Forum Discussion

Xcien's avatar
4 years ago

Grand Inquisitor Kit Idea

Well, here is a new kit regarding the Grand Inquisitor. This kit is also introducing the new faction Inquisitorus, that the Grand Inquisitor is part of. If you have any feedback, please tell me.



Unit Name: Grand Inquisitor
Tags: Dark Side, Attacker, Leader, Empire, Inquisitors
Description: Calculating Inquisitor Leader with strong Anti-Jedi synergy that motivates his Inquisitor allies to defeat Jedi enemies.
Archetypes: Agility (AGI)
Basic: Calculating Strike (Omega):
Spoiler
Deal physical damage to target enemy. If they are above 50% health, inflict Offense Down and Healing Immunity for 2 turns. If they are below 50% health, gain Offense Up and Defense Penetration for 1 turn.
Animation: The Grand Inquisitor lunges at target enemy, then slashes them with his lightsaber.


Special: There is Another Path (Cooldown 4) (Omega):
Spoiler
All Empire allies gain Offense Up, Health Steal Up, and Defense Penetration for 3 turns. Jedi enemies are inflicted with Healing Immunity and Speed Down for 2 turns. If Darth Vader or Emperor Palpatine are allies, they gain Potency Up as well.
Animation: The Grand Inquisitor brings his lightsaber blade in front of his face, then moves it to its original position.


Special: Spinning Blades (Cooldown 4) (Omega):
Spoiler
Deal Special Damage to target enemy and dispel all buffs. For each buff dispelled, deal damage equal to 10% of their Max Health. Jedi enemies cannot evade this attack.
Animation: Ignites the lightsaber's second blade, then throws the lightsaber at target enemy. It strikes them, then comes back to the Grand Inquisitor's hand, and the second blade is deactivated.


Leader: Jedi Hunters (Zeta):
Spoiler
Inquisitor allies have +50% Offense and +50% Potency against Jedi enemies. Empire allies gain Offense Up and Defense Up at the start of each encounter for 3 turns. Whenever a Jedi enemy or ally is defeated, all Inquisitorus allies gain 10% Turn Meter and have a 50% chance to reduce their cooldowns by 1.
-Zeta: Inquisitorus allies gain 15% Turn Meter and then the ally who defeated the Jedi enemy has their cooldowns reduced by 1. All other Inquisitorus allies have a 60% chance to reduce their cooldowns.


Unique: There Are Some Things Far More Frightening Than Death (Zeta):
Spoiler
The Grand Inquisitor cannot be revived. When Grand Inquisitor is defeated in an encounter, he grants all Empire allies Speed Up, Offense Up, dispels all their debuffs, and gives them 30% of his Max Health.
-Zeta: When Grand Inquisitor is defeated in an encounter, Empire allies are granted all of his non-unique buffs and gain 40% Turn Meter..


Unique: Calculating Hunter (Zeta):
Spoiler
The Grand Inquisitor has +15% Defense Penetration for each Jedi or Rebel enemy, and +10 Speed for each Empire or Sith ally. If all allies are Inquisitors, Grand Inquisitor gains Protection equal to 30% of his Max Health.
-Zeta: If all allies are Inquisitors, Grand Inquisitor gains Protection equal to 40% of his Max Health. Grand Inquisitor has +20% Defense Penetration, and +15 Speed.
  • I carefully looked at your idea, and have a few problems:
    1. I suggest in the future, you better use a finalized decription to describe things, like CG did always, rather than isolating the Zeta portion. For your Leader ability, for example, you are unclear about the Zeta: will all Inquisitor allies' cooldown be reduced by 1 when a Jedi died? Or just the one Inquisitor who stroke down the Jedi will gain these bonuses?

    2. It barely makes sense, in your 1st Special, to let the Inquisitors have synergies with the Sith. I would say Inquisitors and Darth Vader will gain these bonuses. Emperor Palpatine is the founder, but has no direct relationship with these Inquisitors. Darth Vader makes sense since he trained them. I mean, wouldn't you feel its weird to have (Darth) Maul standing together with these Inquisitors? Especially when Maul killed two of them?

    3. My apologies in advance, but I can hardly like your 1st unique. The addition of Max Protection and Health resembles Five's sacrifice, I suppose. Five's sacrifice is meaningful: he died, and his brothers can still fight and live, especially Rex. Fives indirectly save Ahsoka and Rex when order 66 was issued. Well, maybe that's not the best reason for the design of "Tactical Awareness", but it makes sense.
    Grand Inquisitor on the other hand, died without benifiting any Empire allies. He just warned Kanan about Vader and died. Adding those buffs are good enough, but Max Protection and Health addition are meaningless and OP.

