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@AnakinVader34 Thats not really much of a solution at this point because most Chewie players wait until an opponent has closed in closer to throw stun at which point you don’t get a long enough Telegraph to jump it.
as for charge, well; those are all possible only if Chewie takes a long run at charge slam. Again, most Chewie players use this ability in close proximity which makes all of the counters you’ve suggested useless.
The things you’ve mentioned only work against an inexperienced or improperly played Chewie.
A critical part of game testing is making sure you evaluate the game as its best played or intended to be played. I can’t begin to tell you how poor quality game design must be whereby your in-game balance is dependent upon inexperienced or improper players.
If you use chewies stun or slam in close proximity to an opponent they’re screwed. Charge slam especially because players lean on the poor hit detection by using a dodge ability to roll behind their opponent and then immediately charge slam on the opposite direction, triggering it alongside their opponent. Often this sees the opponent unable to block in time but even if they do the slam next to the opponent gets recognized as a hit on the opponent and damages / knocks them back giving Chewie the ability to land more shots.
This is where the imbalance really rears its head because saber users must get in close proximity to strike Chewie and the current game attributes essentially penalize you for this.
Also remember; like I said before. Because Chewie is a blaster user he can simply just dodge and avoid any of the abilities you mentioned to counter his attacks. Not only can he do all of the above that I mentioned he can just dodge and be immune to the abilities.
- 5 years ago
Yeah blaster users are able to maintain fire while being pushed or knocked down. It’s been a long standing issue with blaster users that really reduces the effectiveness of abilities because blasters can keep landing shots when they’ve been disrupted.
as for nerds; no. There had been an adjustment to block and dodge abilities some time ago which ended up being reversed when another game tester on this forum did a lot of work and brought the issues to light.
the current dodge issues with blaster users was altered in TROS update. Part of the overall buff given to most blasters saw a change in how their dodge works. Now rather than being evasive blaster dodge abilities are immunity based. For the duration of the dodge ability strikes and abilities are not recognized. This is definitely OP; especially when you realize that the actual dodge ability mechanic timing doesn’t align with the characters animation. This means that “proper” ability timing on blaster users is VERY haphazard at best.
charcaters like Luke who have instant cast abilities don’t see this as effective but other characters who have longer ability cast times see the game timing amount to nonsense at this point; especially when you factor in the bad input stacking.
blaster user damage output is enough that this dodge mechanic is overpowered because it enables blaster users to ignore strikes for at least two dodges plus sees the dodge recharge rate very low so baster users can dodge a lot and often. Finn & Phasma do NOT benefit from this mechanic. Whether that was by design or mistake I don’t know.
so to recap; blasters can do high damage from a distance without consequence, if an opponent closes distance the blaster user can then rely on a combination of crowd control and dodge to manipulate their opponent and still deal high damage. That’s not balance. Some attributes need to be adjusted to balance them out.
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