All other Dark Side Bounty Hunter allies take damage equal to 10% of their total max health and protection, and Asajj recovers health and protection equal to this.
Zeta ~~ All allies lose 30% of their critical chance and critical damage, and Asajj gains critical chance and critical damage equal to 20% of the total amount lost. Deal true damage based on all defeated allies' stat reductions.* * E.g. 1 defeated ally with -30% cc, cd; -10% hp, prot = 80% reduction ~~ true damage = 80% physical + special offence.
Target ally and Ventress are called to assist, dealing 40% more damage. If that ally is a Dark Side Bounty Hunter, they lose 5% offence, and Ventress gains that amount of offence. Else, both allies gain critical chance up, critical damage up, tenacity up and foresight for 2 turns.
Dark Side Bounty Hunter allies have +50% critical chance and critical damage added to their base stats, halved for other Dark Side allies. Light Side and Neutral Bounty Hunter allies gain 30% health and protection. Each time an ability is used, the damage dealt is halfed, and the number of hits is doubleed. When Asajj Ventress (Bounty Hunter) is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Use an ability that deals damage at least 16 times 5 times.** (Only Bounty Hunter allies can contribute to the Contract.) ** So basically use 1 ability 4 times, then the next hits will count.
Reward: Bounty Hunter allies recover 10% Health and Protection at the end of their turns, and gain a bonus turn whenever an ally is defeated.
Zeta: Light Side and Neutral Bounty Hunter allies recover 1% health and protection for each time damaged, increased by 0.1% per time it has occurred. This cannot exceed the current highest enemy damage incurred by an ability.*** ***E.g. highest enemy offense (critted if poss) used in an ability - lowest allied defense (if not true / massive damage) = highest enemy damage incurred by an ability.
At the start of each enemy turn, Ventress and all her Bounty Hunter allies gain 1 stack of Abandonment. At 10 stacks, this becomes Revenge (stacking). If an ally with Abandonment or Revenge is defeated, Asajj gains their stacks Abandonment: At 10 stacks - becomes Revenge. Revenge: +5% Counter Chance, Offence, Defence, Tenacity, Potency, Critical Chance, Critical Damage (stacking, max 10)
Gain 5% Defence Penetration per defeated Dark Side and Dark Side Bounty Hunter ally at the start of her turns. If a Dark Side Bounty Hunter ally is defeated, gain 10% of their current stats (not speed)
"Jar_Jar_Lover123;c-2264869" wrote: I think maybe you could have her be a counter bounty hunter squad that uses bounty hunters, if that makes sense. Maybe have her payout be whenever any bounty hunter is defeated, ally or enemy, and have that same theme with the other abilities. Just an idea,
I absolutely agree that she should be light side once she donned the bounty hunter helmet all of her actions were more good leaning, she chose to help everyone she did. Plus that would give us three LS BH two more and could have a whole squad, sugi would be my next choice she defended farmers from pirates and helped save prisoners from trandosians
I'm not a big fan of this kit idea to be honest. It feels like it has power or the sake of power and is convoluted for the sake of being convoluted. I'll go into more detail below. But before we get to the feedback, I'd like to say 2 things: 1, I agree that Bounty Hunter Asajj should be Light Side, and 2, after reading this kit I was inspired to see if I could make a version of Bounty Hunter Asajj myself. Not sure how it will turn out (since I only have the wiki and other LS BH to use as a reference) but never shot is always missed. I'll give you a shoutout once I post it. Now that that's out of the way, I'll divide this feedback into 3 parts from broader scope to more precise: The core theme, the stacking stats, and the 2 Zeta abilities.
