Talk:Torani Kulda/@comment-78.149.4.66-20171024130007/@comment-454133-20171024194008

Yea, I agree. And in general, I feel the game needs to lean towards attacking. There's a reason the dice layouts give a slight advantage to hits/crits over evades. Rewarding turtling up or avoiding arc too much leads to frustrating games where you can't do much, and many fleets are simply garbage because they don't actively disable that one play style. Previously it was Palp Aces, right now it's Fair Ship Rebels. At least with an attack-focused fleet, you have interesting options for how to tackle it, and it's over quickly if you fail (instead of taking 75 minutes like FSR often tries to).

The TIE/x7 nerf is along those lines. The title is still strong, but now the opponent has tools to stop you from getting that free evade: he can use bumps, stress, tractor beams, something to actively counter you. Same with Zuckuss (Crew), it was too much. Biggs has had at least one big nerf, and possibly has others coming. And palp took a hard nerf to the face to pull the game back from his dominance.

Like auto-damage, auto-defense is easy to make too powerful... really any defense boost that goes too far can be extremely insidious, and I think it's easier to make worse than overpowered attack abilities.