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About Bluefyr

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  1. So having discussed this with the group of people i play with we boiled it down to the following. They dont enjoy it because they can see by turn 3/4 how hard it makes their attack / defense flips and that they lose more often than not before cheating. There is no counter play to it except to kill those models asap. I then compared it to Parker's crew abilities to put down an incredible amount of scheme markers (yours and theirs) and then use those scheme markers for fast on models that hit with + flips built in. There is nothing you can do to stop it except to kill those models. In Malifaux crews arent balanced perfectly against each other, this isnt chess. Most crews have something they can do that others can not. That Parker Crew can kill and scheme like a boss, dreamer wishes he had that much killing / scheming power. However Late game Dreamer with his card engine can actually stand up for a bit and get some schemes done. So i guess what i'm getting at is each crew is good at something that i've seen and you have to play to your strengths. Parker was able to out score me early but i was able to catch up late game. Obviously the pool of schemes and strats changes every single game so you wont be playing the same way twice too often. So looking at just one ability in a vacuum isnt the most helpful. I think you need to play games and see just how good or bad it is in the different schemes and strats.
  2. I think this is the part that broke some peoples brains. Not being able to do anything against it sucks. I would like to see this be cheatable on the flip so my opponent has some say with the stitched being able to grab a card you've taken out of the game now. At least then they aren't sitting there knowing they are going to lose 90% of the time when i have thrown a 12 /13 out of the deck.
  3. Been playing dreamer a lot lately now that interest has been reignited in the local meta. turn 4 and 5 are brutal for my opponent for sure if they let me get the cards out of my deck. However having played against several ranged heavy lists (parker in particular) I rarely have more than 4-5 quick actions (after turn 1 depending on deployment) doing this a turn because the models they are on are super squishy and die in 1 activation from the opponent. Dreamer can summon in 1 model a turn reliably (2 if its day dreams) and they must now spend an action to use their (quick action) as they are stunned. My opponents agree if you leave dreamer alone and let him get the card mechanic going the last 1-2 turns are hugely in your favor as a dreamer player. That being said Parker was outscoring me left and right with his combo of actions dropping / creating scheme markers and just straight up killing things with + to crap ton of gun shots (which also works in melee because they have gun fighter??). So far dreamer is strong but not crazy unbeatable or even that much of a threat when you start taking out key pieces.
  4. So parker just basically auto scores 2 points with his new trigger from dig their graves right? They place our scheme marker in base to base then they die from shots? Or does the place happen after the damage?
  5. Took a huge utility hit... no reason to ever take more than 1 and thats pushing it now. I agree 100% give that to Nekima and some other melee nephalim, the ones that want to be in combat, not the shaman in the back who has a garbage knife now having to hit an enemy. BLEH this newest update was garbage for neverborn all over the place.
  6. I have not had luck with Rougarou as they tend to die super fast (1-2 activations from an opponent at most) I do agree Bultungins are great for scheme running or ganging up on people. They are just fun cheap minions.
  7. Bluefyr


    I use her card draw almost every turn as well but she is not worth 7 SS imo. Lures arent nearly as good with range 12 and guns being range 12 as stated above. I wish she wasnt so lack luster but she is able to be made from a terror tot turn 1 so ... what do i know Lelu has been a damage champ when he gets there... which isnt as often as i'd like. They both feel really slow.
  8. I disagree on the simple fact that averages dont play into any given game as they require large amounts of data. It becomes luck based to a certain extent and if you get 3 or 4 flips with no low cards you have just set your deck back a chunk with no gain. Yes you can also flip thw opposite but it comes down to luck. Being forced to get rid of a card that you dont want to is a NPE period.
  9. Thats 15 uses... How many games have You been able to use it 15 times and remove a 1-5 for all of those? So far in my 4 games with that iteration I have not. I get some medium cards as well as a high card at least once a game. It just feels awful to have an ability you control screw you over.
  10. Right but its a negative cost to an ability going off. Put in a target number then. I would rather it fail then to be forces to get rid of a card I dont want to. Or give us a synergistic ability that buffs nightmares in some way since people lose their minds over card / deck mechanics.
