@MegaCrunchi I'm actually very curious right now due to your response. Cause there are a few things in there that I just don't make sense to me. Like at all.
But first the thing I agree with. Yeah, after having been away from the kit for a while, I agree that I went overboard with the ultimate. I'll remove the confuse, reduce the stacks of Profit from 3 to 2, and reduce allied cooldowns by 1 instead of resetting them. I think that's more balanced than what I currently have. I could also add party! to him for 1 turn to prevent it from going too fast, but it needs to do more than just prevent Ultimate charge in that case.
One more thing I'd like to mention before I get into the things I don't get is the Max Health from his leadership ability. Because your haven't answered my question. I asked why his leadership ability only adds Max Health to allies when the rest of the kit works with both Health and Protection. It's not like Rey or Kenobi, who work with Bonus Protection based on Max Health. So why only Max Health and not (also) Max protection? I mean, I have +30% of both in my version.
But now onto the things that don't make sense to me. I'd like to start with his leader position. You said yourself:
"MegaCrunchi;c-2289646" wrote:
Yes he is pretty useless when he's not in the Leader slot... but the whole Kit was designed with him in the Leader slot in mind ^^"
Name 1 GL that is "pretty useless" while they are not in the leader slot. There isn't one. You yourself highlighted why his old leader was a problem. Cause there is a big difference between designing with the leader slot in mind and restricting them to the leader slot only. So I don't get how my argument for why it can't work that way, is your argument for why it can.
Next the 100% Ultimate charge and the Loot stacks. You seem to have the idea that those can't stack all that fast. Where you got that idea from when Smugglers are very counter attack heavy, have lots of assists, and your own GL assists when an ally uses a special which also causes them to call another assist, and can call all other allies to assist with his first special, is a complete mystery for me. Seriously those will stack like wildfire. I'm fairly certain that if you put your second specials on cooldown at the start of battle, all allies will have 100 stacks before its off cooldown. So your version practically guarantees it's max rewards and max ultimate charge whenever it's used, with the only condition that he needs to be the leader (adding to the previous point as well). So I don't get how this isn't an argument for why this ability grants too much Ultimate charge.
But the thing that confuses me the most is that apparently the second specials is significantly worse. I can't imagine a single scenario in which my version performs worse than yours. It could just be me, but I really can't see one. Your version can heal 1 ally and grant them +50% Mastery and +50 Speed once. But since the 2 events can't be used separately, anytime an ally is in dire need of healing it becomes a very difficult choice. My version can heal the entire team, and grant all allies up to +50% Mastery and +15 Speed every time it is used. Which amount to +50% mastery and 15 Speed in total if all allies have 1 stack, and +250% Master and +75 Speed in total if all allies have max stacks. Yes it is more difficult in my version to achieve this. But that's more of a testament to the brokenness I pointed out in the previous point than mine being worse. Not to mention that if he is the leader, allies also gain Turn Meter and stacking Offence when this ability is used. Again, it could be me, but I just can't see what you mean by it being worse.
I have to say, since most of the arguments don't really seem to make sense to me, it does feel like you are trying to justify your kit. Thou again, that might just be me not being able to see your point. Either way, some extra explanation from you would be much appreciated. I also would like to apologize if I come over a bit rude or aggressive in this. I guess I was a bit hurt by it and I'm not entirely sure about everything to be honest. So just to be sure, I'm adding this.
P.s. I get that the offence in his unique was meant to make him deal more damage. That's the point of Offence. I just didn't think it should have been in his unique and only for him. He is ultimately a Support with a single damage dealing ability (where he isn't even the only source of damage). This is why I added the stacking offence to his lead for all Smuggler allies (which obviously includes him). I also added the Max Health damage when inflicting a debuff to address the "Basic doesn't deal damage" point from @Xcien . Cause if he is the leader, it technically can inflict damage now (since it inflicts a debuff). Thou it isn't necessary for the kit to do so, and it still works just fine if he is not the leader. Just something I wanted to point out to you.