Forum Discussion

JesseAndersonEA's avatar
9 years ago

Jedi Knight Anakin adjustments

Hey Everyone,

We've been working on adjusting Jedi Knight Anakin recently and would like your feedback on him based on the information below. Please keep all feedback civil and constructive.


IN-GAME NAME: Jedi Knight Anakin


ABILITIES:
Basic: Deft Bladework
Base: Deal Physical damage to target enemy with a 40% chance to inflict Healing and Buff Immunity for 2 turns.
Upgrade 1: +5% Damage
Upgrade 2: +15% Healing and Buff Immunity Chance
Upgrade 3: +5% Damage
Upgrade 4: +15% Damage
Upgrade 5: +5% Damage
Upgrade 6: +5% Damage
Upgrade 7: +15% Healing and Buff Immunity Chance

 

Special 1: Reckless Assault
Base: Deal Physical damage to all enemies. For each enemy Critically Hit, 25% chance for all allies to gain Offense Up for 2 turns. For each enemy not Critically Hit, 25% chance for Anakin to become Exposed for 2 turns. (Cooldown 3)
Upgrade 1: +5% Damage
Upgrade 2: +5% Damage
Upgrade 3: +15% Damage
Upgrade 4: +5% Damage
Upgrade 5: +15% Damage
Upgrade 6: +5% Damage
Upgrade 7: +15% Damage

 

Unlocks at Tier II
Leader: Always on the Offensive
Base: Jedi and Clone allies gain 10% Offense and 10% Critical Damage and other allies gain half that amount. Whenever an ally is Evaded, they gain Advantage for 2 turns.
Upgrade 1: +2% Offense
Upgrade 2: +4% Offense
Upgrade 3: +5% Critical Damage
Upgrade 4: +2% Offense
Upgrade 5: +4% Offense
Upgrade 6: +5% Critical Damage
Upgrade 7: +8% Offense

 

Unlocks at Tier IV
Unique: Righteous Fury
Base: Whenever another ally falls below 50% health or is defeated, Anakin gains 60% Turn Meter and his next attack deals 25% more damage.
Upgrade 1: +10% Turn Meter Gain
Upgrade 2: +25% Damage
Upgrade 3: +10% Turn Meter Gain
Upgrade 4: +10% Turn Meter Gain
Upgrade 5: +25% Damage
Upgrade 6: +10% Turn Meter Gain
Upgrade 7: +25% Damage
  • First thought, it *feels* much more "Anakin". I like the Clone\Jedi Hybrid.

    Since his "Reckless Assault" is an AoE chances are you will see both so that is O up for the team but also sticks him with an expose.. a very YOLO ability, paired with Rex to clean the expose this might be very fun. :D

    That leader ability.. Wow, Ani,Aayla,Rex,5's,( Insert whomever, Tank\Jedi\Clone\??)

    All in all I like it, will his base stats stay the same?
  • Excited to see that roll through. The one note I'd add (but you already probably looked at this) might be better to hold that "a lot" back, Let it run for a few weeks, then raise it a little bit more if it still seems weak; less disgruntlement in the players if you're buffing then when you're nerfing. But again, I can only guess what testing you guys have already done.

    Really like the gamble of Reckless Assault, plays really true to his character in that part of the story. :)

    EDIT: is the hope to make him one of the "best" heroes?
  • My first instinct reading this, without going over it in precise detail, is: "LOVE IT!" :) Those who know me will vouch for the fact that this isn't something common for me.

    The flavor of it is great. You have addressed several of the glaring problems with Anakin, such as his reliance on ally death, which is a mechanism made largely irrelevant by the addition of protection.

    Specific feedback on the abilities:


  • The omega on his basic bumping him to 70% is a welcome improvement over the 55% which was not really sufficient.

  • Reckless Assault "feels" like Anakin -- risk versus reward, really implemented in a very meaningful way (Rey sorta has this, but really not, she does less damage debuffed but it's not a huge deal, this is). My concern is that the expose chance is VERY high unless you are specifically running him on a crit team, and Jedi don't have a great deal of crit synergy (like rebels for example). I fear that this would backfire often enough that people would feel it ruins the character. I think if there's going to be a substantial chance of him taking 20% extra damage after he uses this, the chances of offense up need to be higher. At the very least perhaps make his omega change the numbers from 25/25 to 30/20?

