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Mycellanious

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Posts posted by Mycellanious

  1. 1 hour ago, katadder said:

    I know you guys don't like raspy but don't think you use her keyword if you think she has no anti armour. 

    I happen to like her keyword and acolytes who have analyse weakness 

    I think Acolytes are cool and like using them, but I think that Analyze Weakness is kind of a dead Action this edition. 

    1. Its often tough to get off, since it's usually stat 5. So you opponent spends their high cards to avoid it if it matters, but dont bother if it doesnt

    2. It's only range 10. That is within Walk-Charge range of most models. 

    3. You need to activate the model early in order for it to be worthwhile. This both throws off your Activation order, and leaves your models Activated near enemy models who can just kill it. Wouldn't it be better to just kill something else before it activates with your early activations?

    4. Your opponent gets an opportunity to respond. So the best case scenario for Analyze Weakness is you flip high enough that you dont have to cheat. Then your opponent Activates and just walks that model away. 

    I guess its good for dissuading the Armored Warhead models. Maybe your opponent will think twice about throwing a Peacekeeper in the middle of your crew. But so far my only real experience with AW was when Sparks tried to use it on Izamu, failed 3 times, and Izamu still just ran at me and killed everything. I feel like thats the story of Analyze Weakness. 

    • Agree 1
  2. 10 hours ago, santaclaws01 said:

    Mv 14 is hefty enough that you can't just trivially heal off of it for most models, especially the slower ones like in Cadmus. The real issue I have with her shockwaves is the shockwave 1.

    Also I'm taking Beebe + Calypso into Raspy who can put some good pressure onto raspy herself without worrying too much about reprisal between armor 2 and having a built in healer who can't be touched.

    I dont believe Bebe can use his Welder on Calypso when inside it, since it is an attack action and cant target itself

  3. On 2/25/2021 at 3:43 PM, Cats Laughing said:

     

    In your particular example of Let them Bleed, adding summon upgrades to cheap summons has almost no effect.  This again only really matters for expensive (and therefore specific) summons. 

    This is completely inaccurate. Small summons might not matter for the first point of Let Them Bleed, but they hard deny the 2nd point simply for existing. 

    Conversely, adding summon upgrades to all summons can quite possibly make the Jury broken against certain crews (her free damage every activation has no range).  It's also a pretty huge buff (given what the Exorcism trigger does) for those previously mention models into crews that currently summon without upgrades.

    OK. but the Jury is SUPPOSED to be broken against those specific kinds of crews. It's an anti-summon tech, it should be really strong against crews that summon lots of chaff. Not withstanding, the ability is actually quite weak unless the opponent is Dreamer. It is 1 damage. Woop de doo. 

    Then there's also Somer's summoning, where he uses an upgrade but can also remove the same upgrade.  When he removes the upgrade his summons then count for Let them Bleed (and other hypothetical schemes/strats) and also avoid the various "Exorcism" trigger/ability.  He's often considered a very strong summoner completely unaffected by your desire to add a generic summon upgrade.

    I'm pretty sure this paragraph is evidence in FAVOR of the change. Som'er's ability to remove Summon Upgrades is OBSENELY powerful, but he is a dedicated Summon Master and it requires TWO suits to accomplish. The fact that the change would not affect Som'er is irrelevant tot he fact that it WOULD impact the models it aims to specificly target: Henchman summon crews. 

    There's probably more that gets hit or missed by this proposed change (models that get bonuses against models with upgrades, not just summon upgrades, for instance would be buffed).

     

     

     

     

  4. 3 hours ago, Harlekin said:

    As I side note: Does anybody really think the double Toshiro activation is such a huge thing? I have close to no experience with YanLo as he is the only Rezzer Master I don't own (yet). But If I ever see my opponent spending a 10+ of :crow/Stone, his ressources on killing his 10 wounds model, a Master Action and sacrificing a model, another 10+ of :crow/Stone, all the while needing 2 Corpse tokens, I guess, I wouldn't consider it this huge a problem even though he "gained" 2 damaged Ashigaru, soe focus and drew 2 cards, but spent his turn on doing little less. 
    I guess it could be the tipping point during a decisive moment of the game but then every single move using the mentioned ressources properly should be able to help decide a game. 
    @Maniacal_cackleIs this really considered an imba winning strategy? Or do I fail to see the point? 

    The double Chiyaki activation is VERY strong, probably broken. 

    I havent seen it yet but I imagine double Toshiro is not as effective, because 

    1. Toshiro is harder to kill

    2. It takes higher cards and and uses stones

    3. You draw less cards from it

    4. Toshiro and Ashugaru are slow models, so summoning them in your deployment zone means it takes awhile for them to affect the battlefield. 

    • Like 1
  5. The Hopeful Prospects can replace themselves with a "Minion that shares a Keyword with this crew's leader."

