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HellecticMojo

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  1. he's the 3rd most underwhelming thing for me in the book to me, next to the smuggler and the flying piglet. He feels like a WP based Lenny, and I don't mean that in a good way. A vulnerable bubble piece that doesn't necessarily do much himself, existing so bayou gremlins can have semblance of competency. every part of his card, I feel like it's an unnecessary win more kind of move, or something that can be done bit easier/better by everyone else. I don't think he's awful, but I feel like he's what you take when you have no clue what you are gonna have to deal with so you just take it because you already have bayous and chickens spammed out already
  2. it fell in the purview of "anyone with reckless"
  3. ^except slop hauler Honorary mention to Iron Skeeters and Rooster Riders
  4. All the 7 SS models you've described are doing completely different things from what the roosters are doing because the roosters have a gun and have faster base speed. Also 7SS is stronger than 6 SS, who would've thunk it? Roosters should be seen as independent free agents and that's where their value should be. They outclassed everything barring Francoix and Burt (because what the hell does) back when they had reckless. As for comparison to pere, pere's stats are not comparable. Pere is not a flanking harassment/scheme runner. His stats are too awful for that. I'm also not really understanding this "roosters going out of control are killing my own stuff" complains in this thread. Just activate them when appropriate? If they are being flankers then only thing they should charge legally is the opponent scheme runner they are gunning for anyway or the thing that hurt them anyway. If the fight gets dragged to your own line, just bayou two card/cheat down to fail then heal it up with the slop hauler? If you want to talk about liability, Pere is always a greater liability since he can be pushed/obeyed into your own line to be killed and there's no way for you to work around if he self destructs around you.
  5. Yes, even with the nerf that took Reckless away, they are one of the best models in the faction.
  6. well you are heading into the upgrade territories. I specifically avoided doing those (yes kegger is pretty worthless, jesus christ, why doesn't it have have infiltration tri-chi?) because I figured there's a way to make things work for him with minimum work. I'm a very lazy fellow. I also specifically avoided doing upgrades because I feel like all of them are bad due to the context of the Brewmaster's current statcard, not necessarily the upgrades themselves. Binge: competing with Swill, honestly don't care. Sammy can have it and it's perfectly adequate. I would like if the discard was random, since everyone just ditches tomes for booz always. Running Tab: Kegger is awful, but let's ignore that as what's done is done. Pay up: perfectly adequate for someone like Zipp who can go places or the new Mah Tucket, but absolute garbage for the moshpit that is brewmaster. How's he going to get there? He's stuck in the stupid moshpit. Good Stuff: honestly, ok if brewie didn't have such awful, unreliable poison distributions to make the attack worth using in the first place. I don't need brewmaster to kill stuff, but the set up is so bad to use now. Hold their hair back: Losing all poison while having no way of getting the 3 poison stack reliably. Again, awful poison distribution system dependent. Barkeep never sleeps: again, no reliable poison spread to make this good. I'm not going to judge this whether it's rubbish due to being countered by the drinking contest healing. I think Wyrd doesn't want brewmaster to have damage, so I'm going to go in favor of that intent. It just kinda... "evens out" and if that's the goal, that It's perfectly adequate. Friendly Ear: Explosive mixture is bad. No damage for you my friend. Friend of Drunkards: The flaw of everything hinges on the fact that Brewmaster has no mask triggers and unreliable poison distribution. Drinking "Problem": So this is bit of a weird one. It's obviously meant for Fingers, but I think since it's open to tri-chi, needs some look for brewmaster himself. The lack of efficient healing is actually quite the conundrum. This is the upgrade that made me say that the poison pulse could be made to heal and I wouldn't care. Healing costs AP in a brewmaster list and it damages so I don't see why anyone would take this over quality mash liquor. It really is an upgrade that does nothing for anyone right now and I think it needs to be looked as a brewmaster upgrade rather than anyone else's. Conflux of Inebriation: Thats the stuff. Again, where is the poison coming from? Better poison distribution please. Same with blind drunk. So from what I can tell, vast majority of the problem lies with the brewmaster card. Every upgrade is meh to ok until you imagine all of them having a cost of +1 AP to them, opponent having no card, or opponent being an idiot and it all becomes irredeemable garbage. Oh, I think I figured out what I want for defensive ability on brewmaster now. It came to me while typing this. Give him the whiskey golem defensive ability where they got to take a WP duel for end activation and +2 poison. or give them paralyze at much lower TN.
