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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/3/2010 Posts: 420 Location: Quad Cities, IL
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I think the new update for Mon Mothma went too far. I understand there is concern that she disproportionally affects some subfactions in Rebels, but the breadth of her CE + Synergy brought a lot of life back to a faction that typically has low damage and low attack value.
I believe there are better ways to manipulate her such that she doesn't favor one subfaction over another. The adjustment to points is a better option because it can hinder specific lists (read as: subfactions) while still allowing other pieces and lists to benefit from her.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 2/16/2009 Posts: 1,554
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The problem is here is that future designs would have had to take into account all of her boosts so it would limit the strength of other things or they would need a ridiculous rival. We ran into this issue in design where a piece had to have a ridiculous rival which limited its effectiveness because she existed in the other form. There are a lot of things that become overpowered by her boosts which is why the design was changed.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/3/2010 Posts: 420 Location: Quad Cities, IL
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Yeah, you have to be careful with designs. I won't argue about it, I just think it's a rough kneecapping to a great piece that really allowed a lot of older Rebel pieces to shine.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/27/2008 Posts: 1,594 Location: Los Angeles, California
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Darth_Reignir wrote:I think the new update for Mon Mothma went too far. I understand there is concern that she disproportionally affects some subfactions in Rebels, but the breadth of her CE + Synergy brought a lot of life back to a faction that typically has low damage and low attack value.
I believe there are better ways to manipulate her such that she doesn't favor one subfaction over another. The adjustment to points is a better option because it can hinder specific lists (read as: subfactions) while still allowing other pieces and lists to benefit from her. Can you please specifically list the new update that you are referring to?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 10/14/2008 Posts: 1,576 Location: Chokio, MN
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Darth_Reignir wrote:Yeah, you have to be careful with designs. I won't argue about it, I just think it's a rough kneecapping to a great piece that really allowed a lot of older Rebel pieces to shine. She still does boost a lot of older pieces. There are lots of good options to squad build around her with. The Rebel operative/spy subfaction will benefit most i think from her which was the goal since she is from the Andor show and the design of her was based on her character from that show. She supported the Rebellion via Luthen and worked with Bail Organa to form the rebel alliance. I think you can make some Pilot and Partisan squads that are pretty solid with her also. After you see v-30 in its entirety you'll see why we made the changes we did to Mothma to balance her out. I think Mothma is still a great piece and will factor into a lot of good competitive squads.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 2,062 Location: Canada
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Darth_Reignir wrote:I think the new update for Mon Mothma went too far. I understand there is concern that she disproportionally affects some subfactions in Rebels.... Yes, and this is exactly why we had to rein her in. For instance, she was making it so that everyone in the Mantis Crew squad was doing 120dmg (most of it non-melee) on the move, every turn. That original squad base was not designed with her in mind, and so she broke it by being added to it. The game is now big enough and bloated enough that everybody and their brother has an attack or damage boost. Damage-stacking has been a problem for a while (where low-cost pieces are making attacks for ridiculous damage due to multiple damage boosts) and Attack-stacking is also a growing problem. Therefore, to add a piece that can fit into almost any squad and give a +4/+10 boost...that doesn't make things better. It only makes things worse.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 7/3/2010 Posts: 420 Location: Quad Cities, IL
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thereisnotry wrote:Therefore, to add a piece that can fit into almost any squad and give a +4/+10 boost...that doesn't make things better. It only makes things worse.
Respectfully I disagree. I think it's the opposite. In some sense the Rebels need this piece to keep up with the other factions that have immediate access to 4/10 boosts. There are a lot of pieces that currently exist which boost really specific subfactions, considering that's been the nature of V-Set design for a number of sets now. I don't think that means we ought to nerf them all; that's just how the game is now. The reason I think Mon Mothma not only shines but is a great piece is precisely because she has such a "broad audience," so to speak. That she doesn't just boost one subject gives Rebels way more playability. She affects a lot of older pieces that can use the 4/10. It's not just the aforementioned Lukes either, it's a lot of older piece (V-Set included) that have lagged behind in damage output. I'll leave it at that, that's just my 2 cents on the matter. Thanks for listening.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/30/2008 Posts: 2,194
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IMO what I really think is that it will make leia get a bunch more looks. With leia it is quite easy to damage her, and you don't have to play a bunch of diplomats to spread out the extra damage. I'll be honest that I never thought to play her in an IG squad or really anything that wasn't based around the "heroes" but it certainly makes her an interesting candidate.
As far as Mon Mothma specifically, I am glad that we were able to potentially catch an overpowered piece before it saw print and had to be errattad 17 times. Imagine if we had caught Daala or Jabba or the Commando Droid officer or any of the other overpowered pieces in the same fashion. Would be a much easier and cleaner as their wouldn't be all the errata we have.
