Forum Discussion

Kivoku's avatar
8 years ago

Character Concept: Bossk (rework)

Yeah, we need this big guy in here to round out the Bounty Hunter Team. With the longstanding rebel primacy, the rise of the Empire and sith, Bounty Hunters stand just one step away from true arena viability. The ability to have some freedom in BH team creation would also be welcome. My suggestion: make a Bounty Hunter pretaunter, Bossk.

I'm thinking an obviously high health/prot pretaunter, who synergizes well with Boba lead through the ability to place Thermal Detonators on opponents who deal damage to him. A potential other ability could double him as a limited cleanser or dispeller. Here's a rough blueprint.

BASIC - "Scorekeeper's Strike"
Basic attack dealing low damage but inflicting defense down. Evasion down or crit chance down would also work.

SPECIAL - "Fear Tactics" or "Predatory Gaze"
An ability that dispels buffs off of one enemy, while adding daze to that enemy. This adds a badly needed dispel to the BH team, while being limited enough not to break the game and put him on Kenobi's level. Wording would be: "Bossk removes all buffs off of target enemy and inflicts daze for two turns."

UNIQUE - "Reptilian Vengeance"
This skill would look a lot like Jawa Scavenger's unique: "Whenever a Jawa ally takes damage, 50% chance to place a thermal detonator on the attacking enemy that will explode after 2 turns." Just switch it to enemies who deal damage to Bossk. Wording would look like "Whenever Bossk takes damage, 50% chance to place a thermal detonator on the attacking enemy that will explode after 2 turns."

UNIQUE - "Looming Threat"
Here is his pretaunt. I've got it made up to auto taunt whenever someone dies, as he doesn't have another ability slot to manually reinstate taunt unless we add a fifth, which I'm too lazy to do. Wording: "At the start of each encounter Bossk gains taunt for 1 turn. Whenever any enemy unit is defeated Bossk regains taunt for two turns." This could be nerfed to one turn if people find it unfair, but given prevalence of buff imunity/shock/dispellers it's unlikely he'd keep it for 2 turns.

Let me know your thoughts on it. I've kept only existing game mechanics on him, nothing like a new status condition to give the devs headaches. Hopefully this would make him an easier toon to create. If anyone is feeling up to it throw out a cleanser ability for him instead of his dispel move. I was thinking something like (post-rework) FOO's TM gain/dispel move.

Some credit and a shout out to @Sebulbadasgreat
  • That would pretty much guarantee that BHs all go first in every match though, which is likely OP. They may even get to go twice with Boba Lead already granting speed for each debuffed enemy, Zam putting on speed up and bombs boosting TM.
  • "kodias;924210" wrote:
    "Vertigo;924183" wrote:
    "kodias;924170" wrote:
    Get rid of the can't be resisted or evaded. I really wish they would remove that from the game. Nothing should be guaranteed to hit, there should always be a chance for things to miss or to be resisted, at least allow players to gear their characters to counter these effects. Tenacity is already being outweighed by potency and having effects that are guaranteed to apply gives players no incentive to even use tenacity mods.

    BH's already have a dispell in the form of Boba's execute so why do they need another one that can't be evaded.


    I'm not entirely against things being unavoidable, unavoidable attacks are common in a lot of games and make sense in context of what the ability actually is (most of the time). Unable to be resisted is a little different imo, and debuffs are already too easy to apply unless your enemy has tenacity up.


    Its just another thing that takes the skill and interaction out of the game. There still needs to be a chance factor in the battle. For instance, with zader his tm reduction cannot be resisted, why not leave the chance factor in and give the player the choice of either stacking some more tenacity to prevent the effect or just taking the hit and hope the extra protection will outweigh the effect. I don't see much difference between unavoidable and unresistable everything should have a chance of failing or missing. People just like the guarantee that something is going to happen.



    But if a sniper is shooting at you, you can't dodge that, this game doesn't have any "miss" or "my character f*cked up and shot at the dirt instead of shooting the enemy." There should be some attacks that can't be dodged imo, because there are some things that really can't be dodged, but then there should also be some sort of legitimate accuracy stat as well I guess.