Darth Bane Unique Omicron Not Working Fully in GAC
So Used See & Bane in GAC. Bane has Unique Omi. After he died, SEE was able to be ability blocked. The language in the Omi description is a bit confusing, but most seem to agree the way it reads is that all of the ability persists after his defeat (not just gac portion). I'll submit a bug report. Anyone else experience?
While in Grand Arenas: At the start of battle if there is only one other non-Summon ally present and they are Sith:
- Bane gains 75% Mastery, Max Health, and Max Protection - Whenever an enemy is defeated, Bane gains 10% Max Health, Max Protection, and Offense (stacking) until the end of battle - At the start of battle, Bane takes a bonus turn
These effects persist if Bane is defeated.
what's the point of this persisting it only benefit's bane.
"TargetEadu;c-2461048" wrote: Another explanation is that the Omicron benefits were supposed to extend to the other Sith and persist, but that functionality was removed before release.
That’s how it was intended to work. Rather than fix the bug CG decided to go the MSF route and blame the text rather than put manpower into fixing the broken mechanic
The other Sith never got the Omicron benefits like the +75% Mastery. That was always on Bane only. Or at least it was in the final revealed kit.
Correct, the other sith never got the benefits from the omicron but the way the omicron read was that it was supposed to persist after bane was defeated. The entire unique. It didn’t work like that on release, so rather than fix the bug and make it work like kit read, they decided to just change the wording of the kit to match the functionality and that’s why people are upset and rightfully so.
Yes.
I’m confused how that relates to the point I was trying to make, though.
If it makes you feel any better, CG is confused about the whole character.
"HumbleMumble;c-2460982" wrote: So Bane as a lead with another random Sith can beat Leia but CG will nerf the mechanic that lets Bane replace Wat as a SEE lifter? Which clearly was the intended and communicated behavior from CG. Bane will still be a great character but it’s just strange to do a character rollout in this way.
According to the post, the thing they’re removing from the skill description was never in the game. So it’s not a nerf, it’s a clarification on how the skill actually works.
Bane was advertised as a replacement for wat. Techs from Wat persist thru his defeat. Bane doesnt work that way. Players assumed based on information received from cg that bane would give kind of similar functions as wat. But it is just half cooked dish. Yes, Bane is great, but it seems Wat would still be with See. But the idea was to remove Wat from using with See. At least Bane was presented this way.
I’m not denying that. Just saying it’s not a nerf. However, I’m on the refund Omi team. Just seems fair when you have to change the description because you realized the way it’s written is misleading.
Removing the sentence because Bane's bonuses persisting only to himself after death sounds stupid, does it not? At least you're removing the sentence. By the way, there was no confusion about it. It's poorly worded and was done so to sell Bane as a Wat replacement. That's how it was pitched to us, we bought it, and then it got screwed up.. Wat should re-enter the chat since the Unique goes down the toilet once Bane dies for the most part. You realize people are using Wat since tank tech persists after death, right? If it's not gonna work the same, then don't say it will.
Bane's cool when he's alive, but it sucks it's not the way you had us all believing. Perhaps CG should get some folks on the team to help them analyze their wording, since there are so many things in their kits that are poorly worded or left vague.
I think people take "Wat replacement" role of Bane way too literally. Pretty obvious he was intended to give SEE ability to duo most squads in the game, which SSE+Wat already did before. Does Bane achieve this role? Obviously big YES, it's one of the most overpowered characters ever released in the game. And if someone still prefer Wat... well, they can have it and also have another overpowered duo squad (Bane leader+another sith). Can't see any reason to complain here, really.
Removing the sentence because Bane's bonuses persisting only to himself after death sounds stupid, does it not? At least you're removing the sentence. By the way, there was no confusion about it. It's poorly worded and was done so to sell Bane as a Wat replacement. That's how it was pitched to us, we bought it, and then it got screwed up.. Wat should re-enter the chat since the Unique goes down the toilet once Bane dies for the most part. You realize people are using Wat since tank tech persists after death, right? If it's not gonna work the same, then don't say it will.
