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Post by tiberius on Mar 8, 2018 13:26:15 GMT
So does this really impact us at all? Most of our power pieces really don't care. I mean it might make the corruptor sad, but its been a while since I have used that guy. If anything it will allow purges to actually hurt more stuff from the bile thralls, or let some of our lesser used pieces have some game against CG. Though I think I agree with the people that want a differentiating statement between resists and immunities. Just the engineer in me wanting accurate descriptors.
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Post by grotsnik on Mar 8, 2018 16:44:28 GMT
Personally I dont care very much about the change, as you said, we almost dont have immuneties. What im worry about though is CG being completely over the top, at least at first glance. Im probably wrong because PP has pretty good balance criteria, but I compare their colossal to the kraken and I want to cry for example. They can pretty easily get -6 arm if im not wrong and get access to cloud wall as well as cloud wall removal, continuos corrosion, ice cage, sprays for days too (combined with some very durable casters)... they really got all the toys. I just hope they cant get everything in one list, but given how the different ammos almost everything has work im not sure.
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Post by tiberius on Mar 8, 2018 16:54:22 GMT
You are right, they have lots of options but cant do everything at once. They can do a big armor swing, and so can we with a good portion of our casters. We have access to stationary, knock downs, blinds, clouds, etc as well. They are not bringing anything new to the table, just a really tight force with lots of options where almost any build can be an all comers build. That is what I really like about them. I did see one or two pieces I thought were over the top, but I didn't think their colossal was one of them. What our colossal brings is something that Cryx didn't have, long range boostable gun. That is worth it no matter what else it brings. Their colossal seems to just bring some armor cracking in melee, can be removed rather easily in melee and has some nice support abilities like rust, tough removal or immunity removal.
What I hope they do not do is turn incorporeal into -1 Dice of damage. Most things that have incorporeal (with the exception of the wraith engine) are really bad in armor so will get killed by any attack and incorporeal will just be a rich man's pathfinder.
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Post by Gamingdevil on Mar 9, 2018 9:15:35 GMT
What I hope they do not do is turn incorporeal into -1 Dice of damage. Most things that have incorporeal (with the exception of the wraith engine) are really bad in armor so will get killed by any attack and incorporeal will just be a rich man's pathfinder. They already said that that is currently not on the table. Also, we got our CID just before they decided that Gargossals needed an extra nudge (cfr what happened in the Legion and Khador CID after us) so it might be a while before ours gets its time to shine. The Kraken is playable, but not great (I wouldn't mind it staying the same at 32 points), the Sepulcher doesn't bring enough to the table to be worth it (low range guns and the option to make a Brute Thrall, in a single theme, where you can't spare the points for it) Unless the changes to the Victor and Blightbringer turn out so well that they decide to do a general Gargossal CID like they did with battle engines
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Mar 11, 2018 0:37:13 GMT
The most relevant thing about this change to Cryx is how it effects Nemo3’s ability to murder casters with Spark Nodes. Cryx doesn’t rely on the Corrosion damage type, and the continuous effect and other abilities like Breath of Corruption are effectively unchanged.
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Post by Gamingdevil on Mar 12, 2018 8:53:53 GMT
The most relevant thing about this change to Cryx is how it effects Nemo3’s ability to murder casters with Spark Nodes. Cryx doesn’t rely on the Corrosion damage type, and the continuous effect and other abilities like Breath of Corruption are effectively unchanged. We don't rely on it, but we do have quite a bit of it: Kharybdis, Corruptor, Desecrator, Defiler, spells on the majority of our casters, Denny 3's and Terminus's breath attacks, Biles, Bloats, probably forgetting a few. It surely affects us, especially if this change goes through as is, because Biles will suddenly be able to murder Croaks, Druids and Assault Commandos (when not using Shield Wall) to name but a few. Also, I think the "nerf" to Nemo is a bit overstated. Fireflies have ARM 16 and 26 boxes, a Storm Strider is POW 14 (I guess 16 when shooting at a Firefly?) so deals 7 damage on average to it on feat turn. That means it takes 2 Storm Striders to kill it, but they get full benefit of all the leaps and +2 damage while they're doing it. By then, everything around the Firefly will probably be dead anyway. Though I do agree it will cut the feat assassination shorter, because if Nemo starts shooting as well, then the Firefly will die quicker.
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Deller
Junior Strategist
I’m on a Boat
Posts: 605
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Post by Deller on Mar 12, 2018 23:01:13 GMT
The most relevant thing about this change to Cryx is how it effects Nemo3’s ability to murder casters with Spark Nodes. Cryx doesn’t rely on the Corrosion damage type, and the continuous effect and other abilities like Breath of Corruption are effectively unchanged. We don't rely on it, but we do have quite a bit of it: Kharybdis, Corruptor, Desecrator, Defiler, spells on the majority of our casters, Denny 3's and Terminus's breath attacks, Biles, Bloats, probably forgetting a few. It surely affects us, especially if this change goes through as is, because Biles will suddenly be able to murder Croaks, Druids and Assault Commandos (when not using Shield Wall) to name but a few. Also, I think the "nerf" to Nemo is a bit overstated. Fireflies have ARM 16 and 26 boxes, a Storm Strider is POW 14 (I guess 16 when shooting at a Firefly?) so deals 7 damage on average to it on feat turn. That means it takes 2 Storm Striders to kill it, but they get full benefit of all the leaps and +2 damage while they're doing it. By then, everything around the Firefly will probably be dead anyway. Though I do agree it will cut the feat assassination shorter, because if Nemo starts shooting as well, then the Firefly will die quicker. It also means my caster just needs to stay out of Run & Leap Range of a jack like the Firefly as oppose to needing to stay out of run range of literally everything. I’m no longer afraid of Nemo running a Stormlance, Blade, or Pod near my caster and leaping me to death. That Stormnoun will die before my caster does. Only needing to be weary of 2-4 models possible run ranges is significantly less taxing on my mind than needing to remember the max run distance of every model he has. Sure we we have a lot of Corrosion typed damage, but Corrosion immunity isn’t exactly common. battlecollege.org/index.php/Category:Corrosion_Immunity There’s 27 entries under Immunity: Corrosion. 11 of those entries are new Crucible Guard models, and one is a UA for a Unit already listed. So there’s basically only 16 entries in the entire game right now (counting Druids that aren’t listed) this is even relevant against. Of those 16 entries, a few (Bethayne & Assault Kommandos) already see close to no play. No, I don’t think the ability to kill Druids, Croaks, or Assault Kommandos is going to bring back Bile Thralls, Bloat Thralls, or Defilers. Druids, Assault Kommandos, & Croaks are not models that Cryx is struggling to deal with. Satyxis, Banes, Revenants, & Blighted Trolls kill these models just fine. Maybe Deneghra2 might choose to Venom some Croaks off the table now instead of just relying on Hellmouth, but aside from the occasional corner case, I find it highly unlikely this change to Corrosion is ever going to come up outside of interactions with the new Crucible Guard stuff.
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