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Amthu's avatar
10 years ago

Character Feedback As Requested : Darth Maul - Underused and Underperforming (full rework proposal)

Issues with Darth Maul:

  • Darth Maul has very little health/protection. At his highest gear level, he has 9983 health and 8659 protection. He has the lowest health in the entire game.
  • Darth Maul has bonuses vs. Jedi and on kill. In a raid, the "on kill" bonuses are basically useless.
  • Darth Maul is extremely slow. By the time it's his turn, he's usually dead. As a sith, thematically it would make sense if he was faster.


First off, we will look at his current abilities:


  • Raging Storm - Deal Physical Damage to target enemy. On a finishing blow, gain 100% turn meter and offense up for 2 turns. This attack deals double damage to Jedi
  • Whirling Blades - Deal Physical damage to all enemies. This attack deals double damage to Jedi
  • Dancing Shadows (Leader Ability) - All Sith allies gain 20% evasion and 15% turn meter whenever they evade an attack
  • Power of Hatred (Unique) - Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy: 25% Critical Chance - Second Enemy: 25% evasion - Third Enemy: 25% max health recovery on hitting with an attack

Suggested Changes - Multi-Attack Theme:
Raging Storm - Deal Physical Damage to target enemy with a 50% chance to damage another random target. The secondary attack deals 40% less damage. If the initial target is a Jedi, the chance to damage a random target is doubled. If the secondary target is a Jedi, the damage penalty is reduced to 20%

  • Ability 3 - Add 25% chance to attack an additional target (this chance is doubled versus Jedi)
  • Ability 8 - Bonus Effect Chance 50% (this chance is doubled versus Jedi)

Reason behind proposed changes: Removed the finishing blow and double damage versus Jedi. Maul fights versus 2 Jedi in Episode 1. So the change to his basic would make it similar to the Magmatrooper. This may require an additional animation to have him attack one guy and hop to another, but thematically this would make sense that he could fight and attack two heroes at once.
Whirling Blades - Deal Physical damage to all enemies with a 60% chance to inflict speed down for one turn and a 60% chance to inflict Offense down for two turns. This attack cannot be avoided.

  • Ability Level 4: 30% chance to inflict speed down for one turn and 30% chance to inflict offense down for one turn.
  • Ability Level 8: Bonus Effect Chances 60%

Reason behind proposed changes: He has one of the most iconic weapons in the Galaxy, at least let it do something somewhat useful and interesting.
Dancing Shadows (Leader Ability) - Allies gain 15% evasion. If any ally is attacked more than once before their next turn, gain 20% turn meter for each attack after the first.
Reason behind proposed changes: Reduce the evasion percentage to match Obi-Wan and change this to all allies. The theme for this Maul rework plays off his ability to fight two Jedi in Episode One. So we'll give turn meter when someone takes more than one attack in a turn. Try to focus someone down? Each time they are attacked after the initial attack will grant them turn meter.
Power of Hatred (Unique)
- Whenever Darth Maul attacks more than one target in a turn, Critical Hits have a chance to grant speed up for 2 turns. Whenever Darth Maul takes damage more than once before his next turn, gain health up and defense up.
Reason behind proposed changes: Reworking this again to focus on his double bladed lightsaber, and his ability to fight multiple opponents. The more he attacks, the faster he gets, and the more he gets attacked, the strong he becomes. The "attacks more than one target in a turn" would proc off his secondary attack from his revamped basic, and his AOE. Attacking once and then being chosen later for an assist would not count. The events must occur in his specific attacking turn.
Summary:
His current flavor text is as follows: "Deadly Attacker that gains power and extra turns as enemies are defeated". This would be changed to "Deadly Attacker that debuffs and benefits from extra attacks with turn meter bonuses"
Stat wise, his health and protection need to be upped. Not off the charts Opress style, but he should be close to say, Quigon. 13.5k/13.5k. So his kit has been completely stripped of all the "on kill things", and its been revamped thematically with a multi-attack theme.

7 Replies

  • Again...lol, try running him in arena whit phasma and some caller toon (GS, QGJ, 86...etc...) and you'll see how powerfull he is...
    In gw or arena, when he is call, finish a guy, HO!another low health other guys pafff, no more low health toon...np aoe.
    He can clean up the whole place in a single round, and why he is slow, it's simply to act last so he can finish the thing!
  • I like the changes, although I'm not sure if his damage will be high enough taking away the double damage vs Jedi.

    I'm not too much of a fan of another evasion leader. I would make it where if another ally takes any damage he feeds on it and gains turn meter. You would take away his speed disadvantage and give some strategy for thought around fighting him.

    If you want to stick to the character theme of high evasion he could have another unique where he gains X evasion for each remaining enemy as well. This could symbolise his overconfidence that killed him in the movies.

    If no evasion all this means naught if he can't survive one hit. He needs at least 30% more health/protection to survive.

    All in all good rework proposal.
  • I like the ideas but we need to get away from the evasion leads. Something more unique there would be better. I actually think his damage mechanics are fine. It is his heath and speed that need to be adjusted in some way. A reactive speed up would be good along with a self res. 100% chance to resurrect with 100% health after the first kill and 100% chance to resurrect with 25% health after the second death would fix the health/protection problem without adding more health and protection.
  • Maul's slowness actually works to his benefit, because he gets to attack after the targets have been softened up, leading to more kills and extra turns. He just needs more HP.
  • Yep a bit more health/protection. But not to much, don't forget he have great dodge rate...
  • "Moicaliss;432598" wrote:
    Again...lol, try running him in arena whit phasma and some caller toon (GS, QGJ, 86...etc...) and you'll see how powerfull he is...
    In gw or arena, when he is call, finish a guy, HO!another low health other guys pafff, no more low health toon...np aoe.


    I've used him in GW, in the early rounds and killed entire teams with him (typically 4 jedi + 1 random), but he's only useful early rounds and it has to be jedi themed teams. And even after he goes on a rampage and kills most of the team, the biggest problem I found is that he ends up putting the assist on cooldown for the next battle, so while he mops up the early fight, he hurts you on the next fight.


    "Oobydoob;432602" wrote:
    I like the changes, although I'm not sure if his damage will be high enough taking away the double damage vs Jedi.


    Sorry the one thing I forgot to add (it was late when I typed this up), was that his damage needs to be tuned so that he deals ample damage.

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