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25 Replies
- ccmoose3 years agoSeasoned AceSo the issue isn't so much that SEE needs a lifter as it is that SEE's lifters are so good that they don't need him XD
"Ragnarok_COTF;c-2426677" wrote:
So the issue isn't so much that SEE needs a lifter as it is that SEE's lifters are so good that they don't need him XD
… yeah, pretty much :P
The other issues additively make SEE worse, and could definitely be fixed or alleviated in his kit, but SEE could really use a lifter actually meant to work with him.- Looking back, I think you can also safetly say SEE is the only GL that has no units that were made for him.
Rey has the Heros and now Ben.
SLKR has Hux and ST.
JML has JKL.
JMK has CAT.
LV has Maul and arguably RG or 9S.
Jabba has basically his entire team, and also Gam Guard.
SEE has… nothing. Even the Kit Reveal was basically just “use Tanks, maybe even Sith ones”. - theXrono3 years agoSeasoned Ace
"Hev_Daman;c-2426641" wrote:
- Team Survivability (CG has created a game where survival matters, but SEE breaks this)
I would say that's the issue with the first 3 Darkside GLs. none offer good whole team survivability, unlike the light side and jabba.
Rey has damage immunity and reduces her team's damage during her ult to 1 damage. SLKR makes himself immune only, and a few of his units gives bonus TM with lowers his team's max health.
SEE prevents Sith allies from reviving, has to be in the lead to really work well, and most Sith have no real ways to heal well. JML has Jolee who can revive all Jedi, can work under Bastilla lead to make some encounters harder for the enemy, or work under others to do different things, and have units like Shaak ti and Hoda who can heal everyone.
LV only real heal is Royal Guard passive and his special with don't help a lot compared to Rey, JML, and especially JMK, he cant avoid tanks and can get stuck behind them, and his initial damage output is pretty low until he gets 1-2 Ults out which also relies on his allies being alive to help charge him up better. JMK, on the other hand, has an ult that does massive healing, gives damage immunity to allies who need it, has the savior mechanic to save a unit, and can ignore taunt and lets allies ignore taunt with his ult (helping them survive by killing the bigger threats). - ccmoose3 years agoSeasoned Ace
"Itsa_me_Malario;c-2426710" wrote:
"Ragnarok_COTF;c-2426657" wrote:
Excluded Aphra because her DC was stupid OP.
SEE with Malak stops Wampa. Add Savage, and you stop many other counters. Add Traya, and it may be GL only (with the exception of Reva).
To perform at a high level, all the other GLs require you to use toons that are useful on other teams. But no one ever wants to give SEE any toys. I also don't, but that's because he's so versatile on offense, and Traya+Savage is already crazy good on defense.
Why waste traya and davage omicron on a GL, when traya and savage together are basically a GL."Ragnarok_COTF;c-2426677" wrote:
So the issue isn't so much that SEE needs a lifter as it is that SEE's lifters are so good that they don't need him XD - He sure do need one
- ShadowJediKnight3 years agoNew VanguardGive him Sith Rey. Sure, she was only in the movie for 30 seconds, but those sharp teeth were cool.
- piatz10193 years agoSeasoned ScoutHow I would fix it (not that CG cares):
Add Darth Bane who's unique ("The Rule of Two") would passively cleanse Sith allies if there are only 2 Sith at the start of the encounter, and then a special that equalizes health of all Sith. Then touch up SEE's link to include "or Sith ally if there is only 2 Sith present at the start of the encounter."
Bane then replaces Wat with a Sith, and SEE can finally handle solo's. Also, Sidious leeching protection and then killing his ally along with his enemy is perfectly thematic. - MasterSeedy3 years agoSeasoned 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? - MasterSeedy3 years agoSeasoned Ace
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).
Shoot, I meant this to say, "until defeated or until end of battle" since he can still be killed and revived at this point, assuming other Sith allies are still active.
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