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Maniacal_cackle

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Everything posted by Maniacal_cackle

  1. Yeah, my experience with Molly is that you usually can get the mask when you need it, it's just a question of whether it is warping your crew to do it and how much you want it. Like are you willing to cheat an 11 of masks for the leap? Depends on how important it is to you.
  2. In my experience with the Archie nerf, if it is important you can generally save a card for it (or dig for it). The only time you really NEED to leap with a punk is if it is engaged. Otherwise the leap can usually wait a turn, I imagine. And if the punk is engaged by something that can kill it, then it is tying up a valuable model for a mere 5 stones. Granted, with Archie I definitely feel the cost of warping my gameplay to get those masks to leap him, so it may not be worth it for Necropunks, but definitely seems worth testing (as salty as I was yesterday since I hate unsuited leap). And of course, sometimes you just rip the leap off the top of the deck and cackle.
  3. Although spending 2 actions to farm a soulstone just seems... Really inefficient? I guess if you're making use of the scrap it seems alright, but after turn 1 I'm not as concerned with scrap generation. So buying a 7 stone model that spends the game popping out up to 5 soulstones doesn't seem like good value to me (although I am skeptical of even Prospectors in Outcasts, so what do I know).
  4. Important to note that now the Tns are low enough that Beebe and calypso can pick up the cards from the discard pile. So potentially serious business.
  5. Re: Necropunks. One thing that is important to remember is you need all of like 2 leaps in a game before they are performing solidly. 5 is bonkers, but 2 leaps is probably enough that they're a problem. So I wouldn't write them off too soon.
  6. Every month is a different event. Otherwise no one could play ES since we all started something else 😜
  7. When I play Dreamer, I'm going to play exactly the same style that I did in GG0. Take a list with four elites such as this one: The Dreamer Lord Chompy Bits Widow Weaver Serena Bowman Bandersnatch Teddy Daydream - Ancient Pact Daydream 2 - Ancient Pact 7 stones Stitched are completely unnecessary to this list, since it does so much damage already. I used to summon them to cycle back in severes, but that's irrelevant now. Lucid Dreams was always a small sidenote for this list. Summoning options include alp, alp + daydream, insidious madness, with alp being the 'go-to'. Even if you have higher cards in hand, you often want to save those for action rather than summons. But if I have like an 11 of masks I'll do the madness, or if I particularly need it. This style is basically unaffected by the changes. You said no, salt, but here it comes... The problem is this above list was still so powerful for casual play that I stopped playing it at the club. So even with the changes, I'm not sure I'd want to play Dreamer casually.
  8. Plaag actually does better with Cadmus. He wins matchups he used to lose, and doesn't lose any new matchups. Additionally, ES have the highest win rate in the series. I'm not sure it is true all the best players swapped to ES. But even if it was, that itself is an indicator - good players think taking ES is the winning plan. And as soon as players have their 3 placements sorted, they're swapping away from ES. So good players are taking ES because they think they'll win with it. Though personally I find Ivan and Jedza quire beatable.
  9. Yeah, I'm a bit higher on the change now. Secret passage on 6, ride with me and leap on 5, etc.
  10. Oh, she can. But if you compare like Dreamer (with Bandy, Widow Weaver, etc), it is a much bigger change for Kirai. When I played Dreamer, I already played him in the style of summoning tarpits and strategy running with hires. For Kirai, it definitely closes some doors (on break the line and symbols). Sure she can hire stuff, but she's not as well set up to protect say a Dead Rider or an Archie as Molly is for example. Which is fine if Kirai isn't a top tier master (though who knows, maybe she still is). But I definitely noticed the changes for her table a lot more than I think the Dreamer player did? Could have been relative skill of the players as well, but even taking that into account it seemed big for Kirai.
  11. I totally did xD I could have sworn there was an 'other' in there. Okay, I'll give her another go at some point
  12. In the resser forum, we say things like: Once again proving Ressers are the best faction - you nerf us hard and we're still great 😜 But yeah, totally agree with your point. Things actually need to be tested quite a bit before we know how things stand. Not to mention we have an entirely altered strat & scheme pools.
  13. Yeah, I was worried that we'd get a worst case scenario, but at least we got general errata that nerfed the crews. How was Seeker changed? There's an FAQ about chronicles, but surely it was already known that you can't heal when you're at full life?
