AGL Season 4 - First Review

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ShawnLynch
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Joined: Mon Sep 06, 2021 8:57 am

AGL Season 4 - First Review

Post by ShawnLynch »

Deleted post:

Hi guys,



AGL 4 is freshly out, so let us take a quick look and discuss the changes. I made a short write-up which uses the same structure as the AGL document plus a "General thoughts" category.



GENERAL THOUGHTS
All changes are highlighted, which is a fantastic idea. Thumps up to the Aristeia team to do this!!!
I personally love the colour design of the document and would congratulate the person who picked the colours for the new Parvati Skin. So great, will try to paint mine using those colours. Have to win a tournament first, but that's another problem ;)


BASIC RULES
The critical success form Season 3 is gone, now only the regular one form the core rules applies (so critical success only gives one damage and can be used for two success only for switches)
Only minor clarifications here. Most of them seem common sense (please, who would show up with a card signed on the back, but no opaque sleeves??? Why would I even bother play with such people? :see_no_evil:)
Seems a few cheaters were caught, so now you are finally forbidden to alter the colours of the dice on attacks or the cards themselves :D
Some clarification on what a Roster is for a tournament, which should help new players to quickly understand what is going on, good change I think
In the section about "Rankings" there are K Factors explained (the table on page 6) but no clarification what a "Regional" and what a "Standard" event are. Would be great to know the difference :) @-V- Can you help here (also on the Hidden change / unclarity mentioned below)?


SEASON RULES

Okay, here are some big changes!
Contender: Now only range 1-6, which is still good as a last resort, but now prevents some long distance shoots boosted by Tactics to clear a zone or similar events. Fine for me and should not have a great effect on picks or tournament outcomes.
Tactics and Frags: You only get one (!) tactic for all frags of the round and that card is drawn at the end of the round. This is a major change, which I think will have quite an effect in the meta and hopefully reduce the skew towards killing. This should stop some killing sprees (looking at you MM, WB and Moonchild!) or make them less effective as they are not fuelled with every frag. I would also consider TComm becoming better, as it allows to cycle cards faster. Some Aristos that allow you to draw tactics will also get a boost from this (Oberon, WB) - Especially Oberon, but let's talk about him when discussing the Silence State ;)
Dice and Re-Rolls: Much needed clarification on how many times a die can be re-rolled and the answer is: only one time. Should not really change the game, like it.
Stunned: Now cancels one symbol chosen by the person inflicting the state, after critical block but before the switches step. Makes the state stronger and allows some cool shenanigans to prevent switches. Like it very much. Should boost Laxmee a bit more (she did not really need it), Axl is quite nuts with it and maybe Final Boss profits from this :)
Dazzled: Not sure, but comparing the reference book and this new description for the state it seems you now can inflict damage when being dazzled. I like it, as it takes a bit out of the bite of having your ranged damage dealer being dazzled by Gata and then getting shot up by someone else without any chance of inflicting damage. Should also help WBs "Gunslinger" ability to make him more dangerous in defence (not that he needed a boost…)
Deleted by abcdefg30 on Mon Sep 06, 2021 10:17 am

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