Expatriette Fix?

Someone suggested a power for her called "Run and Gun"  - Deal 1 target 1 projectile damage.  Draw a card.  That might be interesting to try.

  I like that potential power "Run and Gun"   I also would be interested to see the tweak to SMG that PlatinumWarlock mentioned.   Both those seem very reasonable.

 

What about if ammo cards weren't destroyed after use?  They would only be destroyed if replaced by a new ammo card.   Or even you could make each ammo card have a small amount of uses, say 3 uses before it's gone.  If this was the case I feel there would be little need for expatriette to have more card drawing.

The Ammo card mechanic is the most interesting thing about the character, in my mind. I'd love an alt power that let's you get Ammo out quicker. And it would keep much of the same flavor the original base power has, too.

The thing you mention here sounds a lot like Speed Loading, a card I really wish came up more often because it's so much fun to use.

I've mentioned this elsewhere, but I might as well share it here too: I had a lot more fun with Incendiary Rounds when I pretended their text said "Play next to a gun card. After that card's power is used to damage a target, destroy this card. The next time that target deals damage, it deals itself that much fire damage." This way the card feels more unique and thematic, like Liquid Nitrogen Rounds does.

 

Because in a co-op game, the idea is for each member of the team to help each other.  By having characters that need other heroes to effectively do what they need to do, the characters aren't cooperating as much as one hero is graciously allowing another hero to be a hero.  Forgive the tautology, but generally the idea being being a hero is being heroic.  Why would Expatriette, who walks the mean streets of Rook City, use an Arsenal Access that nets her two Ammo cards when what she really needs is a Gun?  "Well, so Nightmist can Enlighten her or Team Leader Tachyon can Fleet of Foot into a Team Lead power."
In that case, Rook City is kind of screwed if Tach and Mist are off in the Final Wasteland punching out Gloomweaver.  And mechanically, it makes my use of Arsenal Access seem like it didn't really do what I needed it to do just because my deck just wasn't structured the way I needed it to be.

I love Expatriette.  She has a great backstory and interesting mechanics implemented in her deck.  She (and Fixer) are not equipped with decks that thematically represent heroes equipped to handle the villains or atmosphere of Rook City.  Which is really sad, because I would hate to have an Expatriette ongoing series where she just can't get what she needs and has to rely on her beefier buddies to fix her adopted city for her.  My frustration isn't that she "Isn't dealing the appropriate amount of damage to provide maximum efficacy."  My frustration is that I want to feel heroic when playing her, and I find many a situation where I don't.  It just feels like I'm along for the ride thanks to the good graces of the other heroes.

Speed Loading is great but I really wish it put the card in your hand.  If you are speed loading every turn you literally never draw a new card from your deck.  The Run and Gun ability might help with that.

 

i cant count the number of times ive seen Nightmist  enlighten herself and draw nothing she needed. Or Omnitron X play through the first five cards of his deck and not get an armor (one of his more essential cards in play, that can easily be argued) or legacy never finding lead from the front. Or Haka not getting Mere. Or. or  or or …

 

Thats part of the card deck mechanic. The randomness that leads to games being different. I also cannot count the number of times ive needed and drawn  ammo from Arsenal access. or the number of times its gotten me a gun. Or the number of times ive played into Quick Draw within the first 2 or 3 turns (or hell to be fair, the numebr of times ive never seen Pride and Predjucide.)

 

the point im making is that i play expat to just fine effect without being babysat. She may be a little bit less damaging then some other heros (and alot less than Ra, but we already covered that) but she always manages to do something and contribute. Same with Mr Fixer. it doesnt always /feel/ like shes doing as much as nightmist or argent or legacy, but she is.

 

Of course, mentioning legacy brings up the point … thats all legacy really does. He babysits teh rest of the team, with damage boosts, and damage redirection, immunities ect. But we all know this is super effective. Hell even the statistics agree. Thats all Team Leader Tach really does too - babysit the rest of the team with more card draw. Again, this is a cooperative game. If its more effective for you to spend your turn buffing an ally than doing something for yourself, shoudlnt you? And thats not to say that Expat /needs/ it - i fully disagree that she does.  Is she more effective with it? Yes. Isnt everyone?

Arsenal Access is a fetch card (as we have agreed that Expatriette doesn't have any draw effects), so it would actually be a bit more accurate to compare it to Call Forth, Impromptu Invention, Meditation, Displaced Armory, Onboard Module Installation, Summon Staff, Instrumental Conjuration, Technological Advancement, Keep Moving, and Expatriette's own Quick Draw.  The difference between Arsenal Access and all of these cards is that all but Call Forth (which allows you to keep ALL of the cards you fetch from your deck) get you exactly what card you want to fetch.  My example of Expat receiving extra card draw from team mates after she doesn't get what she needs isn't a benefit in this situation, it is something to help her function as a character.  Yes, all of the heroes get bad draws, which (in theory) are alleviated with the help of a fetch card.  When Expatriette gets a bad draw, her card that helps her get a better one (since, of the first two Equipment cards she fetches off of the top of her deck, she only gets to keep one) can also, in fact, get a bad draw.  This is nothing but worse for Expatriette for seemingly no reason at all.  Even Quick Draw doesn't do you any good if you have both Pride and Prejudice out (unlike OMI/Summon Staff, which both give you some kind of benefit with your search even if you already have what you're looking for).  Even when Expatriette draws cards that theoretically help her get more cards, they are incredibly limited in their execution.

Legacy (who deals damage and buffs his teammates) and Team Leader Tachyon (who draws cards and allows her teammates to draw more cards) being good at buffing teammates and allowing them to draw more cards respectively isn't really a problem.  That is what they do.  They are built to make everyone better.  Better, being the keyword.  But take them away from a game with Expatriette as opposed to Ra or Tempest or Haka.  I get the "Well, just help her draw cards" argument, but what if that isn't an option in the game you're playing with Expatriette?  Deal with it?


