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ShinChan

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Everything posted by ShinChan

  1. There you go mon amie!
  2. Probably @SEV can help you! There's also a Facebook group for Montréal area, which I don't think is far.
  3. That was my first thought. A more in theme Emissary sounds cool! I'm the only one that while reading this, the main theme of Ghostbusters was playing in my head? Tiri niri niri, Death Marshals!
  4. Scheme markers = VP only in certain pools, and only if you don't play carefully. For things like Set the Trap, you have plenty of ways to reposition your models (being Four Winds Punch) one of them.
  5. In different online communities, I've been seeing what (I wanna believe) it's an oversight from Wyrd. The card draw engine with Koji, the new TT henchman: Ten Thunders has the following 3 models with Protection Money: Koji Katanaka Crime Boss x2 Lotus Eater x3 With Koji's ranged attack, it becomes pretty easy to exploit an aura that has no limitation to draw cards during Koji's activation without the opponent having any agency into that. I think that the important part here is that card draw engines that don't require any interaction with the opponent are bad for the health of the game, that was one of the reason that Bokors got severely nerfed. In a Misaki list, Koji can spend his activation drawing 6 cards while shooting at someone like a Wokou Rider, who has Bulleproof, so he will be reducing the damage to 1/2/3 and get more benefits from having those scheme markers. KCB also get small benefits from this other that drawing cards. I think that the previous scenario show how this interaction could be easily exploited (at the level of Yannick + Von Schill engineers or even worse), but this gets to an obscene level when used in a Shenlong's crew, due to the upgrade Wandering River Style (linked before). The upgrade moves a model and all scheme scheme/scraps/corpse markers that are close to the target. The main difference with similar abilities is that instead of just "placing" those markers back on the table, the ability puts them back by "dropping" them, which triggers "Protection Money" drawing 1 card per marker and model with that ability. Koji + 1 Lotus Eater: Koji shoots the Wing Golem (he reduces the damage from by 2 due to his aura): Draws 2 cards Koji shoots the Wing Golem (he reduces the damage from by 2 due to his aura): Draws 2 cards Aspiring Student 1 uses Four Winds Punch: Draw 4 cards Aspiring Student 2 uses Four Winds Punch: Draw 4 cards Shenlong uses his action to make one of the Aspiring Students use Four Winds Punch: Draw 4 cards Total costs (across 4 activations): 2 Regular action 2 Quick actions from the totems (1 chi token each) Quick action from the master (1 chi token from the totem) 2 points of health across up to 2 models Total rewards: 3x 6" pushes 16 cards drawn This starts getting even more out of control if you add more Lotus Eaters or other models with Protection Money. My 2 cents for possible fixes: Make "Taker's Bane" Enemy Only or Remove the part that generates scheme markers from the action "Taker's Bane" and instead add a printed "Drop It!" trigger and Change "Wandering River Style" to just "place" the markers instead of "drop" them Additionally, to prevent future exploits of similar abilities: Change "Protection Money" to "Once per Activation" Since we're at it, both KCB and Lotus Eaters could use some love, because the main and almost only way for them to see play (specially the second ones) for the last 3 years has been to create an insane combo to draw cards.
  6. Maybe @Edek or @Bober can point you in the right direction
  7. Welcome! I'm so happy to see more Italians jumping into the game. I'm not in Italy, but usually go to Emilia-Romagna once a year and would love to get a game day around
  8. Ciao @rubbe! Puoi contattarmi su discord? Ho alcune domande
  9. Very well deserved rest! Merry Christmas and enjoy the time off!! Best of the flips for you for the next year
  10. Interesting! What for? I think she's still decent with LJ, probably both versions actually. LJ 2 support 33 quite well (adversary, free focus, burying models, etc...). For LJ1, grabs 7s from the discard pile to guarantee one of the suits of the leap.
  11. Brew 1 is reliant on triggers and loading him with poison. Drunk monks, need to reach there, be alive, and you need a high ram and and 2 poison on a Stat 5 attack. That doesn't come for free. All requires a lot of setup, is pretty telegraphed. Most of the things you mention require setup and depend on other attacks landing first. Title master: 2/3/4 10ss enforcer: 3/4/6 9ss henchman: 1/3/4 and only if the opponent is engaging someone 8ss henchman: 2/3/4 7ss enforcer: 2/3/4 6ss enforcer: 0 6ss minions: 2/3/4, 0" range 5ss minions: 2/2/3 or 1/2/4 4ss minions: 1/2/3 You look closer, you ain't going to tell someone that has 80 games with Brewie between both version how much damage the keyword does.
