"Ichiraikou;c-1924598" wrote:
I don't like this kit that much. Mostly because it's got some problems in it that make no sense and it doesn't fully synergise with Vader or Palp (or at least not as much as I would like). (p.s. he was just Starkiller. Never was he referred to as darth. He was a sith thou. This was just the first hint that he was just being used by Vader and Palp. Or that is my interpretation anyway. Either way he is just "Starkiller").
To begin with, These ability's make no sense. Or at least the basic and 2 specials. The basic deals Percentage health damage (which isn't dependent on offence) and the second special instantly defeats an enemy (or does nothing if there are no rebel enemies and is also not dependent on offence). Finally, the first special deals no damage and grants offence up. Seeing as none of his attacks are dependent on his offence, the offence up is USELESS!!! Seriously. This is a serious design flaw. Thou I think the basic needs a fix. Cause it is either way overpowered or completely useless.
Another thing are the names. These names are too generic for my taste (thou I do kinda like the reference to the game itself). Where are some of the more unique ability's starkiller used, like Sith Seeker (which, according to the wiki, he is the only known user of) or Force Repulse (shared with a few, thou not many).
Also, why only 4 ability's. He's a pretty powerful character. I think he deserves 5. But this is a personal thing.
Vader's lead is very Damage over time focused, and Palpatine's is verry debuff focused. Yet there is no damage over time in this kit. I think this is a shame, especially since this could very well display his lethality in lightsaber combat.
The unique is pretty nice. Overall I like it. But when does he gain the foresight and Health up? When they are defeated? at the start of battle? and how long do they last for that matter?
Overall there is a nice concept here but it needs some work. I've come up with a few ability Idea's of my own. Thou it's up to you what you do with them.
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Mortal Wounds (basic)
Deal physical damage to target enemy twice and inflict 2 damage over time effects. These attacks deal 5% more damage for each Damage over Time effect on the target. If target enemy is Shocked, remove 20% Turn Meter, which can't be Resisted.
Force Repulse (Special) (cooldown: 3 turns)
Deal Special Damage to all enemies, Shock them for 2 turns, and remove 30% Turn Meter from them. This attack can't be Countered.
Sith Seeker (Special) (cooldown: 4 Turns)
Dispel all Buffs on target enemy, Deal Special damage to them Twice, and Shock and Stun them for 2 turns. If target enemy is already Shocked, the Stun can't be Dispelled. This attack can't be Evaded.
Electric Conduction (unique)
Starkiller has +50% Health Steal and Potency, and he gains +10% Speed and +20% Defense for each Shocked enemy. Whenever Shock expres from an enemy, they take damage equal to 10% of their max Health.
Whenever an enemy suffers damage from a Damage over Time effect or from the Expired Shock effect, Starkiller Recovers Protection equal to the amount of damage they suffer (max 3 Damage over time effects and 1 expired Shock effect per turn).
Some things to change for your proposed kit, good though it may be:
Add that fifth ability, first of all. Starkiller was very powerful, and this kit doesn't have a ton of utility right now.
His DOTs should be unable to be resisted.
Force Repulse should inflict stagger and/or daze, perhaps blind, but not as much shock: that simply doesn't go well with it.
Give him 10% offense for each shocked enemy, defense isn't helping him much, whereas an auto-offense up is really good. Change wording to "Max 40% protection recovery" or something along those lines.
Give direct synergy with Vader and Palpatine. He should have a "Master and Apprentice", Revan and Bastilla type thing with them. Give him a new ability while they are his leader, or a stealthing capability, as he was their assassin and, I imagine, he'd be relatively Darth Revan -tier health and defense (without ferocity).