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quinny1187's avatar
10 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!

95 Replies

  • "EwokRampage;47832" wrote:
    I have been reading all of your posts and I think there is a real problem in this game, it probably won't be balanced even with my aforementioned buffs/nerfs. What really needs to be fixed/countered is speed. Since so much of the game has been balanced around speed when the game hits this level cap a full team of characters can go before another team that aren't those same exact characters. This is a big issue, especially to team diversity. My idea for a fix is keep damage and speed what they are at, but give everyone double the health. Anyone who has a % health base skill gets that skill reduced by half. What does this do? Even with a full speed team you can counter it by have higher health slower characters that won't die turn 1. If the speed team gets lucky they may kill off the weakest character but that is a much much smaller chance. It is allows slower picks with niche skills to become viable opening the breadth of useful picks to the entire speed range.


    Before you had my curiosity...now you have my attention sir :) This is spot on 100% the problem and why it goes way beyond Poe / TIE.

    Too much deadly stuff has been pushed up in early rounds. Meter control, ally assist attacks, and team buffs are way too early in battles. They are too powerful to be on leading toons. Look at the top 15 fastest toons at g8 / lvl 70 and who / what skills they include:

    Poe (meter / expose)
    Sid (leader ability that boosts crit % and damage)
    Leia (even when fixed, has good team crit up chance early for team and has multi attack)
    Rey (6k+ damage on her special, >12k attack with offense up on her multi hit)
    Poggle (offense up for all allies - 50% damage boost)
    Geon Soldier (multi attack - basically 2 hits in one)
    QGJ (multi-attack with ally getting 75% more damage boost - that's ALMOST like 3 hits from QGJ...lol)
    FOO (meter control)

    This list doesn't even get to TIE who's slow. What you have here are too many toons early on that have abilities that are too powerful. This pushes all matches up to be so fast and blocks out most other skills / abilities / toons.

    Meter control (Poe / FOO) is way too powerful and should be a skill that lags the battle, not leads it. I'd say same for assist (Jinn / GS) and multi-attacks (Leia / Rey) and lastly team offense up buffs like Leia's 2x crit ability and Poggle's O up ability and Sid's leader ability. Battles shouldn't lead off with powerful offensive skills. This is what will continue to push speed to be the most key in PVP. That's too many deadly / fast options for players to put together and create super fast offensive powerhouses.
  • @TQ - Fanta was saying my view was biased by the fact that I could fight with a broad set of toons that most can't fight with. Ok, I agree with that point on having more toons - makes sense. However, I was arguing at that time to not nerf Poe. From my view - I was on the side of the F2P / low spender there because Poe is the great F2P speed equalizer - he doesn't even need to be 7* to function at a high level. At 143 speed, Poe will be able to mach the turn meter bracket of my P2P speed build that currently hits ahead of him and can kill him before he moves. Fanta was then saying he agreed with the OP and not me...again because I have a supposedly biased view. I don't know how me arguing not to nerf a toon that equalizes the game for F2P / low spenders (which I'm not) vs. P2P (which I am) has anything to do with my own personal roster...and I was arguing that we were just too early on in the game to nerf - I wasn't debating the OPs point about Poe's skills assuming 143 speed and his impact. So again, I have no idea what me and my roster have to do with my arguments at all. If anything, I was arguing against my own best personal interests as a P2P just on the principle of not wanting to nerf and have another Barriss biff.

    But....I'm all for the nerf now - I've been convinced so it's water under the bridge. I'm in - let's balance to g8 lvl 70 and go step by step. If some toons get lost in the shuffle permanently due to possible premature nerfing, that's just the way it has to be.
  • "obiwan1011;48909" wrote:
    As part of the buff conversation, shouldn't Han get some consideration for increased hp? He can be very powerful with his turn meter manipulation, but he won't get a chance to use it - at least not in the current meta if he is getting one-shot killed by the likes of FOTP. Not sure what CG had in mind by making him taunt up to 3 turns when he would never see that turn 3 because he has less hp than many attackers! This is another factor that separates between Poe and Han. Poe is not only fast and has all those debuffs, but also has a lot more hp and ability to self-heal to withstand more punishment as a tank.

    ...but I guess this goes back to the latest discussion about potentially toning down the overall damage to allow longer battles.


    Don't forget that Poe came way after Han.. So I'm expecting adjustments in future..
    And during Han days, the flavour of the hour was healers with a tank and a few dps.. Things always change and new meta might bring back tanky healer teams.. Who knows..

    Like you said, tone down damage, not so sure, but perhaps increase hp of non dps heroes by like 50%.. @EwokRampage , That would allow some more game planning and a chance to make a fight last longer than 40-90 seconds.. Because at the moment.. Most of my battles last 40-70 seconds if I don't stretch the timer on purpose

    Let's see what this coming patch and the next big one after have in store.. New heroes, new events etc.. Let's see how devs make the game and meta progress in next weeks..

    PvP is fun, but quite boring at the moment.. Need major adjustments

    Don't want to derail this thread, but I want better challenges.. Maybe make a 10 tier challenge ladder instead of just a 3 waves challenge 3-5 times a day.. Each tier could become increasingly difficult.. Could also have teams requirements.. Like tier 5 is only rebels and resistance heroes allowed.. Would make game way more diversified..just saying
  • There as some posts in here about First Order Tie-Pilot (FOTP) talking about if he needs a nerf or not.
    While I'm not of the opinion that he needs a damage nerf (even if I can understand it if it comes), I cannot understand how anyone can think that his health at 7* is working correctly.

    For those that don't know, FOTP goes from these values at 6*:
    Str - 4.7
    Agi - 7.1
    Int - 3.9

    To this at 7*:
    Str - 8.0
    Agi - 5.3
    Int - 4.4

    Giving him about 2 800 extra health at lvl 60 that he really shouldn't have...
  • "Ilza;49301" wrote:
    There as some posts in here about First Order Tie-Pilot (FOTP) talking about if he needs a nerf or not.
    While I'm not of the opinion that he needs a damage nerf (even if I can understand it if it comes), I cannot understand how anyone can think that his health at 7* is working correctly.

    For those that don't know, FOTP goes from these values at 6*:
    Str - 4.7
    Agi - 7.1
    Int - 3.9

    To this at 7*:
    Str - 8.0
    Agi - 5.3
    Int - 4.4

    Giving him about 2 800 extra health at lvl 60 that he really shouldn't have...


    Correct - a few have pointed this out - I mentioned it in this thread I think - but what seems pretty clear that he's bugged is that reduction of AGI. That's what setoff the alarm bells. That seems backwards. Plus most heroes don't gain anywhere near that much of a bump in health going from 6 - 7 star in percent terms. Thanks for posting these comparison numbers.