  12. I think this was the key. They should had done that and limit the ping of the damage to "Once per activation". Unresisted damage needed to be toned down, but not to this level, let's remember Tri-Chi is one of the 3 keywords in the game with the worst damage tracks/damage output in the game. Shojo is no longer a problem at all, now you don't get much benefits from activation control other that activation control by itself, which other crews just without any effort (Arcanists now have a versatile model that just gives free pass tokens, TT has Youko and Misaki with Jin, ES has Jin). Bar Room Brawl got hit way more than that, since now only applies to models moved by Brewmaster. So no damage done from Twitching, charges, pushes like drunken stumble or squeal. I understand that what it was before, it was too much, but this is my only complain about the nerfs to Bayou, even with all the damage from before, it was not easy to face many different keywords (or just Guild in general), now the crew won't have any real damage output, while Moon Shinobis, Akanames and Cooper Jones will spend another year without seeing the table.
  13. Making all the damage irreducible would have been too powerful. Any other trigger that provides some extra effect would have been great. If WWW was a better ability, Wong2 would be a decent master. Otherwise, some triggers in that attack or ignore concealment for the quick action... I don't know what, but it feels pretty lackluster other than the minileaps and healing.
  14. I just feel like that's the only special thing he does, adding more out of activation positioning and mobility. The attack action is sort of a trap, the damage track is pretty sad, doesn't ignore concealment/FF/cover. It doesn't get any benefit if the enemy is engaged with a friendly model with glowy, but just ignoring which is a compensation. But the worst part for me is that it doesn't have any triggers. Giving Staggered/Stunned, a push, pulsing out shielded for friendlies... I don't know, something. That's why I found that the movement tricks are way more interesting. Overall I rate Wong 2 way worse than Wong 1. A good player won't let you use the gun much. Irreducible is mainly useful against henchmen and masters, which would easily put you on a for damage and you'll end up doing 2 irreducible, which is pretty sad.
  15. Short quick answer before I have time to elaborate: Wise Words of Winsdom sucks, do the math. The Enchanter's attack is terrible. No real triggers makes it really sad. The real sauce are the repositioning tricks.
  16. Wong is not trash, specially not Wong 1. But he's quite complicate to play well, has really big counters and you can have pretty bad turns when nothing wants to happen. Despite all of that, I would definitely say that he's in the middle of the pack for masters, maybe slightly below just because most of his keyword is terrible.
  17. I play the Rogue Necro most of the time with Molly. The support that Molly provides it's good enough and RN is a decent beater.
  18. If you play enough, it just comes naturally. Also, triggers with the same suit have something in common (less and less with every release): Puncture, crit strike... (extra damage and healing) Quick reflexes, onslaught, pouncing strike (extra actions, movement tricks, staggered) Preparations, focused attention (buffs, draw cards, burning) Delay, Mutilate, Infect, Daze (debuff, conditions, special effects) I wish Wyrd had kept the original idea of keeping the game simpler (and this is an opinion I've heard more and more since Malifaux Burns) instead of overcomplicate it for no reason. Pre-Madness, we have 837 triggers. It's becoming worst that Infinity and its hundreds of weapons and ammunition.
  19. I don't play Dita, but I've played against Dita2 more times that I would like to xD He's pretty straight forward. In a map with a bunch of blocking terrain, he can just move around dropping scheme markers exactly where you need them with little effort while the rest of your crew scores other points and murders the enemy. Also, it's not a big deal if you lose a 6ss model after he did his job.
  20. So, the Calligrapher models have the Daze trigger, but with a different suit than everyone else. Is this intentional or a typo? I truly hope it's just a mistake. Before Madness of Malifaux, we already had 837 different triggers in the game. The last thing the game needs (among many others) it's adding more complexity to that by switching the suit for triggers among different models. Someone else pointed out that Wukong also has the same trigger as Viks1, but in a different suit.
  21. Sly is pretty good. Obviously the Pale Rider is going to be more versatile, but it also costs almost double 😅 Sly can operate outside of Dita2's bubble and he's really difficult if not straight up impossible to pin down. If you need him to survive, he's a good candidate for a LLC and then he can just go where he pleases, because between armor, flinch and the printed squeal trigger it will be very difficult to the opponent to take him down.
  22. I'm excited about this new book! I hope it brings something new to all the original factions
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