    4. In addition to 3, a character like this with more than 5 abilities (counting unique) is unusual and may disrupt the balance of the game.
  • My apologies, I really don't want to discourage you, but I have some mild interests to argue with you @Xcien.

    For 3
    You could definitely devise a better idea rather than giving the Grand Inquisitor's Max Protection and Max Health. For example, Speed Up for 2 turns (which you did mention, but didn't mention how many turns Empire allies will have that), Offense Up, etc.., are good buffs. It makes sense that the Empire pushes hard on hunting the Jedis after the Grant Inquisitor died (Speed Up, OffenseUP).

    Aspect 1: Game perspective
    But for Max Health and Max Protection addition, let's take a look at Emperor Palpatine's unique. His unique has +50% Max Protection and +5% Max Protection whenever he. So if you modded the Grand Inquisitor with Health and Protection, then imagine how much Protection Palpatine will have! He will be harder to kill, which is not quite appropriate since he is already excellent in the game. Shoretrooper is another example: how much Max Health will it be when he recovers them for all the allies? That's, I'm afraid, a little bit OP.

    Aspect 2: Lores and Stories
    You might say "Grand Inquisitor is an Imperial asset, and Max Protection and Health allocation will imply that." That's partially true, but his death only acclerated Empire's effort to hunt the Jedi down, not necessarily flourished Vader's, or any other Imperial's, power. Plus, addition of Max Health and Protection implies longer surviavabilities, not "Empire's taken notice". I could hardly think Imperials needs longer survivabilities to hunt down rebels and jedis, but instead, they need more force and efficiency, even brutal tactics, to hunt them. Thus, Imperials don't need to gain the Max Health and Protection.

    For 4:
    You misunderstood my argument. Yoda is a legendary character (those characters in the Journey Guide), and that's why he has 5 abilities. C3PO and Mon Mothma are PURE SUPPORTs, so that's why they have so many unique abilities. If you look at most of the marquee characters, they usually have 4 - 5 abilities in total.

    Bounty Hunters are exceptional because they have "payouts", but other than "payout", they at most have 5 abilities. Darth Vader is an exception because he is so iconic and he deserves 4 abilities + 1 leader + 1 unique. Do you expect the Grand Inquisitor to be as powerful as Vader so that he shall have 6 abilities?

    Even in my rework of Ahsoka Tano (Fulcrum), no matter how hard it was critizied, I still was able to limit Ahsoka Tano (Fulcrum)'s total abilities up to 5.

    Bastila (light or dark side) is another exception with 6 abilities, because CG devised the extra "Force Bond" unique to pair with JKR/DR. Comparing the Inquisitor to Bastila, which one do you think is more powerful? In turn, deserve more abilities?

    Well, you might argue yours by using "Geonosian Brood Alpha" in terms of "number-wise" elements. Yes, true, Brood-Alpha has 6 abilities in total. That amount of uniques suitably fit the geo teams. Without that Taunt from the Brute, the geo teams will be less powerful than they would've been. Grand Inquisitor on the other hand, according to your design of those Inquisitors, doesn't need so many abilities to carry the rest of the inquisitors.

    I suggest you can refer to Sebek's Inquisitors designs, which I deployed a like.

    Please give me a strong reason that you want to give the Grand Inquisitor 6 abilities, and I hope emotions aside, my reply will help you in a way to develop better ideas.

  • Don't worry, you are not discouraging me. This kit is just one of many that I have made, so it is fine if it receives criticism.
    For 3, I see your point, and will edit that to make it better.
    For 4, I disagree on that. I can see that you made many exceptions to your stated rule, so what is one more? And between an Inquisitor and a Geonosian, if you want to go by power, who do you say is stronger? But my reason for giving the Grand Inquisitor 6 abilities is that he was the leader of the Inquisitorus, former sentinel of the Jedi Order, and was decently powerful in the Force. I could have given him just 5 abilities, but I wanted an ability that reflects how his death caused the Empire to take notice of the Rebellion from more than just a nuisance, to a possible threat. And also in response to your previous response about Fives' sacrifice, he didn't make much of an impact either, yet he has a Unique saving an ally. And I was planning to have the Grand Inquisitor be unlocked at 4 stars, but he could still be a marquee, if he is ever made.