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5 years ago
"7AnimalMother;c-2135129" wrote:"Daishi;d-232021" wrote:
Currently Rey has several 60 banner counters due to her defensive kit. She wastes her initial turns with a buff that is easily countered and worked around, while Kylo first turn is always a 2 turn locked stun creating a 5v4 situation out the gate. Kylo has nothing approaching a 60 banner counter, plus hes a monster in the highest gear reward activity in the game (HSTR).
So how would YOU fix this imbalance?
My suggestion is 2 small kit changes to rey.
1: Add to leadership "Light side allies are immune to fear and damage over time effects".
Kylo is immune to taunt effects to make him hard to counter. This would give Rey parity in PvP and fit her defensive build.
2: Add to her ultimate, "When in ultimate stance, light side allies are immune to critical hits"
Again this fits her defensive build and makes her ultimate meaningful.
The 2nd one makes sense as it reduces the kylo crit train. Though to be honest, I'm not sure why damage is 1 hp anyway... seems silly not to just be immune all-together.
As for the first, I rather see buffs to some other resistance characters.
As one example, a change to Holdo's unique something like this:
When another Resistance ally loses Foresight, Amilyn Holdo gains Taunt for 1 turn and Recovers 20% Health and 20% Protection. While Amilyn Holdo doesn't have Taunt, she has +50 Speed and all other Resistance allies have Critical Hit Immunity.
The problem with any buff is Hux. Really the thing that makes SLKR teams hard to counter in general is Hux. He dispels all debuffs on all enemies, he gives bonus TM swap, he blocks TM generation by enemy, and he is super fast. You really need something on the resistance side that neuters hux to have any hope of countering reliably. You need locked buffs that can't be dispelled, and maybe a locked buff immunity AOE debuff that would block FO from the renewing advantage which is the other part that makes Kylo impossible to counter, they all always have advantage due to how many of their kits give advantage. Advantage now makes them all immune to crit, and makes the tanks permataunt. You dispel the taunt, it dispels the advantage which SLKR reapplies if it was dispelled, which then reapplies the taunt.
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