There is a forming common theme amongst BMG players, that Joker is OVERPOWERED. People that have played a few games start to be quite vocal about a few of joker's abilities being "game breaking" or problematic. Obviously- I cannot absolutely prove Joker's fairness- but maybe I can offer some perspective, and some tactics for dealing with the clown prince of gotham.
Note- 2 joker profiles exist, with some similar abilities- for the most part I will be addressing/ focusing on the Arkham version- If I have to address the TDK version- I will be calling him "heath ledger"
First lets look at what The Joker is- in terms of comparison;
Joker is a leader. This makes a lot of difference, as he has a number of built in abilities (inspire) and a high VP value. This is a burden, and a set of opportunities- so as a LEADER he must be compared to other LEADERS.
MOBILITY-
Joker has no mobility. Joker is Mov 2 with no extra tricks or advantages- meaning your opponent is way more capable of controlling engagements with him, and even basic henchmen (with inspire) can outrun him- high places escape him, and free agents elude him. Joker's opponents can choose how they want to deal with him.
SIZE-
Some leaders are BIG, but Joker is not. This is a very valuable ability, as the immunity to knockdown and grab keeps them well defended- and the extra 2BMD helps too.
Joker is a skinny little man- vulnerable to everything
ATTACK / DEFENSE
With stats only really beating out Penguin- nothing is too interesting or unique here.
MUCH more importantly, Joker's Melee weapon only deals 1 damage. 1 BLOOD, with the opportunity for poison.........but only 1 damage marker per attack- only IVY, and Black mask share this MASSIVE disadvantage.
Given full damage probability- here is the damage potential of some leaders (without crits)
TITAN Bane- 12 Stun (14 on titan)
Ras- 10 BLOOD
Batman (miller)- 12 stun
Batman (TDKR)- 8 stun
Penguin- 6 BLOOD
Joker- 4 BLOOD
This is pretty lackluster, again, putting joker at the BOTTOM of damage output (considering IVY has a Casualty effect on her grab attacks)
On defense- joker has "luck" which can help with defense- but as his defense is lowered (like when outnumbered), Luck becomes significantly less valuable.
For ranged attacks, Joker has a very elaborate looking weapon- but when broken down- it ends up being a 1BLOOD 1STUN RoF 1 attack.... not that impressive. The explosive template just discourages you from clumping up, and the TOTAL VISION means there isnt much use trying to hide from him.
ARMY CONSTRUCTION
Many LEADERS have special abilities or traits to help their crews, Joker has 2, contained into the same rule- Kaos Agent
Firstly- it gives TRICKSTER to all henchmen- to start off with, it seems great for beginners. But it is a bit of a double edged sword, as it seems to discourage out of faction henchmen, and free agents
Second- the removal of a turn token. Although counter-able by a strategy, its hard to tell if this really is an advantage for jokers- in a not particularly mobile faction, a 5 turn game can work against you
Coming up next-How to beat the joker-
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