Forum Discussion
MasterSeedy
2 years agoNew Ace
OK, so the major issues that need to be fixed with SEE:
- Team Survivability (CG has created a game where survival matters, but SEE breaks this)
- Ultimate charge (SEE's ult charge is slow, and entirely dependant on your opponent taking turns. Ineffective when facing a single opponent)
- Slow (To help SEE survive he is generally modded for health, rather than speed)
- Weak (To help SEE survive he is generally modded for health, rather than offence. Weak against DS teams)
- Can get tripped up with debuffs (ability block and healing immunity are killers - one of many reasons Wat helps)
So here's my thinking:
Team Survivability + Ult Charge + Slow + Can be tripped up by debuffs
I actually don't mind a team that's throw-away. Most aren't, some are. Add to the healing benefits of a Sith ally dying this clause:
When a Sith ally is defeated, SEE gains 30% Ultimate charge, cleanses all debuffs, and takes a bonus turn/gains +50% TM/Gains SpeedUP for 2 turns which can neither be copied nor prevented nor dispelled.
This is real synergy with his kit that keeps you from killing him first. It doesn't fix survivability, but I don't think it has to since it guarantees that SEE gets his Ult before you wipe the floor with him. It doesn't cure his speed, but I don't think that needs to be cured either. Note that if you're cleansing all debuffs, Daze & Shock won't prevent his TM gain.
Ult Charge
First, allow a single enemy to be FateLinked. I know, I know, that makes no sense, but this is for game purposes, not story purposes, and if we wanted to we could create a nicely dressed up rationalization like their fate is being linked to a nearby microbe or to the force itself or whatever.
Then add this text to his Ult:
If there is no more than 1 enemy and that enemy is fate linked, any Ult charge they would normally gain goes to SEE instead, and that enemy earns no Ult charge.
Now you have a way to gain Ult charge vs. solo squads -- against non-GLs like solo Wampa take Sith allies that you want to die, and against solo GLs you can run solo SEE (although solo-SEE vs. Solo JML would be pretty funny).
Survivability + Weak
Add this clause to POWER! UNLIMITED POWER!:
If no enemy leader ability is active or the enemy leader is defeated or there is only one active enemy, all allies recover protection equal to damage dealt, then SEE gains +20% Offense until the end of battle (cumulative, max +200%) and +80% Offense until the end of the encounter (cumulative, max +400%). When only a single enemy is active and that enemy is fate linked, this ability cannot instantly defeat enemies. Instead, reduce the cooldown of this ability by 1 per active ally and one per enemy with Shock every time an enemy begins its turn.
Can be tripped up by debuffs
SEE gains +150% Tenacity. For each active enemy reduce this bonus by 30% (minimum 0%).
Ult Functionality + Slow
Change the sentence, "If SEE is the leader, all other Dark Side allies gain mastery equal to their current mastery until the end of battle," to read:
If SEE is the leader, all Sith allies gain Stealth, Retribution, SpeedUP, and Instant Defeat Immunity for 2 turns (these buffs cannot be copied, prevented or dispelled) and then regain those buffs at the start of each subsequent encounter, and all other Dark Side allies gain mastery equal to their current mastery until the end of battle.
You may also want to add to the Ult ability:
If the enemy leader is defeated or a Jedi when I Am All The Sith is activated, take a bonus turn.
These buffs would primarily be of benefit vs. Imperial Troopers and solo enemies (SLKR and Wampa), but they wouldn't be useless vs other teams. They would have to be tested to see if they accidentally overpower him, but I think this is a measured change to his kit that makes him more powerful in reasonable ways. Conceivably some of these abilities could actually be placed on an ally with SEE synergy (like a SEE Cultist lifter unit). I'm thinking particularly the Tenacity bonus could be something like Bastila Shan's ability or Mara Jade's ability where it affects herself and the leader but only if the leader meets specific requirements, in this case it would be something like:
If SEE is the leader, SEE Cultist and SEE each gain +150% tenacity, reduced by 30% per active enemy (minimum 0%).
In fact, if you had to use a lifter unit to gain the ability, I would be fine with a grant of +150% defense as well (also reduced by 30% per active enemy. Depending on how powerful the rest of the kit is, you could reduce the bonus by 20% per active enemy instead.
Theorizing more about a SEE Cultist, let's imagine just a couple of abilities that would dovetail with the kit changes above:
1: SEE Cultist is a tank with pre-taunt when SEE is the leader and who gains +5% Offense (max +200%) until defeated or until end of battle whenever SEE takes damage on an Enemy's turn. Imagine a berserker throwing themselves at the enemy to protect their leader is what I'm thinking.
2: While SEE is active, if any other Sith ally is defeated, SEE Cultist is revived with 70% Health and 70% Protection. This revive cannot be prevented.
3: While SEE cultist is active, SEE and SEE Cultist gain +150% Tenacity and +150% defense, reduced by 20% per active enemy. When SEE Cultist is defeated, SEE gains +100% Tenacity and +100% Defense.
4: If SEE uses I Am All The Sith while SEE Cultist is active, SEE cultist against +100% Max Health, +100% Max Protection and Taunt until the end of battle (this taunt cannot be copied, prevented or dispelled).
5: When SEE uses an ability on his turn while targeting a Deceived enemy, SEE Cultist assists, then grants Stealth to a random other Sith ally that does not have it.
I don't know, what do people think?
About SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.
77,988 PostsLatest Activity: 13 minutes agoRelated Posts
Recent Discussions
- 13 minutes ago
- 32 minutes ago
- 2 hours ago