I only have the wiki and the few episodes of the Clone Wars series to use as a reference for her character. Especially the wiki is a problem as that is more telling of "what" rather than "why". But I still think the core theme, as well as some minor things, don't fit her at all. First of all, the distinction between Dark Side and Light Sid allies. From what I can tell she didn't exactly treat others differently based on their alignment. She just completed the bounty unless it conflicted with her conscience. Most missions she even did solo. Thou obviously not all of them. She teamed up with Boba and his allies (multiple times), she helped Ahsoka, teamed up with Kenobi, and even helped the council try to take down Dooku. Even the mission we saw in the clone wars tv show, she didn't exactly go out of her way to make her allies fail in any way, and even went out of her way to pay them the part they owed. And that was at the start of her Bounty Hunting journey, when her alignment was still somewhat in question. But that also brings the second thing: The entire "steal stats from allies and benefit from their defeat" theme. That doesn't fit her. As others have pointed out, she sacrificed herself to save Quinlan Vos's life. But if you take the theme in your kit, she should have weakened him, before watchin him fall, and them becoming stronger herself: Practically the exact opposite of what happened. Even going back to that mission with Boba and his syndicate we saw in the show: No one died, she didn't exactly become stronger as others fell out, and again, she brought them the share of the bounty they owed. Once again, not fitting a "weaken and ditch them" theme. Finally, the unique doesn't fit her that much either. I mean, during her time as a bounty hunter, she actually started to mellow a bit. Even teaming up with those she previously wanted revenge with. If anything, she started to abandon the idea of taking revenge. Making your naming quite ironic. (Thou obviously not entirely, but it wasn't present enough anymore for an entire unique and status effect to be based on it in my opinion). So yeah, this is why I don't like the core theme (and smaller revenge theme) of this kit.
This is the biggest practical problem of this kit. For starters, lets look at critical chance bonusses for Asajj in this kit: She gains additional critical chance on her basic, can steal massive amounts of critical chance with her first special, can gain critical chance up from her second special, can gain critical chance from the revenge buff, and can gain critical chance from defeated allies trough her payout. That's 5 sources trough which her critical chance can increase. There are also 4 critical damage increase sources, 4 offence increase sources, and 3 or 2 for practically ever other stat except speed. All for Asajj. I already didn't like the stealing stats theme, but this might also be the most overkill way of stacking stats I've seen in a long time. Seriously, I think SLKR doesn't gain stats as fast or massive as her. This is where the "Power for the sake of Power" feel comes from. Everything in this kit is just to increase her stats as much as possible, which I don't like.
Finally the 2 Zeta abilities. I wanted to address those separately as there are some things that I don't like about these specifically. First the Ruthless Assassin special. The main problem here, is that it's way to easy for it to do nothing. What if she doesn't have any dark side Bounty Hunter allies and you don't have the zeta on this ability yet? Or if you use her solo? In both cases this ability does literally nothing, and they are not exactly difficult situations to set up. This is quite the design flaw that exists in this ability. Also, the damage from the zeta is really weird. Not only does it not specify to who it does damage (one enemy or multiple enemies. Weakest or strongest. Nothing is mentioned). But on what the damage is based is also really weird. I mean, what if SLKR is on the enemy team? Does the damage scale based on the stats he's takes as well? Cause that would make Asajj an absolutely broken counter to him. To be fair I don't think the game was ever even programmed to track and/or use stats in the way you described, but either way, that's just too much. Then her Lead. While the zeta might be a tad too powerful (thou this is mostly due to its really weird max healing limit), its the "halve damage, double hit" and the contract that's really the problem. Cause even your extra explanation does nothing to help me understand how this ability works. Let's first look at it as you've put it down: "Use an ability that deals damage at least 16 times 5 times." Which I read as: "deal damage 16 times with a single ability, and do that 5 times in total" Which, taking into account the double hit from her lead, means an attack that damages 8 times. Which does not exist within the entire Bounty Hunter faction, including Asajj herself. The only ability that comes close is Boskk's assist. As with Jango, Boba, and Cad's basics all attacking twice, they can hit an enemy 8 times at max. But that's technically not a single ability, so that probably doesn't count given the wording. AoE's also only hit 6 times at max. So it seems like there's literally no way to complete this contract. But then comes your explanation of "So basically use 1 ability 4 times, then the next hits will count." Which doesn't really explain anything or make sense. Since a single ability dealing damage 1 time normally only makes 10 hits on the 5th use, not 16. But this also makes it seem like the contract is basically just "deal damage 40 times to enemies", just with 2 extra conditions that might make it the most difficult to achieve contract in the entire game. The "halve damage, double hit" effect also doesn't synergise with any part of her kit, or any other bounty hunter's for that matter. It might even be detrimental to many of their kits, if it doesn't break them. This effect and this contract are just "Complicated for the sake of being Complicated". The Contract even to the point that it might be impossible to achieve. So yeah. Especially not a fan of these 2.