  14. Just back from the club! Some first impressions: Sybelle - still bad. It goes all in on the 'lure people in' mechanic (which just negates disguise). Also the beaters you want to give distracted to are not beaters you want to assist with getting closer to your crew with lure. You also need to commit so many stones to the engine that it just seems silly. Maybe if the aura could work on her she could be a standalone model that synergised with the crew when needed, but as is I don't like her. EDIT: And this coming from the guy who thinks 3 Belles are worth 15 stones. It is not like I was setting the bar very high. Kirai (my opponent) - jesus, the summon changes hit Kirai hard. She uses her summons to run strategies, and not being able to do that anymore is just brutal. Not sure how much competitive play she'll see. The Ikiryo change barely matters - she can just remove the slow (though the discard does hurt). I killed his Jaakuna and his Dead Rider early on, and suddenly he did not have a lot of options for the strategy. New strategy (break the lines) - Molly is going to be so amazing at this. It is VERY ap intensive, and Molly is very AP efficient, so it's going to be great. Seamus is not very good here - spending a master AP to toss it two is not great. Reva is probably good here, but requires testing. New scheme (death's bed) - it is nice that you can use corpses, but geting an enemy model to die near a scheme marker is hard enough. Getting them to die near a scheme AND another marker is just brutal. Maybe good for Molly crews, or von schtook? Dead Rider - wait, did they make any changes to it? 😜
  15. Just saw a Kirai and Dreamer game side by side. Feels like Kirai was hit WAY harder. Having to get your hires to run the strategy is a lot easier for Dreamer than Kirai. Dreamer still seems great, and so does Serena (although she isn't immortal anymore maybe. She still didn't die though xD).
  16. Hah, I've wondered about arguing this point before and then figured it was stupid rules-lawyering, but now they make it even easier to argue the stupid point. I read this as pretty clearly referring to the other chronicles (to say that the ones that generate off of healing do not happen). Inevitability of death is a separate thing, and means a separate thing (it happens pre-healing instead of post-healing). So it still goes off.
  17. I think that even just having zipp do walk, walk with Earl to drop him off on a flank with the marker might be good in some matchups. There's so much flexibility and Zipp's mobility will mean that he can really abuse getting the markers sorted early, then spend the whole game piano-ing the enemy.
  18. It is going to be a bit of admin as well if you have to count like 17 cards and then figure out 9 cards to return. Definitely a clunky experience. I think the concept will still feel surprisingly good, though - when you lucid dream, it still removes the cards for next turn (they end up in your discard pile, not in your deck).
  19. One thing to keep in mind is it puts it into your discard. So in effect Lucid Dreams buffs your deck for the next turn (and with a minor permanent buff). So I think on the table it'll actually still play out pretty well. It will mainly affect those people who would turbo 20-30 cards out of their deck and never fail a duel for the rest of the game. This would make Dreamer so busted it'd be insane. The primary thing carrying Kirai's entire keyword is having Ikiryo be summonable, and I would argue Chompy is generally a stronger model. I'd love to see that in a redesign of Dreamer next edition, but I don't think they could balance it this edition without nerfing his entire keyword to make up for it (and then making sure all the synergies are keyword related so you still want to stay in keyword).
  20. One thing to note is that the GG shift is pretty huge - no strategy specifically dedicated to killing instead of 2. Also only one scheme for the centre instead of 2. So that should shift which crews are good by a substantial margin.
  21. Oh, I had forgotten that. I agree then. I was always in the camp that lucid dreams isn't the strongest thing about Dreamer. He is strong from turn 1 and then gets even stronger.
  22. I think it becomes noticeable when crews want to spam small models with manipulative (like Lucius, people in Guild are stoked because a counter to that strategy is focus stacking, but can't be done anymore). I tend to play elite crews, though, so what do I know xD
  23. I thought you thought the best thing about Dreamer was Lucid Dreams? Now half the cards are lost every turn.
  24. Doesn't colette prefer to presto-chango her doves anyway? So this doesn't hit her core play (although I know of course it is nice to have the other options). Ohhhhhh, but it is now 8" jump instead of 16". That's pretty wild, what a nerf. That's gotta be the biggest nerf out of anyone?
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