TimmerB123 wrote:
Lol! That's hilariously ironic, since I know for a fact that some of the designers specifically tried to hurt Lobot with this set. Pieces like Wuher and Tyber Zann were attempts directly and indirectly to get people not to play him.
What's more funny, I think, is that this isn't really true at all. I'm the one who designed Tyber Zann and specifically designed Bribery, and "hurt[ing] Lobot" was never a part of it. I've posted this multiple times on both here and Bloomilk as well as talked about it at length on the SHNN; the purpose of both Wuher and Zann is to make Lobot a more
interesting piece, not a worse piece. I LOVE Lobot. He's one of my favorite pieces in the game. What I love most about him is bringing in 2-3 characters to help my squad's effectiveness. I regularly bring in a Bodyguard with him, but I've also been known to bring in Diplomats, Override, extra attackers, all kinds of stuff.
What I hate about Lobot, though, and what many, many other people have hated about Lobot, is using him as 27 points to bring in extra activations. Even worse was to play him and Gha Nachkt to bring in even more activations. 39 points for 12 activations which include a 30 HP blocker/repair/combine fire piece and an Override piece is really hard to argue with, but it's the lamest, least fun way to play Lobot. So we decided to make some counters (both hard and soft counters) to that, and it's work better than I could have hoped. People playing Lobot to bring in things like a Kel-Dor, Ponda Boba, Momaw Nadon, Figrin D'an, etc. was one of the main purposes of Scum and Villainy and Cantina Brawl.
The purpose of Tyber Zann was not to get people to stop playing Lobot, and you obviously have a great misunderstanding of the design process for him if you think it was. The purpose of Tyber Zann (well, the purpose of Bribery) was to stop people from playing Lobot in one specific way which almost everyone agree made the game less interesting.
Seriously, if you can look at Cantina Brawl especially and look at the many new, fun, effective, and interesting options that we gave Lobot and say that the purpose was to "hurt Lobot", I don't know what to say. We might as well have called that microset "Some Rebels and Imperials plus a lot of new friends for Lobot", but that would have probably been too long of a title. No one on the design team for Set 3 wanted to hurt Lobot at all, and I don't think we did, I think we made him MUCH stronger as well as much more interesting. Before it was easy to have just one or two variations on Reinforcements, because there were only a few that were the best. Now there are tons of really good options depending on the situation you find yourself in. That's what makes Lobot good.
As a designer on V-set 3, I genuinely believe that Lobot is much better now than he was before the release of the set. That was absolutely, 100% intentional, and you're incorrect to suggest otherwise.