Where will it end up…
Hey Sports Fans! We’ve seen more than a handful of you ask what’s coming for Guild Ball? Well, we’re going to divulge some of those secrets…
Reinforcements are arriving for the Navigator's Guild & Cook's Guild as their allied Major Guild becomes available in coloured resin! We’re expecting to see these available towards the rear end of Quarter 2 2019 and will be available exclusively from the SFG Webstore and Local Gaming Stores via SFG Direct only.
First revealed at SteamCon, we presented the updated Organised Play Kits and ever since then they have been eagerly awaited by Players, Pundits, Stores (and SFG Staff!).
We've been working with a new resin supplier to ensure a sufficient production pipeline to manage the demand these kits are going to have, and we’re looking to make them available to Local Gaming Stores & Pundits in Quarter 2 2019.
What’s coming in Q3?
Well we can’t go spilling everything up front but we still have the remaining Major Guild Captains and last year’s community campaign to go…
Hey there Guild Ballers, so at the start of the month we announced that following the Miner’s Guild high win percentage in the first month of release, we would be releasing an errata for them in order to bring them back into line.
We’ve spent a few weeks now carefully looking over the Miners, and have decided to hit them with a few targeted adjustments. As we said earlier in the month, we don’t believe there’s any real single thing that’s pushing them over the line, we believe a number of their levers were just tweaked a little bit too high.
As a result there are no particularly major changes in this errata. We’ve been very careful not to bring the Miner’s Guild down too much, since of course we want to maintain competitive viability across all Guilds in the game.
Without much further ado, let’s start going through the changes.
With Shaft, we felt the main issue was his playbook. There are no changes to character plays and traits here, but we have made several adjustments to Shaft’s playbook. The main one is on column 1; we’ve removed the 1 DMG and split out the momentous Tackle/Push result into two separate results. Much of the feedback we got was focused around that playbook result being just a bit too much, especially on the first column. Splitting this result out means that opponents have more of a chance to interact with Shaft through counter attacks whilst still allowing Shaft access to easy momentum generation with the single Push playbook result.
The second change to his playbook was the removal of the 3 DMG on column 5. This change was simply because we felt the Miner potential for damage was just a bit too high. The Miners are intended to have very low takeout potential, with what potential there is coming largely from their ability to push opposing models off the pitch. The 3 damage on Shaft was proving to make them just a little too good at damage.
A very small change on Digger here since he’s pretty much fine and THE BEST MASCOT. Our only issue was with Stop, Drop, and Mole proving to be just a little too good and flexible. As a result we’ve reduced the range from 6” to 4” to grant more meaningful choices to the opponent when considering who to inflict conditions on.
With Fissure, we made two small changes. We changed You’re Coming With Me to only be able to be used within her activation, to stop it being used on Shaft’s Legendary turn. This was just providing the Miner’s Guild with a few too many options. Secondly, we reduced the range on her Legendary, Tremor Mine, to 8”. Again, this just reduces some of the options the Miners have, and allows opposing players a little bit more of a chance to hide the ball.
Mule has seen the most changes here. Firstly, its movement has been reduced from 4”/6” to 3”/5”. We felt that this movement was just a little too high, and made Mule too efficient at what it wanted to do. Having to spend more influence on sprinting or charging will help bring down Mule’s efficiency just a bit.
The next changes relate to Mule’s character plays. While these are a key part of the model, and should still be strong, we wanted to reduce their power just a touch. Lockdown has become Once Per Turn, which means it can’t be put out on a couple of different models at once, which could do a lot to stop the Miner’s opponent getting to do all that much in their turn. In addition, Throw has been reduced to a 1” place, which has a couple of different effects. Primarily, this reduces the ability of the Miners to throw an opposing model behind an obstruction or something similar, which would make a Locked Down model pretty sad! Secondarily, it reduces the Miner’s ability to push an opposing model off the pitch. It’s still absolutely a viable tactic, but Throw was making it a bit too easy for them before. This change forces the Miner player to think a little more about this tactic.
And there we have it, all the Miner’s changes! By forcing them to spend a few more resources in order to achieve their goals, and forcing them to think more about their activations, we believe that we’ve got them exactly where want them. As we mentioned before, all we needed to do was ease a few of the Miner’s abilities down a notch or two, not make any major changes to playstyle.
One other change worth mentioning is that like with the cards changed in the previous errata at the start of March, these cards have been updated at the bottom to say 4.1, where initial cards released during S4 have S4 there.
This is part of our version control for cards from now on; the 4.1 indicates that these cards have been updated once since Season 4 launched. If any of these cards are updated again during Season 4, this will be changed to 4.2 and so on. Let us know what you think of these changes in the comments below.
We’ll catch you next time, bye!