  7. While the topic has kinda moved away from Brewie to Moonshinobis, I think really the brewmaster fix alone could fix the moon shinobis barring their crappy roundhouse kick. It's pretty obvious that even if wyrd reworks the brewmaster, there are some design goals they won't deviate from. Judging from the current build and the latest upgrade I think it's safe to say that Wyrd will: 1. Always push for poison being an enabler for his abilities and for his crew. I know people are saying that he's still two steps behind, but I don't think that will ever change, nor do I think it needs changing. If brewmaster doesn't hand out booze, then what's the point? 2. keep the CA value high at 7, since he requires a two step along with the debuff. It seems Wyrd wants him to be hard to use, but guaranteed to stick when he bothers to do anything 3. want his abilities to be dual purpose for enemy or tri-chi. All his ability can be used to enhance your own thing or debuff and screw with the enemy. 4. never be good at killing. His actual damaging stuff is resisted by something that he doesn't debuff and doesn't even do much. I think they made the last upgrade to make up for the drinking contest heals on the enemy, but I don't think Wyrd wants brewie to exceed the damage of his Good Stuff upgrade. 5. Moshpit gameplay. They are still sticking with the 3 inch aura things with the last upgrades and I don't think he will every lose the 3 inch range and I don't think Drinking contest is a thing that will ever disappear even if it's very inefficient or even relevant. I don't think any of the design choices above are bad, but they hinge so much on poison distribution that he's just plain awful at. I think there's a way to make him work while maintaining the design bullet points above. I'm going to write the following under the assumption that Wyrd doesn't touch the upgrades and address the ways the above design choices can be kept. 1. I think being poison dependent on his ability is actually fine, the issue I believe is that his poison distribution is absolutely garbage. He can't move conditions, he can only do it at range only once, and he does it at poison +2, which doesn't even fill the cap necessary for his other abilities. The drinking contest is also dependent on the opponent which is never a good sign. I think drinking contest either goes away or is a permanent ability. I think his zero actions need to be a poison distribution ability and not compete with anything else. I think he really needs a 6 inch pulse poison cast. Just something to vary up the situation where the One for the Road is a single target movement method while the pulse is for enabling the moshpit point number 5. I don't even care if it does the backward stupid thing like the drinking contest where it heals the models. 2. on the topic of high value CA actions, I question the need for Obey to exist on his card. We already got Zoraida in the mix and nothing will nor should beat her in that regard I think. I understand the new upgrade is there to exclusively help with the Obey action, but I think Brewie just needs to expand his other casts and abilities. I understand that people don't want to lose Yasunori combo, but it kinda sucks that trichi-gets almost no real benefit from it. He's got so much masks built into everything that doesn't need masks built in. Would it kill for him to actually have some mask based triggers? I think swig -o shine desperately need some more trigger, because it's a pretty garbage action right now. 3. This is why I wanted the pulse ability. something to fill up the friendly poison resevoir and spread enemy poison. Brewmaster really has damn near nothing to do turn 1 or 2. Filling up monk defense stock or enabling turn 2 psuedo swift/reckless for moon shinobis would be such a nice help. 4. I'm actually very ok with Brewmaster being a complete pacifist. It's interesting challenge and if the poison support is good enough, I think the crew getting the work done for him is perfectly fine. if the poison distribution is also easy, then liver damage is also something worth taking as he digs at the enemy. 5. I gotta admit, I REALLY hate the 3 inch auras. I don't like the new upgrade's damage abilities, I hate drinking contest's range and I hate that drinking contest working properly means that I'm landlocked. But if we must keep the moshpit gameplay, I would wish that his defensive trigger was easier to use but less severe displacement. It really sucks for both sides on the table where nothing goes anywhere and nothing gets accomplished. I wish I can just move people out of the way so I can walk where I need to or push people with swills to set up for the rest of my crew. It's just really unfun for both parties involved. TLDR: I want a poison pulse tactical action.
  8. either way, moon shinobi's are gonna need some work given now that wrastlers exists. I personally dislike that their roundhouse kicks are less accurate than their fists. It doesn't target WP, it doesn't even have better damage track. It only exists to give them 2 inch melee range.
  9. Do people even bother killing little lass? I did that exactly once and proceeded to have LL be a complete waste as Mah was Immedietly focused on with zero attention to the lass. I do think that lass is bit weird in AP economy with the trap since she can't really fight and trap together.
  10. I think not, because the conflux says that you "may get two benefits from the chores," but the text of chores do not give you an option to refute a chore you get. So only way you can discard a two card for two suits and not get double chores is if you try to stack. If the text said "This will result in two benefits from the chores ability" then I would argue for stacking, but it does not.
  11. Well, saying things were out of place, then told that things are in place, then saying that you didn't like it anyway just renders the conversation moot don't it?
  12. Frazetta /Black Dynamite Ophelia crew basically 1 sexy buff gremlin dude with bunch of lady friends. filthy, garbage man Ulix with giant grubs, worms, and beetles instead of pigs or Liontamer Ulix. World War 1 Germany trench warfare Somer Fireworks salesman Wong Officer Mah Tucket with giant baton
  13. I really don't want to go into a murderous rage trying to make another skeeter. something with even bigger foot print that doesn't fit in the base. Alt Lenny is likely deserved now due to his elevated status. Alt, pig shaped Iron Skeeter's also probably good since one of Zipp's crewman wanted a custom ordered one that looked like a pig.
  14. What's the typical list comp? I feel like she wants at least Lenny and Trixie for yoyo and getting chores she wants, but she also needs bayous for less painful Do it Right. She just seem like a lamer brewmaster for positioning, and less reliable damage dealer than Ophelia.
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