  • The anti-evasion is huge and welcome. (A lot of players are grumbling about anti-evasion capabilities being added only to new whale heroes.) The omega here is a bit on the dull side. Not bad, just not very interesting for a redesign.

  • A vast improvement over "on death" as mentioned above, but I would prefer that this be triggered in some manner related to protection, such as when protection is completely lost on a character for the first time. There's almost nothing in the game right now that triggers based on protection, and in many ways, loss of protection is truly when a character becomes "half dead". Maybe add a % chance of it triggering on loss of protection for his omega? That said, this is a very good ability regardless. (ETA: On further reflection, perhaps this doesn't really need anything added to it. I do think some interaction with protection would be cooler than "half health" though, and even fitting the character conceptually.)


    Other feedback:


    • I am very concerned about his base damage only being increased slightly. Before the protection patch he was considered marginal, and there has been heavy criticism for the amount that he was nerfed. His current base damage is considered a joke. Damage on basic attack is probably the single most important factor in determining if a character is used, with a few exceptions.

    • You are going to get a lot of negative feedback on making yet another character with clone synergy, and it will be to some degree valid, because we have seen a lot of clone stuff of late. It's not because it's bad, in fact it makes perfect sense here. It's because there are only 4 clones right now, of which only 3 are considered good, and 2/3 of those are only available to big spenders. The only "good" clone most people can get is Fives. The recent pattern is to release new clones only in expensive aurodiums or chromiums. We already have Rex as a top notch caliber hero in both arena and the raid, this makes him even better, and most players cannot get him. Unless you have plans to move Rex to F2P or add a new clone or make clone sergeant better, this change becomes a much bigger buff for whales than anyone else, and this will be noticed.
  • Love everything, but on the leader...if evasion is the targeted effect to counter - why not have him give allies turn meter? This would be like a scaled down version of B2's unique, but make it less TM gain since it applies to the entire team. Gaining TM is still very offensive and attacking, like JKA's style. Vs. evasion you need more hits to combat the fact that a higher % of your hits are missing. Gaining advantage is nice, but won't really help you overcome the evasion factor. I have no problem with evasion when using B2 or when using Rex+Phasma, but that's in large part because I can overload the evading team with TM gain and out-attack them by volume. If the evasion part is just intended to be a bonus on the skill, than advantage is fine - but if he's truly meant to be a counter and solution to evasion teams, I don't think that will help much.

    EDIT: The leader skill as proposed is nice, but I don't see it being something that threatens to bump evasion off it's perch or even provide a reliable counter. Substituting TM gain for advantage would however create a viable evasion counter.
  • Apologies on being late to the party - not much to add that hasn't been said, but here would be the new AoE damage range if no gear changes:

    Old (1.346): 2884 - 3186
    New (1.886): 4040 - 4464

    That'd land him with the strongest AoE other than Darth Maul, by a good deal. All of this is of course pre-buff / pre-defense.
  • Looks like he's going out pretty close to as originally suggested. Thank you for dropping his expose chance a bit. :)
  • Looks like u guys may have made a perfect character. Not OPl, has his pros n cons, vey useful. Overall reception is fantastic. I think u hit the bullseye.
  • Thanks for all of your feedback everyone! Very much appreciated :)

    We'll take a look at the AI for Anakin and will hopefully have an update for him in the near future.
  • He's excellent. Great job and big improvement. He's definitely area-level competitive. His unique TM gain + damage boost is money..and the O-up on the strong AOE is great as well. Strong hitting basic with a very useful debuff skill....still tanky and fast. Helps team and great on his own....He's legit.

    I do want to verify though, in this thread it looked like he would have an Omega on Righteous Fury that would allow his bonus damage to go to 100% and not max at 75% as it is in the game. Was that intended? Too much damage to go to 100%?
  • I've been running and testing Anakin since the change. Who ever worked on his reworking deserve a bloody good pat on the back.

    Unlike the Mace rework that left him a mess still especially lore side. This was done so well and you made him very balanced.

    I hope to see the team that did this work on other heroes like Kit Fisto.

    +100 points from me :)