Forum Discussion

quinny1187's avatar
9 years ago

☽ Team Instinct™ ☾ EwokRampage's Nerf/Buff Compendium for Level 70

As the update to level 70 looms near I would like to make a last ditch effort to share my opinion with the developers and forum about what I think a fair buff and nerf for the current class of characters would look like.

NERFS

Poe
At the highest level of arena many players are experiencing the influx of Poe. He is incredibly fast and has a taunt that lowers turn meter. Many battles at the high level are simply a matter of which Poe goes first. If you don't have Poe you are at a severe disadvantage. With the update to 70 Poe actually gets much much much worse. He now moves to a turn 7 attack(read team instinct speed guide to understand) at 143 speed. This means even with Leia and Dooku on an opposing team Poe can go first. This is unacceptable and game breaking. My nerf for Poe would consist of him having 1 less speed. This puts him back in turn 8. Making him go behind the top tier of speedsters and allowing some counter play against him where everyone just knocks him out before he goes. This is all you have to do to make Poe a balanced tank(still slightly OP) for the update to 70. Taking off %'s or messing with his skills is absolutely the wrong way to approach nerfing this champ.

First Order Tie Pilot
Being able to one shot someone consistently while being tanky is enough to warrant a nerf. Keep in mind FoTP is naturally getting a nerf when going to 70. He gets stuck in Gear 8 while everyone else increases. We just happen to get him in a very overpowered stage of his leveling process. The change I would like to see happen to him is just decrease the % chance his double tap has of activating. He is still slow and tanky, and should not be able to one shot anyone in this new patch unless they are incredibly weak or unprotected. By having even a 15% less chance to double tap puts very big ? on whether he should replace some other attackers that are also good, instead of always being the best damage pick regardless of synergies.

Leia
Leia actually doesn't need to be nerfed just fixed. As more characters move into turn 7 with Leia and Dooku their usefulness as the perfect filler pick deteriorate so she is naturally getting weaker in the move to level 70. Couple with the fact that her crit and heal will function correctly now makes her even less useful and brings her into the middle of the pack in terms of being a filler to a team. She will now function well in a rebel team and crit team, but isn't required for every team at high level play anymore.

Others
I really don't believe that any other character needs a nerf at this point. While you may say Sid with his last buff is overpowered, he really isn't. I actually like that he is fairly prominent as the best leader because it gives f2p characters a large benefit to be able to max him out and have him be a good leader for most of the team comps.

BUFFS

Mace Windu
Like the other recent post I agree that Mace's kit is very underwhelming and does not see any use in arena. They should really just wipe the slate clean with that character. What I would like to see with Mace's Kit.
1. A dramatic increase in speed preferably 143+ at 70, or at least above 140.
2. Get rid of the idea of him being a tank, the jedi have enough tanks.
3. He would be perfect as as support character, here are my idea on his skills.
a. Basic skill has high % chance of giving a low turn meter boost to his team, does bad to medium damage.
b. Special skill is single target medium to high damage skill that inflicts buff immunity, with a chance to spread it to one other enemy.
c.His Leader skill should be Potency 45% to all allies at max level.
d.His unique should give him some counter percentage, with a chance of also removing a single buff from the target.
He works well with counter jedi synergy, he has a good leader skill that a lot of teams could make use of, he is very anti-poe which is the flavor of the month at the moment, and he is not especially overpowered.

Ugnaught
Currently the worst character in the game. There are a few simple things they can do to make him semi viable. They need to give him a massive health boost so he doesn't get slaughtered when facing an actual droid team. His skills should at least give a high % debuff to the enemy team. My thoughts is actually making a new debuff just for him call Disadvantage, you have already seen the icon on Boss fights it allows any attacks on that specific enemy to bypass armor/resistance, like the opposite of advantage.

Ewoks/Tuskens/Clones
To make their synergies viable they need at least 1 or two more members to combine with. I would recommend just adding new characters that have these type of synergies. That would instantly make all the characters that use it more viable.

Scoundrels
Scoundrels are currently in dire straits at the moment. A lot of there characters use the thermal detonator skill which is just completely terrible in arena. Reduce the turn requirement by thermal detonator to go off by one. Also add the condition that if you throw a thermal detonator on someone who already has one they both immediately go off. When FoTP can take off 75% of your health in a basic attack, having the thermals go off while combating tenacity seems like a good equalizer. This would immediately make a scoundrel team viable in arena.

Any other thoughts on specific buff or nerfs I would love to hear feedback from the forum community I will try and add them into this post!