@Ravudha Bosks mines are 75 damage per mine and he can have up to 5! That’s 375 unblockable damage; sorry that’s high damage by any definition. That’s half health for most saber heroes all in its own right.
Bosk jumping, yes, is a Hail Mary, I agree; but combining jump + dodge + jump + dodge is the primary issue. All blaster users benefit from a delay in strike recognition post dodge. Pairing that with Bosks “floaty” like high jump ability and overall speed means that Bosk is able to keep himself out of saber hit detection for a majority of his “Hail Mary” period; enabling him to recharge mines and other abilities.
Idens Alt Fire does high damage and has a relatively high AOE (not as big as Hanns DC but still pretty large). Annakin can approach Iden and take some Alt Fire shots but because the AOE is so large even jumping to avoid them still sees damage. Idens stun duration is paired with the highest rate of fire in the game at 680 works out to a stun duration damage output of around 250 assuming none are headshots; pair that with an Alt Fire at the end of the stun and you end up with a total damage of around 400! And that’s just during her stun; that’s half of Annakin’s heath pool and if he took damage on approach he’s pretty low at this point. That is a lot of damage potential to have such high evade attributes.
Rolling isn’t unlimited but the dodge recharge rate for blaster heroes is significantly higher than it is for saber users. All players have two dodge abilities by default but the recharge between uses for blasters is so short that it enables them to abuse it. A blaster user can begin to dodge which grants strike immunity and roll behind tbe saber user. As the saber user turns around the blaster user has already recharged the dodge ability and uses another ... keep up this back and forth while your abilities recharge. For a user like Hann who also has SC & DC you only need to juke back and forth for a little bit before you’re able to dole out big damage and disruption to your opponent. Since the doge abilities grant the degree of strike detection nullification that they do it means the opportunities to land a saber strike are very small and short.
only your two “tanky” saber users have any hope of absorbing the kind of damage output most of these blasters can dish out. That’s not balanced gameplay. I do evaluate these things as imbalances because blaster users can intrinsically deal damage at a distance, something saber users can’t do. Pulling a blaster user is only capable by two characters and they have to be in blaster range to do it. Annakin’s pull has a respectable range but Kylo’s doesn’t, plus Kylo’s pull cast time is so long the Telegraph is clear and saber users can dodge it easily.
these examples you cite aren’t consistencies in the gameplay and aren’t equilateral among all characters; not everyone can pull, not everyone has high health, not everyone has damage reduction.
A comprehensive evaluation of balance comes from placing all character attributes and passive elements on the table and comparing them together. It’s not compressive to say “well character X can counter with this or character Y can do this” because neither of those examples are constant aspects of the gameplay. When you evaluate everything together there are clear takeaways that most blaster users should have more of an offset than they have. That’s the mistake the developers made when they over corrected most of the blaster users.