5 years ago
CC-2224 "Commander Cody" Rework Idea
I know, I just posted 2 kits a few days ago, but I am just in a mood to continue posting some kits for this place. So, here I am.
For this Post, I decided to go back to some of my oldest work and improve it, which was an idea for Cody. Cody is probably one of the least well-aged characters of all, he's right down there with Chirrut and Baze, who's uniques don't even have an Abiltity Rank 8. As for the structure, I will first introduce the Kit itself, then an in-depth explanation of my thought process to better understand the source of the Rework idea. I hope you enjoy the read!
And now for the In-depth Thought process:
I hope you enjoyed the read, and if you did, please leave me a feedback about my work so I can improve my future submissions, every single piece of feedback I deeply value and take to heart to improve what I do and how, so don't be shy of voicing your opinions, however negative they may be. Every word helps make my kits be fairer and better.
For this Post, I decided to go back to some of my oldest work and improve it, which was an idea for Cody. Cody is probably one of the least well-aged characters of all, he's right down there with Chirrut and Baze, who's uniques don't even have an Abiltity Rank 8. As for the structure, I will first introduce the Kit itself, then an in-depth explanation of my thought process to better understand the source of the Rework idea. I hope you enjoy the read!
Spoiler
CC-2224 "Commander Cody"
Roles: Light Side, Clone Trooper, Galactic Republic, Attacker, Leader
Description: Aggressive Clone Attacker who swarms enemies with many Assists to keep their Protection high.
(Basic) Alpha Strike
Deal Physical damage to target enemy and gain 10% Turnmeter, doubled on a Critical Strike. If target enemy has more Max. Health than Cody, deal +50% critical damage
(Special) The 212th Attack (6 turn CD)
Remove all Buffs on target enemy and call all Clone Trooper Allies and one random Ally to assist. If assisting Allies are not Galactic Republic or Clone Troopers, they deal 40% reduced damage. For each Assist scoring a Critical Hit, the Cooldown of this Ability is reduced by 1.
(Leader) Ghost Company Commander
All Light Side Allies have 20% Critical Chance. Galactic Republic Allies have +50% Critical Damage. Clone Trooper Allies have +30% Max. Protection.
For each active Clone Trooper, Commander Cody gains 50% Defence and 10% Lifesteal, other Clone Allies gain half the Amount. Whenever a Clone Trooper Ally uses a Basic Ability, they Regenerate 5% Protection, doubled on Critical Hits. If an enemy is defeated by a Clone Trooper Ally, all Clone Trooper Allies recover 25% Protection.
(Unique) Discipline is Everything
At the beginning of each Encounter, if all active Allies are Clone Troopers, Commander Cody gains +100% Counter Chance and +50% Tenacity.
Whenever Commander Cody counterattacks, he summons a Random Clone Trooper ally to Assist, dealing 50% reduced damage. If this Clone Trooper lands a Critical Hit, Commander Cody is summoned to Assist, dealing 50% reduced damage.
Whenever a Clone Trooper's Protection falls to 0 for the first time during an Encounter, Commander Cody will gain +30% Offense (Stacking) and +50% Defence Penetration (Stacking).
Roles: Light Side, Clone Trooper, Galactic Republic, Attacker, Leader
Description: Aggressive Clone Attacker who swarms enemies with many Assists to keep their Protection high.
(Basic) Alpha Strike
Deal Physical damage to target enemy and gain 10% Turnmeter, doubled on a Critical Strike. If target enemy has more Max. Health than Cody, deal +50% critical damage
(Special) The 212th Attack (6 turn CD)
Remove all Buffs on target enemy and call all Clone Trooper Allies and one random Ally to assist. If assisting Allies are not Galactic Republic or Clone Troopers, they deal 40% reduced damage. For each Assist scoring a Critical Hit, the Cooldown of this Ability is reduced by 1.
(Leader) Ghost Company Commander
All Light Side Allies have 20% Critical Chance. Galactic Republic Allies have +50% Critical Damage. Clone Trooper Allies have +30% Max. Protection.
