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scorn10's avatar
9 years ago

Darth maul

It's been said before, and I'll say it again, ca he please have some more speed? I've got no other issues with him. I don't mind him being squishy, but he is the fastest sith out there, yet in game, he's literally the slowest character. He doesn't need to be rey or dooku fast. Just faster than he is now.

5 Replies

  • Darth maul is way to slow to be effective.. I love Aero's proposal which would make maul a real anti-hero without overpowering him in all situations.. Would be a great way to increase strategy required.
  • Yup, I really like to field Darth maul in arena. But health and speed make him not viable. 120 speed and 5k hp buff should be just sufficient and not make him op.
  • Mauls current set up all he needs is health. That's it. Buff his health up to around 5s and he becomes a issue that needs to be taken out fast, but if they have Rey, qgj, Gs now you really have to decide what to do. Kill maul before his power in unleashed and let Rey, gs and qgj destroy you, or take them out ( like always ) and take mauls fury. Maul becomes a very good toon with just added health ( very high health ).

    But my opinion is he needs a complete over hall. He should be fast, evasive, with some lock down skills, as he has faced multiple enemies at once many times.

    Skill examples. Just like dooku on hit to Jedi, chance to stun and/or ability block. Chance to reflect blaster fire. Chance to attack a 2nd time at a random target Chance increases as he takes dmg. Turn meter reduction chance. Lower def/off with his AoE.

    Not saying all of these, saying 1 of them or something like it. Yes his dmg would have to be toned down some, if he is even powerful now. No one really knows due to his slow speed and low health as no mater he strong he might actually be he is a complete waste of resources to find out.
  • I think the problem with Maul (and it's not really a problem, per se), is that his abilities are too good to warrant a permanent speed bump. Have you seen his basic at 7* fully geared? 5k damage non crit, offense up for 2 turns and 100% turn meter on a finishing blow, and deals double damage to jedi. Like bruh lol. Same with his aoe; 5k damage, and deals double to jedi.
    I like the suggestion @Aero had though. Either that, or like a 2k bump in health at 7* maybe.
  • These are all great ideas. Hopefully he gets tuned enough to be usable. Right now, it's just not feasable to level him up. Non jedi teams really have nothing to fear from him since he is so easily taken out.

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