Digger

Miner Adjustment | ERRATA | Guild Ball

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.

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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.

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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.

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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.

Notice the difference?

Notice the difference?

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!

Miner's Guild Digger Reveal | Guild Ball

Hey Folks! Before we get into today’s article we just wanted to quickly let you know that the Guild Ball Errata will be releasing on March 1st. All cards will be updated on the Resources Webpage, Guild Ball Manager App, and available via our Print on Demand Partners Drivethrucards on the day of release, and will be accompanied by an article from the Developers highlighting the changes.


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Last week we showed you the Expert Sapper of the Miner’s Guild, Fuse. If you missed that blog, catch it here! This week we’re going over THE BEST MODEL IN THE ENTIRE GUILD, IT’S DIGGER THE STEAMPUNK MOLE.

3D Render of Digger

3D Render of Digger

Moley Moley Moley

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Alright folks, let’s get real over here. First things first, look at his wee face and his goggles and his adorable lil steampunky claws. He’s already burrowed his way into our hearts, right enough.

Ahem. Okay so Digger has a 1” melee, and his stats apart from that aren’t overly exceptional. He has a 3/4” KICK, meaning he’s actually very accurate at passing the ball around, and if he can get up there for a shot, he’s more than likely to hit it. His 4”/6” MOV is (like all Miners) deceptive, since he of course has Secret Tunnel, meaning he’s effectively roughly a 7”/9” model, with two separate moves, one of which is a place to help escape melee zones.

So he’s fast and has a good (if short ranged) KICK, but apart from that, his stats are a touch on the low side. His playbook is actually pretty solid, however. He has a tickle of damage, and some momentous pushes further up, but really the only thing he’s reliably hitting is that Tackle. Which, combined with the strong elements of his statline, obviously push him further into the route of being a ball-oriented mascot.

This is further highlighted by his character play, which is one we’ve seen earlier on Spade. Diggy Hole allows our little moley friend to place within 2”, meaning he can move a total of ~12” each turn, which gives him a not inconsiderable 16” goal threat. Not bad for a mascot, especially when so much of that movement is non-linear and can avoid melee zones entirely.

Finally, 10 HP is about average for a Mascot with Digger’s defensive stats.

Stop, Drop & Mole

T̶h̶i̶s̶ ̶I̶s̶ ̶T̶h̶e̶ ̶B̶e̶s̶t̶ ̶N̶a̶m̶e̶d̶ ̶R̶u̶l̶e̶ ̶I̶n̶ ̶T̶h̶e̶ ̶E̶n̶t̶i̶r̶e̶ ̶G̶a̶m̶e̶,̶ ̶A̶n̶d̶ ̶I̶ ̶W̶i̶l̶l̶ ̶F̶r̶a̶n̶k̶l̶y̶ ̶N̶e̶v̶e̶r̶ ̶C̶r̶e̶a̶t̶e̶ ̶S̶u̶c̶h̶ ̶A̶ ̶B̶e̶a̶u̶t̶i̶f̶u̶l̶ ̶T̶h̶i̶n̶g̶ ̶A̶g̶a̶i̶n̶ ̶I̶n̶ ̶T̶h̶e̶ ̶H̶i̶s̶t̶o̶r̶y̶ ̶O̶f̶ ̶T̶h̶i̶s̶ ̶E̶n̶t̶i̶r̶e̶ ̶P̶l̶a̶n̶e̶t̶ ̶A̶n̶d̶ ̶F̶i̶n̶a̶l̶l̶y̶ ̶N̶o̶ ̶P̶e̶r̶k̶i̶n̶s̶ ̶I̶ ̶W̶i̶l̶l̶ ̶N̶o̶t̶ ̶C̶h̶a̶n̶g̶e̶ ̶T̶h̶e̶ ̶T̶i̶t̶l̶e̶ ̶O̶f̶ ̶T̶h̶i̶s̶ ̶S̶e̶c̶t̶i̶o̶n̶ [Editor’s Note: Please try to refrain Bryce from getting overly excited in future]

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Moments like this are why we play and make this game. And sure, Digger has Secret Tunnel and Close Control which let him tackle the ball and then keep it and Diggy Hole away and score goals for value…BUT the real story here is STOP, DROP, AND MOLE.

In the best example of naming that this game, or indeed any game, has ever seen, this rule perfectly encapsulates our tiny friend digging a hole and kicking dirt all over his buddy in order to help them out if they’re on fire. Or poisoned or knocked down, or… you get the drill. [Editor’s Note: More puns like this please].

This is Digger’s secondary use. While he’s great at snuffling after the ball, either to retrieve it to pass it back to the friendly team, or to score goals himself, he can also clear conditions from your team completely for free.

So let us know what you think about Digger on our social media platforms! If you like the look of this cute little fella, pre-order your Miner’s Guild: Dig for Victory box here!

Thanks for reading, we’ll be back next week with Shaft, the Foreman!