4 years ago
General Krell kit idea
Dark side, 501st, separatist, Galactic republic, attacker Synergy: General Skywalker, Fives, Rex, Jesse Basic: In command: General krell deals physical damage once for each 501st ally. If all alli...
"Sebek;c-2261945" wrote:"Xcien;c-2261929" wrote:"Anakins_Master;c-2261683" wrote:
basic is too OP, recover 25% protection if all allies are 501st and being better than a dark trooper hit, if all allies are defeated make sure to say (Excluding General Krell), do they lose 10% of thier max health or do they take damage for special 2? Leader: no one would want to use it, it takes the team apart. Damage Imuunity until ally is defeated, way too OP, they would trigger 5s sacrifice so they could defeat him quickly and they would give your team a lot of boosts
I agree with @Anakins_Master about the leader ability. It would kill the team, nobody would use it. I have the same issues with the Unique, and the first special is too OP. By the time all allies are defeated, the entire enemy team will be destroyed thanks to it.
I have to disagree, for example the Lead is kind of like GG's unique, although a bit worse, it could lead to some theorycrafting. the 1st special is actually worse than Sith Trooper's 1st special, which deals 50% more damage for each currently defeated FO or Sith ally
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.
78,075 PostsLatest Activity: 3 minutes ago