I... don't like this. at all. Thou this might have something to do with the fact that Darth Sidious is one of my favorite characters. It most certainly also has to do with that this kit doesn't have goo design and is not an accurate representation of the character.
Lets start with the biggest problem: Deceive. This debuff is wrong in 2 ways: it's against the spirit of the game (or any game for that matter) and isn't an accurate representation of the character. This debuff makes it so that control of the characters is completely removed from the player. The character will move on their own with no control or input of the player and will always attack their own allies. It isn't like stun, which just skips a turn. It's taking control completely away from the player, which is the exact opposite of what any game should do. It's broken in the wrong way. On top of that, Darth Sidious is a masterful manipulator. And deception is only a small part of manipulation. So this doesn't in any way represent the manipulator that Darth Sidious was. It focuses way to much on a single aspect of him.
Another thing is that there is absolutely nothing in the kit about his Sadistic side. Sidious manipulated events and then relished in the pain and suffering that followed as a result. This is why the best description of him I've ever heard is: "the sadistic master of manipulation". Yet there is absolutely nothing in here about that mayor part of his personality. Once again, the kit focuses too much on a single aspect of a single aspect of the Character.
Then there is the constant stacking. The kit has Speed mentioned in it 4 times, which is a mayor red flag design wise. It doesn't get much better when he also has 4 mentions of Turn Meter gain in his kit. Which is just broken. It's making me wonder if you even tried on this part.
Then there is the special damage. Since this is a rework, we are using the one we currently have in game. Who has:
- 6427 Physical offence, 84.04% Physical critical chance, and 139 Armor Penetration
- 5444 Special offence, 24,33% special critical chance, and 15 Resistance Penetration.
(All stats are at relic level 7 with no mods). As you can see his Special offensive stats are much lower than his Physical ones. So the switch to Special damage is a huge damage nerf for the character. So why does he suddenly deal Special damage?
There are of course also a lot of smaller things, like: The turn meter condition on his basic, which makes no sense for the kit and is honestly confusing. The turn meter gain on his first special, it's entirely unclear to who the turn meter goes. So throw any strategy with that out the window. His second special selecting a random target. Darth Sidious was anything but random. He was meticulous and precise. and the light side ally synergy on his lead, when his kit is so Sith focused, that comes out of nowhere and makes no sense. (I'm actually wondering if that one is a typo).
Overall I really don't like this kit. The weird and inconsistent design I can to some extend forgive. But I can't overlook how the deceive mechanic breaks the spirit of the game (or any game for that matter), and I definitely can't forgive the fact that this kit doesn't represent who Darth Sidious is at all. It does sadden me because I'd much rather like a kit. But it is this way.
I did a rework idea of Darth Sidious myself a while ago. I think I already showed it to you, but I'm not sure. Plus I'll take any opportunity to promote one of my personal favorite kit rework idea's. You can check it out here, if you're interested:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/204282/darth-sidious-rework-idea