For each active Clone Trooper, Commander Cody gains 50% Defence and 10% Lifesteal, other Clone Allies gain half the Amount. Whenever a Clone Trooper Ally uses a Basic Ability, they Regenerate 5% Protection, doubled on Critical Hits. If an enemy is defeated by a Clone Trooper Ally, all Clone Trooper Allies recover 25% Protection.
(Unique) Discipline is Everything
At the beginning of each Encounter, if all active Allies are Clone Troopers, Commander Cody gains +100% Counter Chance and +50% Tenacity.
Whenever Commander Cody counterattacks, he summons a Random Clone Trooper ally to Assist, dealing 50% reduced damage. If this Clone Trooper lands a Critical Hit, Commander Cody is summoned to Assist, dealing 50% reduced damage.
Whenever a Clone Trooper's Protection falls to 0 for the first time during an Encounter, Commander Cody will gain +30% Offense (Stacking) and +50% Defence Penetration (Stacking).
And now for the In-depth Thought process:
Spoiler
As mentioned earlier, Cody feels badly aged, like you really can't do much with him in the state he is in. His specials deal close to no damage, his Assist calling is easily countered as is, he is fragile as all hell and doesn't even have a Unique. So I decided to study Cody closely on what he is, paid careful attention to his appearances and his way of operating, and took inspiration from his presented Character to introduce to his kit.
I removed the AoE Special entirely, as I wanted Cody to be more focused on how he was long before Order 66, plus I didn't feel like it really fit into his kit that well anyway. An AoE that does next to no damage and stuns the primary target, which isn't hard to resist consider Cody has rather low Potency across the whole board. And in replacement to his Special, I gave him a powerful new Unique which centers on his other primary role, being that he calls tons of Assists with everything he does... almost.
I gave a light overwork over his Basic Ability and didn't make it as TM heavy since that's difficult to control, and made it much simpler and easier in tune with the rest of his Kit.
As for his Lead, I won't deny that it was just straight up buffed to modernize the stats it offers. His Current lead doesn't feel like a lead and more like a Unique because the primary bonuses it offers are very low and one of them is entirely self-serving, which for someone who values decent strategy and following orders selflessly doesn't seem to fit much. I did keep the aspect somewhat, but added some extras to really make it worth the reductions. Now the defence doesn't feel so redundant and nonexistent on anyone that's not Fives. I also gave the protection Regeneration more meaning and power to make it actually impactful.
All in all, the main goal was to modernize Cody's kit and make it more in tune with today's standarts for Kit creations while still keeping the main Identity of his ingame performance in tact. With this Kit, you don't look at him and think "Shaak ti does everything better than you".
I removed the AoE Special entirely, as I wanted Cody to be more focused on how he was long before Order 66, plus I didn't feel like it really fit into his kit that well anyway. An AoE that does next to no damage and stuns the primary target, which isn't hard to resist consider Cody has rather low Potency across the whole board. And in replacement to his Special, I gave him a powerful new Unique which centers on his other primary role, being that he calls tons of Assists with everything he does... almost.
I gave a light overwork over his Basic Ability and didn't make it as TM heavy since that's difficult to control, and made it much simpler and easier in tune with the rest of his Kit.
As for his Lead, I won't deny that it was just straight up buffed to modernize the stats it offers. His Current lead doesn't feel like a lead and more like a Unique because the primary bonuses it offers are very low and one of them is entirely self-serving, which for someone who values decent strategy and following orders selflessly doesn't seem to fit much. I did keep the aspect somewhat, but added some extras to really make it worth the reductions. Now the defence doesn't feel so redundant and nonexistent on anyone that's not Fives. I also gave the protection Regeneration more meaning and power to make it actually impactful.
All in all, the main goal was to modernize Cody's kit and make it more in tune with today's standarts for Kit creations while still keeping the main Identity of his ingame performance in tact. With this Kit, you don't look at him and think "Shaak ti does everything better than you".
I hope you enjoyed the read, and if you did, please leave me a feedback about my work so I can improve my future submissions, every single piece of feedback I deeply value and take to heart to improve what I do and how, so don't be shy of voicing your opinions, however negative they may be. Every word helps make my kits be fairer and better.