9 years ago
Admiral Ackbar's rework
So, here's the rework:
Here's my take: You are still repeating the sins of the previous ability mechanics.
It costs AA an action (100% TM) to give another character an action (100% TM). You are still trading six for half a dozen. The only real benefit comes in the accessory advantages. Which is ... 15% max health gain?
IMO: Ackbar should get a Heal for himself upon casting the ability, which upgrades the % healed as the player levels the ability (not a dinky 15%). Instead of healing the char which gained 100% TM, the char should get an extra -1/-2 cooldown on its abilities.
Omega ability: AA gains Foresight when casting the ability.
Character Changes
Admiral Ackbar
Some of Admiral Ackbar's abilities have been remade.
- Tactical Genius: Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 15% of their Max Health. Tactical Genius ends whenever any ally triggers this effect or at the end of Ackbar's next turn.
- Rebel Coordination: In addition to all its previous benefits, this ability now also has "Whenever an ally uses an ability that isn't an attack, they call a Rebel ally to Assist."
Here's my take: You are still repeating the sins of the previous ability mechanics.
It costs AA an action (100% TM) to give another character an action (100% TM). You are still trading six for half a dozen. The only real benefit comes in the accessory advantages. Which is ... 15% max health gain?
IMO: Ackbar should get a Heal for himself upon casting the ability, which upgrades the % healed as the player levels the ability (not a dinky 15%). Instead of healing the char which gained 100% TM, the char should get an extra -1/-2 cooldown on its abilities.
Omega ability: AA gains Foresight when casting the ability.