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Post by LizardTau on Jan 26, 2015 16:50:02 GMT -5
psychic powers use to be worse when any psycher could cast without dice and before deny the witch.
also someone who has no flyers could say your flyer army is intimidating and it is but there is no cap on flyers.
i have some horror and fate weaver army but haven't played it this edition yet. don't really like psychers this edition too much like fantasy
Sent from my GT-I9100M using proboards
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Post by Hizack on Jan 26, 2015 17:25:45 GMT -5
Oh I'll agree to that. I know that it's intimidating, I completely understand people who think that.
Yeah, you're right Shannon it wont be as common to see Grey Knights with 3 Librarians but they're so cheap it's kind of like "Why not?".
I guess I still find invisibility is super gross and that's why I'm just feeling so against it, especially when you consider that prescience is still the primaris of Divination. I don't see much issue with units that need psychic dice to shoot normally like horrors or zoanthropes or anything else.
I also say some restrictions for summoning would need to be in place too.
Lastly psychic phases in 6th didn't really bother me, as while there was some good stuff like prescience and perfect timing and iron arm. I feel like there's a lot more abilities in 7th that are much stronger. I'll support whatever the decision is, I'm just sayin' how I view psychic powers currently.
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Post by Jack Shrapnel on Jan 26, 2015 17:53:34 GMT -5
why wouldn't you see three librarians? cuz it'd be a terrible list, lol... and 3 HQ's...
Invisibility and prescience are both warp charge 2 powers.. so 5-6 dice minimum to have a decent chance of getting one off... to actually prescience and invisibility three units you'd have to have at minimum 30 dice... and it wouldn't even be guaranteed!
I just find if a unit has invisibility on it, I just shoot something else most times and avoid the invisible unit if possible. With our changes, invisibility is strong but not unstoppable by any means.
the restrictions on summoning were the actual original intention of the cap due to what happened with our early tests.
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Post by nekekami on Jan 26, 2015 20:33:53 GMT -5
Invisibility is being changed this year at LVO to pretty much what we've done. Last year nobody batted an eye at it, then they played it. I think somewhere in the range of 180 of the 250 people playing this year voted to change it to BS1 and 5s to hit in CC.
This discussion can go on and on, but the fact remains that even at the BIG COMPETITIVE TOURNAMENTS, some people feel the same as we do. Some shit isn't balanced, even in the hardcore scenes such as that.
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Post by calitom on Jan 26, 2015 20:58:20 GMT -5
If we don't have a psychic cap I see zero reason to not take 3 librarians- they're the best HQ available for the GK codex, they're relatively cheap for what you get and they give an insane amount of support.
There are more psychic powers than just the big two, perfect timing can just shut down combat xenos armies, if anything you should be more worried about GK terminators with 3+ invul saves pretty consistently with warp charge 1 powers used. Overall I think we'll be fine in the long run lifting the dice restrictions as long as people don't go too overboard with it.
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Post by raceygaming on Jan 27, 2015 0:13:43 GMT -5
Maybe I'm a little off the mark here but then does the issue become not the number of dice but the number of summoning? Assuming that the nerf to invisibility is here to stay (and I think it should) then do we allow as many dice as you want and place a 1 unit per turn summoning restriction? That way if your army does need all those dice for shooting, novas, buffs and debuffs you have them but then people aren't going to start getting into the 20+ dice range then being like oh wait why not bring in 3 units.
Is that the main issue?
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Post by Jack Shrapnel on Jan 27, 2015 6:43:37 GMT -5
yep, that was my suggestion a few pages back... basically say only one successful casting of any conjuration power per turn...
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