Bane's cool when he's alive, but it sucks it's not the way you had us all believing. Perhaps CG should get some folks on the team to help them analyze their wording, since there are so many things in their kits that are poorly worded or left vague.
So basically he's not a SEE lifter, nor did you intend for him to be a SEE lifter. So as was previously mentioned, when are we getting a SEE lifter?
Based on this, Bane will be better as lead with one other high relic Sith because when he dies, SEE dies.
Though, Bane had followers that weren't "Sith". So Bane should work with inquisitors, DS UFUs, and even DS bounty hunters to make a full team, just as long as there are only two Sith on the team.
At the end of the day, it seems like the right hand of CG doesn't even know there's a left hand and whoever is in the lead at CG isn't ensuring everyone is working cohesively. Maybe you might want to work on that so all the hard work people are doing on the game isn't being wasted or confused with your expectation.
FYI- this is the EA response I received in relation to the bug report. Doesn't make any sense to me, but maybe someone else here can understand? Not sure how only the portions of the unique which affect Bane, persist after Bane is defeated. Why even have that "persist" sentence in there? If the idea is to replace WAT with Bane, wouldn't those effects (like immune to AB block, CD increase, healing immunity, stun) need to persist for the ally (i.e., intended ally SEE?)
EA Response:
This is working as designed. Only the outlined part of his unique ability persists after Darth Bane is defeated.
When Bane or other ally is defeated: The remaining ally gains 5% Critical Damage, Offense and Potency plus an additional 15% of these stats per the defeated character's Relic Amplifier level until the end of battle At the start of battle if there is only one other non-Summon ally present and they are Sith:
- Bane gains 75% Mastery, Max Health, and Max Protection - Whenever an enemy is defeated, Bane gains 10% Max Health, Max Protection, and Offense (stacking) until the end of battle - At the start of battle, Bane takes a bonus turn
Some more (attempted) clarification from EA below. Still doesn't seem correct to me. Maybe they intend on creating a Sith that can ressurect, so if Bane is defeated, then gets rezzed, his earlier stat increases are still in effect? Dunno
@CG_Tusken_Meathead can you shed any insight here, or run this past the dev crew? Just doesn't make sense that only the omicron portions of the Unique which only affect Bane would persists after Bane is defeated
Last EA Post
EA_Gunner Because unique ability effects clean up once the unit is defeated. unless it's noted in the ability description:
When Bane or other ally is defeated: The remaining ally gains 5% Critical Damage, Offense and Potency plus an additional 15% of these stats per the defeated character's Relic Amplifier level until the end of battle.
This also applies to his Omicron effect, because it is noted in the description:
These effects persist if Bane is defeated.
But this only applies to his additional effects added by the omicron upgrade. Not to all effect in the unique ability description.
While in Grand Arenas: At the start of battle if there is only one other non-Summon ally present and they are Sith:
- Bane gains 75% Mastery, Max Health, and Max Protection - Whenever an enemy is defeated, Bane gains 10% Max Health, Max Protection, and Offense (stacking) until the end of battle - At the start of battle, Bane takes a bonus turn
The rest of his unique ability effects no longer apply because Bane is defeated.
I'm just kinda stunned that Bane died. SEE/Bane is a complete monster duo. Maybe vs. JMK with CAT's force leap? But if so that's a bad choice by the player. JMK has always been intended to counter SEE and he does a great job at it.
I only took Bane to r5 b/c I'm working on some TB squads that need my r7/r8 mats right now. Even at r5 I took him in against a mostly-r8 JML squad and his opening AoE killed JKR and did massive damage to everyone else. SEE raced to Ult as intended, and the whole battle was over in 50 seconds even with stopping to read ability descriptions. Full banners. Easy peasy. Bane + random low-power Sith also destroys LV. I can't imagine that the two don't also nukulate Leia and Jabba as well.
Take those two against any high-power squad other than JMK and use JMK counters against JMK. You'll thank me for it later.
Bane is good value as he is. No need for changes or refunds.
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