"Obitoo_johnobi11;c-1700194" wrote:
I like the main idea, just think it needs a bit of tuning. Like below:
1) Comforting Presence (Unique) Since Luke is the only one being hit there is no point for extra defense and tenacity, unless it is Luke that gains those effects. The 5% Turn Meter is nice, but i think the addition of offensive buffs would be more of help. Also, i feel like Luke should die after when he loses the projection and let JTR gain 100 Turn meter, +30 Speed, 30% Crit Damage and Critical Chance till the end of the battle.
2) I Will Not Be The Last Jedi’ (Special) I like the zeta here, but anything before that is pretty weak and similar to Jolee. Also no reason for the cooldown to be at 7 turns. Maybe add some buff or also remove all buffs on all enemies.
3) Again, why 7 turns cooldown on force projection and why -65% Speed?? So it can last longer?? How long does the force projection last? One turn?
Thanks for your reply. Thou I think you havent fully gotten everything in the kit. That is the impression I get from your reply. I'll gladly clarify things.
Lets start with Force Projection. As this ability clearly states, and I quote, "Luke removes all Status Effects from himself and gains the Force Projection unique buff
until the start of his next turn". So yes. the buff only lasts for 1 turn, technically even less than that. Furthermore the buff itself makes luke immune to damage and status effects (those being both buffs and debuffs). His defence and tenacity are practically useless while he has this buff, thou absolutely necessary while he hasn't. The speed reduction is indeed to make it last longer, but also to slow Luke down a bit. I'll come back to that later.
Following on this force projection is essentially a taunt. There are charaters in this game that can ignore taunts (like bobba fett, Commander luke and revan). Furthermore there are also ability's that target multiple units on your team, if not all. This is where
Comforting Presence comes in. While Luke is taunting this ability ensures that your team is fully protected.
I designed Hermit Luke to be under Rey (jedi training)'s lead and also made him work well under Revan's lead. these leads give critical chance and damage increases to their team. With the critical damage and exposes of rey and the offence, speed and bonus damage from Revan, I truly believe that offence boosts are really overkill. These teams already have more than enough damage. Luke in the film also protected the resistance, allowing them to escape and survive (survive being the important one here). I wanted to capture that in his kit.
Next is
‘I Will Not Be The Last Jedi’ (Special). This ability really isn't under-powered, percentage health equalize is a really powerful healing tool. It equalizes all allies health, which ignores healing immunity. This is highly effective against focus fire. On top of that, The resistance really don't have much healing. I believe the only character with a heal is holdo, and that is a single target heal. This healing in the resistance is thus quite an upgrade. True Jedi already have a lot of healing, including Health equalization (thou not Jolee). But he was mainly designed for resistance.
Finally his cooldowns. I chose 7 precisely because of his basic and Rey (jedi trainig)'s lead. Under Rey he reduces his cooldowns when he uses a special ability. which can already bring his cooldowns down to 5. On to of that his basic reduces his cooldowns on a critical hit (which, again Rey and revan leaderhip increase). All this considered both his cooldowns in practice will be 3 to 4 turns. Since his cooldowns will be reduced quite a lot.
This is also why the zeta on his ability
Old Jedi Master is quite a powerful one. As for jedi, well, they pretty much focus on out of turn attacks. So his basic will decrease his cooldowns quite a lot there as well. This is also why I slow him down a bit. Having that buff multiple turns will just give you the opportunity to reduce his cooldowns a lot while he is taunting, making it possible to chain multiple force projections in a row. I wanted to prevent this, or at least make it very challenging.
Hope this helped clarify some things. I'll admit that for
‘I Will Not Be The Last Jedi’ I was doubting between 6 and 7 turns, but eventually decided that 6 was just simply to fast. He would at best be able to use it every other turn (2 cooldowns from Rey lead and about 2 basic strikes). That is too fast. I also really don't like the idea of him dying after using
force projection. I see that idea everywhere and I really don't want it. some damage is fine but taking him out of the fight is just useless. It instantly makes the character one of the weakest in the game, regardless of his kit. I wanted to do something else with his kit, so I wont add that.
Other than that if you still have some suggestions for my kit I would love to hear them. Hope this has answered all of your questions.
(man Have I been typing for long)