden Red Joker coming out on a negative flip and ruining your day - now +1 damage? Who even cares? At least, my 2 cents. Plus hey, we don't all have to be fan boys - it's ok to be skeptical about things you love. There are some things I like about this change, and I make no mystery of it, and in fact I'm happy to praise them. One of those is keyword hiring - it's a good idea and makes things more thematic, it was long overdue. Other include the fixes to vertical elevation, terrain, LoS, shadow etc. - all of it was a bit unclear in M2E. Other I don't agree with, and I'm equally direct in mentioning them. Personally I didn't see the need for the general toning down, is all. Even changing playstyles is a cool idea - but not if suddenly my master can do half the things he could do before, and do them worse. Again, just my 2 cents
  4. Lol that might be my problem. I love M2E and I recognize there were a few things to be smoothed out, but I didn't see any need for such a massive overhaul across the board. I'll definitely give M3E a shot, but right now it looks a lot less fun that what we've been playing so far - that's all.
  5. Allow me to be the Devil's Advocate. Terrifying is now what Manipulative used to be. Definitely a weaker ability...I realize Paralyzed is gone (sad face), so some changed needed to be made, but overall is a weaker risk/reward thing (I wonder what happened to Manipulative...). I like more high risk/high reward tactics - it makes the game less predictable and more entertaining. Now it feels like "oh, I failed - not a big deal", which is hardly a threat, more an annoyance. Also, the change to Misery is pretty bad. This does not "preserve the feel" at all - playing Pandora is going to feel a lot different if you remove the option of papercut death which was one of her signature feats. She already lost her other signature feat - Paralyze. LOL. A single damage which can occur normally up to 6 times (cards in hand) is not really "punishing". Most of the times the enemy model will be either further away (it's 4", used to be 6") or have enough health to completely not care about this ability, and cheat as he pleases. And no, it's not "hard to get too upset over the change", it's actually really easy if you are a Pandora player. Of course it makes people playing against her happy, but this to me just feels like watering things down because the opponent couldn't handle them. But I understand the new direction for this game is simplification, and appealing to new blood, who perhaps doesn't want to work that hard to solve a problem. It's a shame - the risk is that the game will feel more dull for expert players. Overall I'm happy Carver is now a playable character, and he's not a bad model at all, just not that badass, as @Jesy Blue mentioned. @WWHSD The Wp duels seems kinda fundamental, but it has a stat of 5 which is mediocre. So passing that means he's less impressive; of course, the crew might do this job for him, but that requires a bit of a setup and it detracts from him being able to operate well independently. The attack is good of course but I'd rather have min damage 3 without relying on a trigger, as all decent beaters, especially at that points cost. I understand overall power level is going down and min damage 2 is now mainstream - again, this is a pity - so maybe that's acceptable now. Also, engagement range is 1" (again this seems now mainstream), Execute only costs a single card...it's like, every single aspect of the game has been toned down. It's a bit sad. For a comparison, a M2E Executioner is 1 SS cheaper and is way more threatening. I'm a big fan of Wyrd and I love Malifaux a lot, but in all honesty, so far I'm quite disappointed but what I have seen.
  6. ...hopefully she's also fun to play!
  7. Sure, but I mean, in comparison the ability is definitely weaker. And yes I do believe that there will be a general leveling down towards less damage, shorter engagement ranges etc. but in fact this is one of my main concerns. For sure we will have to see what her other abilities and attacks are, but I feel since many of the things that defined her are going away (negative modifiers, paralyze, Wp duels etc.) she's running out of options pretty quickly...at the very least, she'll be something very different from what we were used to. This wait is excruciating.