  11. Why does there need to be a chance to remove a high card at all is my question? Do they just want a risk associated with an ability? I dont see this in other factions or abilities so it honestly has me questioning the reasoning behind it.
  12. Its once per activation, and you move the enemy model not ours. So it wouldn't work like that even if it moved friendly models.
  13. You're correct i read it wrong. It does move the enemy model after re-reading it. Thats helpful for survival on Pandora against melee assuming her def trigger goes off. I'm negative because i've been playing with and against 4 other factions (gremlins, outcasts, arcanists and ressers) and they all get to buff and synergize with their own models with no negatives to doing it. Most of them get 2 benefits from 1 action. Sometimes from a trigger and sometimes built in. We now have 2 crews that have built in negatives to their actions or have to jump through hoops to get something to go off thats half of what a focus condition does in this crew. Its just frustrating seeing old m2e prejudices come out because a master was good then and they hold that against her now (people not playing her and these abilities). If you compare this crew and their abilities to other factions crews abilities and synergy its laughable with this version. I really hope to see this changed in a more positive direction for the crew so that they can do something useful / fun / combo like?. The one thing i will say that Pandora has going for her which is huge is her 6 inch activation control. This tilts many people if they are bunched up or even if you catch their master and 1 beater. The fact that she can choose who the next model that activates is causes a massive amount of Salt. When you tell someone no they cant use that model and have to use this model way over here, over and over again while you kill their master who is near pandora and they cant get them out of harms way... it is bad. If you've ever played warmachine in 2nd ed and played against Epic Haley this is the comparison i'm hearing in my meta when i play her. They could care less about the removal of conditions or the stunned or any other abilities as long as they have choices and get to play the game. This feels like they dont get to play when it goes off. No one i played with has even come close to seeing her as a counter to condition crews in her previous versions of Open Beta. She still had activation issues to remove conditions to get + on models that you probably dont want to attack, or are really wanting to wait to go with, but cant afford to let a beater have fast and focus. Honestly those synergy crews are amazingly strong and it was nice having Something in our bag to tone them down. Since neverborn has few (zero?) options for synergistic masters in faction atm. (im yet to play Marcus or the guild guy as i didn't pick them up yet).
  14. They literally could have done this several different ways and much better. Why not just give them the + with any condition on the enemy model. Instead they make us put a condition on them to begin with thats a debuff, and then remove it. They literally just needed to take out the "remove the condition from the enemy model" part of their previous version. This feels like a straight nerf on top of Misery aura damage being removed. Moving something 2 inches after it gets stunned is interesting but its a 4 inch aura when we have 8 inch range on our stat 4 actions that cause stun (outside of candy / pandora). Pandora has no clear direction of what she wants to be or be doing (a once per activation shockwave and no melee, a 4 inch aura to move models, a 6 inch aura to activate different models... it feels all over the place (control maybe?. I feel like the theme is lack luster in every area, damage, survival, scheme running, etc with no real synergy except now a 4 inch bubble that lets you move a model 2 inches once per activation.
  15. FLucid Dream - - - -Reveal the top three cards of your Fate Deck, choose one revealed non-Joker and remove it from the game, then discard one other revealed card and set the last card aside. After this model Activates, shuffe the set-aside card back into this model's Fate Deck. I like this one a little better but im getting tired of neverborn being picked to have a negative effect with their abilities. Why are we forced to get rid of one if we flip a 13 / 13 / 13 for example or even a 9/ 9 / 9. Why cant it say "you may remove up to 1 card. Discard 2 if you dont remove any, then shuffle 1 back into your deck." Or even discard all cards not removed from the game. Why are we forced to hurt ourselves on an unlucky flip?? This frustration ties in with the changes to pandora which forces us to remove negative conditions we just put on the enemy to use a key word on all woes. It seems like we have to jump through hoops and waste actions or choose bad choices to get these things. Please enlighten me if there are other crews in other factions that have a negative tied into their abilities like these??
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