    If Nagatorro is your leader, can the Prospects replace themselves with Botanists?

    If Versatile counts as a Keyword for that purpose, and since the Ability doesnt mention Faction, can the Prospect replace itself with any Versatile Minion in the game?

  6. 4 minutes ago, Maniacal_cackle said:

    Yeah, I think card draw is an important component (although notably not for Cadmus). But it is hard, because you can't just nerf card draw for a whole faction to avoid strong summons.

    I think a good guideline would be targeting the combos that summon 10+ stones when they over perform.

    Two of my fixes are:

    Ikiryo ignoring once per turn limitation is leader only. So then Kirai can still summon 24 stones, but spread over three turns.

    Zoraida hand cycle should be leader only.

    Yan Lo - not sure. Chiaki? Toshiro adjustment? Seems inelegant but you could have a "if no friendly Ashigaru were summoned this turn."

    Cadmus - opinions pending.

    could you explain how 2 ashigaru are summoned per turn?

    And also I think the better fix for Ikyrio would be "If this model was hired at the start of the game" so it doesnt impact Leader Kirai, and you can still do the summon shenangians if you want, but its a 7ss upgrade

    • Like 1
    • Agree 3
  7. I think crews that focus on heavy summoning typically lack in other areas, most commonly cards. 

    I am unfamiliar with double ashigaru, but as far as the other combinations you have named are unique because they are exceptional at card drawing. Perhaps the problem is not "Summoning 10ss a turn" but "summoning 10ss a turn while also having constant card advantage"

    • Like 1
    • Agree 3
  8. 15 minutes ago, Kharnage said:

    Speaking plainly, my return to Nekima was motivated by my giving up trying to have a tool in the kit for every problem. Explorer's Society asks questions we don't answer. I get that I just put up a big win against one of the strongest Explorer's Society masters, but there was a massive gap in familiarity between player and crew, and were I playing against an Ivan with 100+ games, I don't think I could win even 50/50. When it comes down to it, I don't think that Neverborn has many of the tools needed to shut the Society down. No marker removal, no anti heal, no real anti demise (execute 95% of the time is just a Maim trigger) and certainly not enough ranged AoE options for Cadmus. At this point, my goal as a competitive player is to be so good at a master, that clearly people don't respect, that when I lock in Nekima in a matchup, my opponent goes "well crap. Should be fine... Right?"

    I'm sure it's cocky to say it, but it is not that Nekima is competitive, it is simply that I am competitive with Nekima. She's my favorite master to play and I will shamelessly soap box for her because I finally got her as a master and I don't want to watch her get DMH'd by plot, and if Nicodem teaches me anything, it's that hype saves lives. 

     

    I get that, but at some point Lilith is going to come home....

  9. 7 hours ago, Maniacal_cackle said:

    Oh, the only thing I'm a bit salty about with the crew is that the master is essentially immune to conditions.

    Stunned and slow would be really good tools against Ivan if you could use them. I don't really like design where a model is just immune/near immune to the natural counterplay for it's kit.

    Well he's not immune, you just need to hit him twice. If Mordrake already has Slow/Stunned, then he can't gain Slow/Stunned, so he can't use Black Mirror. 

  10. 5 hours ago, Plaag said:

    abt nerfes:

    dreamer and his keyword

    shen(tokens and irresistable condition removal)

    ophelia and kin

    somer and crier, spit hog

    hamelin(blight tokens need to be redused after bleeding desease and give cap for dmg on this action)

    leveticus(dmg without resist from entrophy and irreducible dmg)

    gataraux bokors

    black blood shamans

    hinamatsu

    midnight stalker

    serena bowman

    dashel(mostly his totem with so many resourses)

    yan lo(make hazardous as action) double summon from toshiro

    shchtook

    dead rider reap

    asami fliker tokens

    minako with katashiro summon

    fuhatsu with steals

    also some actions/abilities-laugh off, planted roots, scatter-they kill intaraction between opponents

    and explorers) emissary, finigan, archivist, nexus keyword and we are legion ability

    i dont play sandeep, but maybe kandara-make her look at top card and choose to discard it

     

     

    I dont disagree, but this thread was about ARCANIST changes lol. I think it's funny that you think absolutely nothing should be changed in Arcanists!

    • Haha 2
  11. On 2/1/2021 at 4:32 PM, Maniacal_cackle said:

    Another errata idea:

    Stunned should prevent triggers from being declared OR RESOLVED.

    It is pretty wonky that you can use defensive triggers against stunning attacks (particularly the Fade Away trigger, but even like Basse's trigger).

    Idk, Stunned is already very powerful. This feels like an unnecessarily strong blanket change to try to nerf one very strong model. 

    • Agree 2
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