7 years ago
Empire Zeta Suggestions
Just a warning, some of these will be just Zetas, some will replace Omegas (I'll say when they do). I was gonna avoid doing that, until I realised just how few Empire characters have abilities that max at 7.
Emperor Palpatine:
Emperor of the Galactic Empire -
Addition: "Additionally, debuffs that Empire allies inflict are uncleansable until their next turn."
Reasoning: LS, Rebels especially, have a whole lot of cleanses right now. Between GK, Barriss, R2, etc. it's very hard to keep debuffs on them. Instead of going so far as to utterly invalidate cleanses like some people *cough* Talzin *cough*, this just makes it so you can keep debuffs on people long enough to get some use out of them.
Crackling Doom -
Addition: "If 2 or more enemies are afflicted by Shock, it spreads to the lowest health enemy who doesn't already have it."
Reasoning: It takes an extreme amount of set-up for EP to get to that huge power-spike once he's got 3-4 enemies Shocked. This basically just makes it a possibility, instead of a dream Palpatine had while he was snoozing in his chair before Vader and Luke arrived.
Tie Fighter Pilot:
Evasive Maneuvers -
Replacing Omega: "+3% Foresight chance. For each buffed Empire ally, gain 10% speed."
Reasoning: Because, let's be real honest, TFP reaching extremes of >500 Speed would be hilarious, and it lends into his image as the fastest character in the game who chips away at enemies with lots of relatively-weak attacks.
Shoretrooper:
Stand Guard -
Replacement+removal: "+3% turn meter gain." "...Whenever an Empire ally uses aspecial ability..."
Reasoning: Ooh, isn't that freaky. A zeta that removes a word! Seriously, though, this is the best way I can see of making Shore a relevant tank so, if Empire teams do return to the meta, they don't do it with GK protecting them. It gives him insane levels of tankiness, but he's still countered by the same things.
Royal Guard:
Force Pike -
Replacement: "+15% damage. If Emperor Palpatine is present, or the target is a Rebel, the stun cannot be resisted."
Reasoning: Long-awaited EP synergy and actually making Royal Guard useful weEEEeeEEeEEe!
Imperial Phalanx -
Replacement: "Cooldown -1. Gain 100% turn meter."
Reasoning: Unless you're an AI, you'll likely never use this ability right now. A stun is almost always better. So, just something to make it worthwhile.
Magmatrooper:
Line of Fire -
Replacement: "Hits 3 additional enemies. Cannot be countered."
Reasoning: This is really underwhelming right now. It should feel like a madman with a LMG firing wildly into a group of enemies.
Hazard Training -
Replacement: "+5% Tenacity and +10% turn meter gain. Empire allies gain 35% turn meter when Magmatrooper resists a detrimental effect or suffers a debuff."
Reasoning: Because AOE debuffs are mean, and Magmatrooper won't allow it. Now, you'll have this nutcase throwing grenades at you, and all his team unloading on you, because you were mean and debuffs are mean and you should feel bad.
Feel free to add your own suggestions below.
Emperor Palpatine:
Emperor of the Galactic Empire -
Addition: "Additionally, debuffs that Empire allies inflict are uncleansable until their next turn."
Reasoning: LS, Rebels especially, have a whole lot of cleanses right now. Between GK, Barriss, R2, etc. it's very hard to keep debuffs on them. Instead of going so far as to utterly invalidate cleanses like some people *cough* Talzin *cough*, this just makes it so you can keep debuffs on people long enough to get some use out of them.
Crackling Doom -
Addition: "If 2 or more enemies are afflicted by Shock, it spreads to the lowest health enemy who doesn't already have it."
Reasoning: It takes an extreme amount of set-up for EP to get to that huge power-spike once he's got 3-4 enemies Shocked. This basically just makes it a possibility, instead of a dream Palpatine had while he was snoozing in his chair before Vader and Luke arrived.
Tie Fighter Pilot:
Evasive Maneuvers -
Replacing Omega: "+3% Foresight chance. For each buffed Empire ally, gain 10% speed."
Reasoning: Because, let's be real honest, TFP reaching extremes of >500 Speed would be hilarious, and it lends into his image as the fastest character in the game who chips away at enemies with lots of relatively-weak attacks.
Shoretrooper:
Stand Guard -
Replacement+removal: "+3% turn meter gain." "...Whenever an Empire ally uses a
Reasoning: Ooh, isn't that freaky. A zeta that removes a word! Seriously, though, this is the best way I can see of making Shore a relevant tank so, if Empire teams do return to the meta, they don't do it with GK protecting them. It gives him insane levels of tankiness, but he's still countered by the same things.
Royal Guard:
Force Pike -
Replacement: "+15% damage. If Emperor Palpatine is present, or the target is a Rebel, the stun cannot be resisted."
Reasoning: Long-awaited EP synergy and actually making Royal Guard useful weEEEeeEEeEEe!
Imperial Phalanx -
Replacement: "Cooldown -1. Gain 100% turn meter."
Reasoning: Unless you're an AI, you'll likely never use this ability right now. A stun is almost always better. So, just something to make it worthwhile.
Magmatrooper:
Line of Fire -
Replacement: "Hits 3 additional enemies. Cannot be countered."
Reasoning: This is really underwhelming right now. It should feel like a madman with a LMG firing wildly into a group of enemies.
Hazard Training -
Replacement: "+5% Tenacity and +10% turn meter gain. Empire allies gain 35% turn meter when Magmatrooper resists a detrimental effect or suffers a debuff."
Reasoning: Because AOE debuffs are mean, and Magmatrooper won't allow it. Now, you'll have this nutcase throwing grenades at you, and all his team unloading on you, because you were mean and debuffs are mean and you should feel bad.
Feel free to add your own suggestions below.