SFoL 64: Duel of the Juggernauts discussion and balance thread

there is an edit in the OP post so anyone can retrieve the RAW to preserve the color formatting

the wolf faction is bd guys

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also hi katsay

yes i know i have to remove a ton of wolf abilities from HoB ok

this is wikified so you can edit it now @Vulgard

hewwo vulgard

So the setup is open, right? A lot of Syndicate’s power came from the fact the setup was partially closed.

yeah the setup is open, clearly
and true

@Italy still thinks the syndicate is absurdly broken even in an open game, though

I feel like at least Omega Actions should be hidden.

i guess for inspiration purposes

SFoL44: HoB1
SFoL48: HoB2
SFoL51: HoB3

too lazy to check how much the class cards changed between them

And rewritten.

they’re already public knowledge following SFoL 53
not much that can be done there

They won’t be if we rewrite every last one of them.

if you want to i guess we could try

We def have time
this game will be waiting months in the queue

the syndicates quirks being open knowledge probably do significantly weaken them

but unless you change a majority of their classcards i feel like thats hard to fix

and at that point is it even the syndicate

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We theoretically could keep all of their abilities intact, change just the Omega Actions and make them hidden, and buff HoB.

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perhaps

i feel like knowing most of their abilities exist (infinite strongmans, suicide bomber, frames, fake bleeds, tailors, the fuckin dreaming god, etc) is still a nerf to them

but fuck these classcards are still really stacked :eyes:

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just add ITAs