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,334
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Darth_Reignir wrote:I think the new update for Mon Mothma went too far. I understand there is concern that she disproportionally affects some subfactions in Rebels.... Yes, and this is exactly why we had to rein her in. For instance, she was making it so that everyone in the Mantis Crew squad was doing 120dmg (most of it non-melee) on the move, every turn. That original squad base was not designed with her in mind, and so she broke it by being added to it. Quote:The game is now big enough and bloated enough that everybody and their brother has an attack or damage boost. Damage-stacking has been a problem for a while (where low-cost pieces are making attacks for ridiculous damage due to multiple damage boosts) and Attack-stacking is also a growing problem. Therefore, to add a piece that can fit into almost any squad and give a +4/+10 boost...that doesn't make things better. It only makes things worse. I understand your point, but that ship has set sail. The reversal of mothma leaves rebels as one of the few factions that don't have a universal +4/10, and most of the pieces desperately need it. Mothma helped significantly. Leia commando provides some help, but not enough, and she has her own limitations. An attack bonus is needed by the faction more than the damage. Even with alternatives like camaraderie (pilot) and Dutch Vander the characters don't hold up. If one sub faction was broken because of mothma, I'd vote to limit that one sub faction rather than punish the entire rebel faction because 1 new group of pieces from a relatively new vset. Am I'm out of my reconning? When was the last time rebels were winning in the competitive scene?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 2,062 Location: Canada
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adamb0nd wrote:I understand your point, but that ship has set sail. The reversal of mothma leaves rebels as one of the few factions that don't have a universal +4/10, and most of the pieces desperately need it. Mothma helped significantly. Leia commando provides some help, but not enough, and she has her own limitations. An attack bonus is needed by the faction more than the damage. Even with alternatives like camaraderie (pilot) and Dutch Vander the characters don't hold up. Just because "that ship has set sail" doesn't mean we should do nothing to try to mitigate the problem. If damage-stacking is a problem then MORE damage-stacking is a very bad idea. Damage boosts certainly have a place on future pieces, but we are now at the point where just about any damage boost needs to be given clear restrictions due to the vast amount of bloat in the game. There are too many possible interactions to properly check and test all of them. It might be great if a piece gives a much-needed boost to some under-powered pieces that we'd like to use. However, if that piece also creates broken combos with other (more powerful) pieces, then that's a problem and it cannot be allowed to remain. That's how you get powercreep and a stale meta. The better answer is to create specific pieces that boost those under-used pieces. A great example is the new Juno Eclipse, who makes Vader's Apprentice into a much more useful and terrifying piece. VAR/VAU used to be utterly useless but with Juno is now very powerful and a lot of fun to use. Are there some under-used Rebels that you'd like to see get a boost? List them here (or perhaps somewhere that it's on-topic) and let's see if we can come up with some ideas to bring them into regular play. I'm always all for this kind of work. adamb0nd wrote:If one sub faction was broken because of mothma, I'd vote to limit that one sub faction rather than punish the entire rebel faction because 1 new group of pieces from a relatively new vset. We seriously considered this (creating Rival: Diplomat on a new Mantis Crew piece we were designing). However, it quickly became apparent that by doing this we would be repeating the Bastila ABM problem. Because ABM was so powerful (including a damage boost), whenever we designed a new character that gave a damage boost, to prevent problems we had to build in some way of keeping Bastila out of that squad, whether that was Prideful for a specific sub-faction or bizarre Rival that makes no sense (on Malak JG), or a number other ways. Basically, we painted ourselves into a corner with Bastila, where new OR pieces couldn't be too strong or else they'd be broken with Bastila. We recognized the same power level with Mothma and quickly agreed that we didn't want the same problem with her that we created with Bastila. Because Mothma was originally so powerful, we needed to rein her in a bit so that future Rebel designs wouldn't be handcuffed for the next 10 years. adamb0nd wrote:Am I'm out of my reconning? When was the last time rebels were winning in the competitive scene?
I would say you're only out of your reconning to the extent that you can't/won't recognize that broken stuff is bad for the game. If we see a broken combo, then we have no choice; we need to address it (asap) or the game will suffer. I agree that Rebels haven't been winning in the competitive scene. I've tried my best with the Heroes of Endor, but this year after playing them in 7 games I've lost 3 of those games...and I think it's accurate to say that few people have as much experience with that squad base as I do. Believe me, I want to see the Rebels in competitive play! But I'd say the answer there isn't to create broken stuff, but rather to pick a specific group of pieces and design for them, rather than create a super-powerful piece that can boost all pieces in the faction (and inevitably break certain ones).
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Rank: Moderator Groups: Member
, Moderator
Joined: 9/16/2008 Posts: 2,334
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Thanks TINT, that helps me understand.
I'm not suggesting to do nothin. To your point, +4/10 being so common has created design challenges and the issues that stem from power creep. One of those issues being that the factions and squads without that broad boost generally are less competitively viable. In that regard, mothma both creates problems but helped a lot of rebel Force users. Especially with hero of Endor squads, where Luke and Leia are trying to pull a lot of weight and have limited atk/dmg options.
I understand the design goals and planning ahead, which I can appreciate. As a designer I also believe less is more because you can always increase next set, but it's a lot harder to dial it back. I don't want another bastilla either. I see the long term concerns, but also have a feeling the rebel faction will eventually have to have a piece like her old design to keep up with the other factions power creep.
Just curious, were your 3 losses tulak?
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 4/29/2008 Posts: 2,062 Location: Canada
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adamb0nd wrote:Thanks TINT, that helps me understand.
I'm not suggesting to do nothin. To your point, +4/10 being so common has created design challenges and the issues that stem from power creep. One of those issues being that the factions and squads without that broad boost generally are less competitively viable. In that regard, mothma both creates problems but helped a lot of rebel Force users. Especially with hero of Endor squads, where Luke and Leia are trying to pull a lot of weight and have limited atk/dmg options.
I understand the design goals and planning ahead, which I can appreciate. As a designer I also believe less is more because you can always increase next set, but it's a lot harder to dial it back. I don't want another bastilla either. I see the long term concerns, but also have a feeling the rebel faction will eventually have to have a piece like her old design to keep up with the other factions power creep.
Just curious, were your 3 losses tulak? I'm glad it was helpful. I can understand why people want a piece that boosts their underpowered but much-loved pieces. If that's what we want then let's make that piece...and not a piece that creates broken interactions (which Mothma was already doing and would continue to do if left unchanged). My losses with the Heroes of Endor were to Yoda/Yaddle jedi, Revan PK/Bastila Ebon Hawk crew, and Nym/Zothip Pirates.
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