  8. Hi fellow Neverborners! I'm trying to figure out how the faction will evolve in M3E and I've seen the other post, but I'm in particular concerned about Pandora so I decided to write its own post about her. It looks like Wyrd is trying to shift back (as seems the case for most masters) to her original focus, the Mood Swings. That's all good with me, it was a system that really wasn't working very well and it'd be nice to see it function properly. However, what is gonna happen to Misery? From the little excerpt on the Wyrd website it reads "...the Misery ability, which damages enemy models who Cheat Fate within its aura". So now instead of taking damage for losing Wp duels, the damage happens when cheating fate. This is an interesting change, but feels like a de-powering (again, as it seems the case for most masters) since normally the opponent is only going to cheat fate up to 6 times (= number of cards in hand). Maybe not even all of those times he's going to be next to Pandora (or whoever else has Misery, I assume at least Sorrows). M2E Pandora and her crew could generate many more Wp duels than that, and Misery had the potential to be truly a weapon for inflicting damage. Now this ability seems less useful. Also, will the damage still "stack" as before (it didn't really stack, but was 1 per source) ? Otherwise, from "less useful" Misery will become "pretty useless". So, the opponent can occasionally take a single damage when cheating next to Misery models? It seems a pretty marginal effect...most of the times, opponent will not even care... As we know, Paralyze is gone and its replacements are much watered down. For example Distracted only gives in one direction (when targeting enemy models, but not when targeted by) and slowly ticks away...whereas Pandora used to be able to give full-fledged to enemy models. So am I right to be concerned about Pandora being overall quite weakened in M3E?
  9. +1. I don't think many people will actually entirely quit playing, but many might just decide to stay with 2e. Personally, right now I'm oriented towards 2e...neither me nor my meta are particularly excited by this edition change, judging by the various tidbits of information that we have at this point.
  10. I agree - this is pretty exciting. We love theorizing about our favorite game It's the only thing we can do while we wait for the actual beta to begin - this, or eating our knuckles will we get to the bone
  11. This is the scenario without pass tokens...with pass tokens, the (6) crew will just pass and wait for positioning, then kill one or two of the 4ss models which, I presume, will be rather easy to do...and go from there. It's all hypothetical anyway but it looks plausible to me. I mean, I get it, right now people are angry because activations are so important that crews with more activations tend to do better and elite crews are outnumbered - and elite crews are those that tend to attract newer players anyway - the big, mean, kick-ass looking crews. But that is in the natural order of things (ANY wargame has, say, a horde of goblins vs a small contingent of elf swordsmen, and the like), and I think pass tokens evening out the numbers will give an upper hand to elite crews that they do not need...because they are elite already! If you allow a crew composed of models 7SS and up to have the same tempo as one composed of 5SS and down...the better stats and difference in abilities (higher damage output, range etc.), at least from a logical point of view, should swing the battle in favor of the elite crew pretty clearly. I'm not saying pass tokens are bad per se, just that they're a slippery slope and hard to get right - so I'm curious to try them out, hoping there is some balancing mechanics (not for free, or not two in a row, or something) and hoping Wyrd gets it right. But at the moment I'm with @Fetid Strumpet on this one - i.e. I am let's say "skeptical".
  12. I guess what people are afraid of is that if there is no value in cheap models because they provide that extra activation, a small-count elite crew could even the odds pretty quickly and then dominate the game. Suppose I have 5 models worth 10 stones each, and you have 10 models worth 5 stones each. My 5 models each kill a cheap model on their turn, while you kill none (especially with damage being toned down and all). So on Turn 2/3 we both have 5 models, but mine are bigger, better and way out of reach of yours. Why would I ever go for quantity if it gives me little advantage? Sure, you can say more models = more actions and you can drop more scheme markers and all - but again, once the big guys dispose of the opponent's extra ones, the game will be pretty much done and dusted there. Already in M2E against heavy damage/elite crews the only remedy is to stay hidden and delay the important activations, but if this is not possible because pass tokens, one is forced to either expose some models or waste a turn. I'm thinking for example a typical Perdita or Sonnia crew...they can easily murder one (or more) models a turn. The only way to stay safe is to feed them fodder, or delay your important activations staying hidden until she's activated...you see the (potential) problem? If they get multiple pass tokens, there's no way to stay safe... Again, I'm just voicing what the people are afraid of. I agree that out-activation was starting to become a problem - but it was so only because there were more and more cheap models available. I'm curious to read the rules too and try it out, because as it is there are justified worries, and it looks like certain masters like summoners and masters that made numbers their whole schtick (like Som'er and Hamelin) will be hit - while small elite (and in particular shooty, like Perdita and the like) crews will have an advantage.
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