Forum Discussion

JesseAndersonEA's avatar
9 years ago

Emperor Palpatine Feedback

Hey All,

Here is another new upcoming character that we're working on. This character has also had some ability names changed to protect the innocent :)

New Debuff, Rekt: Rekt targets cannot gain Health, Buffs, or bonus Turn Meter.

ABILITIES:
Basic
Base: Deal Special damage to target enemy and Rekt them for 2 turns. Then, Character gains 6% Turn Meter for each Rekt enemy.
Upgrade 1: +5% Damage
Upgrade 2: +3% Turn Meter Gain
Upgrade 3: +5% Damage
Upgrade 4: +3% Turn Meter Gain
Upgrade 5: +15% Damage
Upgrade 6: +3% Turn Meter Gain
Upgrade 7: Rekt Duration + 1

 

Special 1
Base: Deal Special damage to all enemies with a 50% chance to Stun them for 1 turn. Rekt enemies are Stunned for 2 turns and have their Rekt dispelled. (Cooldown 6)
Upgrade 1: +5% Damage
Upgrade 2: +15% Stun Chance
Upgrade 3: +5% Damage
Upgrade 4: +15% Stun Chance
Upgrade 5: +5% Damage
Upgrade 6: +15% Damage
Upgrade 7: Cooldown - 1

 

Unlocks at Tier II
Special 2

Base: All other allies lose 10% of their Max Health and Character recovers Health equal to 75% the total amount lost. Reapply Rekt to all Rekt enemies for 2 turns and then reduce the cooldown of this ability by 1 for each Rekt enemy. (Cooldown 7)
Upgrade 1: +5% Heal
Upgrade 2: +10% Heal
Upgrade 3: +15% Heal
Upgrade 4: +5% Heal
Upgrade 5: +10% Heal
Upgrade 6: +15% Heal
Upgrade 7: Cooldown - 1

 

Unlocks at Tier IV
Leader

Base: While Character is alive, Empire and Sith allies gain +14% Offense and 14% Tenacity and Jedi and Rebel enemies have -14% Potency and -14% Evasion. When Character is defeated, all allies are inflicted with Tenacity Down and Defense Down for 2 turns.
Upgrade 1: +1% Bonus Effect Power
Upgrade 2: +2% Bonus Effect Power
Upgrade 3: +3% Bonus Effect Power
Upgrade 4: +4% Bonus Effect Power
Upgrade 5: +5% Bonus Effect Power
Upgrade 6: +6% Bonus Effect Power

 

Unlocks at Tier VI
Unique

Base: At the end of each of his turns, Character deals Special damage to all Rekt enemies and then deals Special damage to all Jedi enemies.
Upgrade 1: +5% Damage
Upgrade 2: +5% Damage
Upgrade 3: +5% Damage
Upgrade 4: +5% Damage
Upgrade 5: +10% Damage
Upgrade 6: +5% Damage
  • Basic. Cool idea, doesn't seem too strong except in the duration. Maybe for one turn and maxed at 2 turns?

    Special 1: Talking 95% (so 100% vs AI) to stun all enemies, Rekt for 2. Strong, but 5 turn Cooldown once maxed seems fair. Might get complaints this is overpowered at first, this is a crazy attack for AOE.

    Special 2: Again, pretty strong, but the 7-turn Cooldown is taking that into consideration. This is going to be a fun hero to play with, good brainstorming on this one.

    Leader: Very interesting. Hard to say much into that one yet, obviously you need to use the right allies with this person. 20% offense is pretty huge with Tenacity too. However, it only works with certain factions, so as long as we're (you creative people :) ) are watching WHO might get that 20% Offense buff (please not Rey haha) I think it could work well. Yet another awesome dichotomous choice within the team comp and fighting style.

    Unique: I mean, as long as this damage is hitting for HUGE amounts every turn. I think this will be the trickiest to test. Just put a time limit on the fight.

    Also pretty interested in who this is. :)
  • This character might be good for GW...

    For other parts of the game half the leader ability might be useless half of the time (depends on what how popular factions 3 and 4 are)
  • Speed up on all allies is going to be very strong. I don't think any other toon (apart from chirpa) has speed up on all allies.

    Agree with @Naecabon, the flow feels a little weird. This toon seems to thrive off applying Rekt, which is reflected in the specials, but Rekt can only be applied on basic? Opening with stun seems like an optimal move but with the cooldown and subsequent ramp up time of rekt, seems like the bonus rekt part of the special 1 will never or rarely be used. Very similarly for Special 2.

    Also, with the current state of Empire/Sith toons, I would expect that this character is played in non-sith/empire teams. The Sith/Empire leader is not ground breaking enough to overcome the factions' non-competitiveness.
  • Another question since it looks like preliminary data mine for the raid has surfaced. Looks like the raid bosses will be subject to:

    Fearsome Foe II
    As long as this unit isn't Toppled, it has +50% Tenacity, +1 Bonus Action, and gains 5% Turn Meter whenever it takes damage. In addition, it takes reduced damage from Percent Health damage effects, its Turn Meter gain effects can't be prevented, and it's immune to Stun, Ability Block, Health Down, Cooldown increase, and massive damage effects.

    Fearsome Foe begins a countdown when the encounter begins. When it completes, all enemies will become Enraged until the end of the encounter

    Does this mean that Rekt will not apply at all? Even the buff immunity part? It would be great if the debuff could land but only the Turn Meter gain effects can't be prevented portion would be blocked. Due to the reliance on Rekt, this character would be strongly gimped otherwise in the new raid.

    This also applies in part to Character #1.