That is the part where I get disappointed with the mechanical aspect of Expatriette's deck.  I would rather Expatriette be able to help her own deck function as intended rather than relying on the assistance of another hero.  It would be nice if Expatriette could get the Gun she needed for the job on her own so that she could help the other heroes while they are helping her, i.e. teamwork.

see thats the difference. I dont find Expat to have a problem without help. I find her to be just fine and capable. It might be that I play her a lot. If its choice game i almost always pick expat or fanatic. And when i pick expat, i rarely have trouble. sure i have the occasional game where she doesnt manage to do much more than get a submachine gun out and maybe a liquid nit rounds and thats it, but for the most partI never seem to have a problem - with or without help from teamates. 

 

Sure, she isnt ra. Sure she's no argent adept. Certainly she is no wraith. But taken on her own i find her to have no trouble doing what needs to be done in a game, and giving worthwhile contribution. Maybe its my playstyle (for instance... i cant stand visionary. I find her power to be rather weak, and even once you get the good ongoings in play i still feel her to be rather lackluster  - most games ive played visionary its very simple turns - play a damaging card and stack a deck. End of turn. No real decision - i find i have more choices iwth both Mr Fixer and Expat than I do with visionary - and that may just be my playstyle. 

I've actually been considering just giving it to her at the start of the game, just like I want to try to give Mr Fixer a toolbox or harmony.

Both Expatriette and Mr Fixer are a bit low-key compared to other heroes, but I kind of like that. But it helps that we usually play with two heroes a player, so it's not so bad when one falls flat.

> I love Expatriette.  She has a great backstory and interesting mechanics implemented in her deck.  She (and Fixer) are not equipped with decks that thematically represent heroes equipped to handle the villains or atmosphere of Rook City.  Which is really sad, because I would hate to have an Expatriette ongoing series where she just can't get what she needs and has to rely on her beefier buddies to fix her adopted city for her.  My frustration isn't that she "Isn't dealing the appropriate amount of damage to provide maximum efficacy."  My frustration is that I want to feel heroic when playing her, and I find many a situation where I don't.  It just feels like I'm along for the ride thanks to the good graces of the other heroes.

 

This. A lot of the time, playing Exp feels less "I'm a bad-ass hero about to load your ass full of bullets", more "....where is that damn gun?"

it should also be noted that both fixer and expat are the most Au natural heroes. they don’t have suits (bunker) or trust funds and research teams (wraith) And every other hero has some kind of super power.

that is kind of thematic then as to the feel of their decks. but still, I haven’t had a problem with either :stuck_out_tongue:

Another suggestion, again right off the bat with no play testing whatsoever.

Can we change Arsenal Access (almost completely)? Instead of its present effect (which, as has been pointed out, can just lead to another bad draw), can it read

 

"Search your deck for an equipment card. Play it. Shuffle your deck."

 

Precisely.  On a superheroic level, we're comparing Iron Fist/Luke Cage and The Punisher to Superman, Batman, and Doctor Strange and saying "oh, look, they're not as powerful!"  

Of course they're lower-powered!  The heroes they're based on are lower-powered! 

Rook City is meant to emulate the Iron/Dark/Modern Age of Comics, which has darker storylines, more potent villains, more "mature" storylines, and anti-heroic, street level characters.  It makes sense that they're slightly less potent, while The Chairman and The Matriarch are some of the most lethal villains in the deck.

And really, outside of their "Perfect Human Specimens" thing The Organization is just a bunch of regular people too. Outside of her psychic control over them, the Matriarch's fowl are just ordinary birds. And yet...

 

No different than The Kingpin, Typhoid Mary, Bullseye or the like–all classic Daredevil villains who rose to prominance in the Iron Age.

 

thats all well and good, but the purpose of comic books is to tell a story.   It doesn't much matter who is more powerful than who;  they face challenges appropriate to their strength.    However,  in SotM telling a story is only a secondary purpose.   The primary purpose is playing a game.   And because the primary purpose is playing a game,  relative hero strength matters quite a bit.  In a game, it's important that characters are relatively on par with each other, that's called balance.   

I like it.

Here's another without playtesting: "Reveal cards until you find two equipment you may put both in your hand OR you may put one in play and one back into your deck."

I don't think I agree that balance is as important in a co-op game. The villains aren't all the same strength, why should the heroes be? It gives you more knobs to fine tune the difficulty to where you want it. As long as nobody's completely useless and nobody guarantees a win (i.e. nobody's flat-out broken), I'm okay with a some variance as long as everybody's fun to play. The weakest hero (Bunker) still has a 63% win rate, so it's not like the game is so punishing that you can't use the less-effective heroes if you feel like it.

I mean, wizards are OP as hell as soon as they get access to third-level spells in pre-4e D&D, but that game is incredibly popular. As long as they're close enough that everybody can have fun, it's good. IMO Sentinels is well within those tolerances.

So Fowl and Thugs can be handwaved as super deadly because of popularity but Fixer and Expat are subject to the laws of reality because they're "gritty"?  I don't quite understand what your trying to say.

 

 

hehehehe… exactly why we started the statistics thread :stuck_out_tongue: I love that Abzero is always thought of as a popular, strong hero, and is currently at the bottom too. 

 

Of course, remember what the  math boys said. Were still at probably a 6 or 7% margin of error, which could very well heavily change these guys. Around 500 games each is where we'll be down to, i think it was a 2.5% … (as of this posting, we have about 350ish games each live, to be updated at the end of the month)