So, that's it. Hope this feedback helps a bit. And sorry I ended up not being much of a fan of this one.
Thx for your feedback. Now I reread it, gonna scale this down quite a bit.
One thing --> The halve damage, double hit has no limit (1, 2, 4, 8, 16 etc.)
Wait, I thought you meant that an ability simply has it's damage halved and it's hit doubled once. (which is already kind of weird and pointless by itself). You mean it keeps doing that over and over again until it deals a massive amounts of hits? That even worse!!!! That would break The Mandalorian. I mean, he gains 30% turn meter and grants all other bounty hunter allies 15% Turn Meter whenever he scores a critical hit. Being able to hit twice means being able to crit twice. So after just 2 basics he can effectively create an infinite turn meter loop for all his BH allies under her lead (so long as you don't get the zeta on her special, or simply never use it). Even worse, since he can crit so many times with a single attack, he can also instantly reset the cooldown of his disintegrate. Meaning that on top of infinitely looping his allies, he can instantly kill enemies practically every time he takes a turn! You've literally broken the game with this! I already thought this was pointless, but this makes it the most broken effect in the entire game!!!! This gets the biggest "no" from me possible.
Thx for your feedback. Now I reread it, gonna scale this down quite a bit.
One thing --> The halve damage, double hit has no limit (1, 2, 4, 8, 16 etc.)
Wait, I thought you meant that an ability simply has it's damage halved and it's hit doubled once. (which is already kind of weird and pointless by itself). You mean it keeps doing that over and over again until it deals a massive amounts of hits? That even worse!!!! That would break The Mandalorian. I mean, he gains 30% turn meter and grants all other bounty hunter allies 15% Turn Meter whenever he scores a critical hit. Being able to hit twice means being able to crit twice. So after just 2 basics he can effectively create an infinite turn meter loop for all his BH allies under her lead (so long as you don't get the zeta on her special, or simply never use it). Even worse, since he can crit so many times with a single attack, he can also instantly reset the cooldown of his disintegrate. Meaning that on top of infinitely looping his allies, he can instantly kill enemies practically every time he takes a turn! You've literally broken the game with this! I already thought this was pointless, but this makes it the most broken effect in the entire game!!!! This gets the biggest "no" from me possible.
OK maybe at 10pm I didn't think this through. I'm currently doing a makeover, and when I'm done, will post a kit you'll definitely prefer.
Thx for your feedback. Now I reread it, gonna scale this down quite a bit.
One thing --> The halve damage, double hit has no limit (1, 2, 4, 8, 16 etc.)
Wait, I thought you meant that an ability simply has it's damage halved and it's hit doubled once. (which is already kind of weird and pointless by itself). You mean it keeps doing that over and over again until it deals a massive amounts of hits? That even worse!!!! That would break The Mandalorian. I mean, he gains 30% turn meter and grants all other bounty hunter allies 15% Turn Meter whenever he scores a critical hit. Being able to hit twice means being able to crit twice. So after just 2 basics he can effectively create an infinite turn meter loop for all his BH allies under her lead (so long as you don't get the zeta on her special, or simply never use it). Even worse, since he can crit so many times with a single attack, he can also instantly reset the cooldown of his disintegrate. Meaning that on top of infinitely looping his allies, he can instantly kill enemies practically every time he takes a turn! You've literally broken the game with this! I already thought this was pointless, but this makes it the most broken effect in the entire game!!!! This gets the biggest "no" from me possible.
OK maybe at 10pm I didn't think this through. I'm currently doing a makeover, and when I'm done, will post a kit you'll definitely prefer.
Looking forward to it. I'm still gonna do a version of her myself as well thou. Just because I have the inspiration and motivation at the moment for it. Hope you don't mind and, as stated before, I'll give you a shoutout.
Thx for your feedback. Now I reread it, gonna scale this down quite a bit.
One thing --> The halve damage, double hit has no limit (1, 2, 4, 8, 16 etc.)
Wait, I thought you meant that an ability simply has it's damage halved and it's hit doubled once. (which is already kind of weird and pointless by itself). You mean it keeps doing that over and over again until it deals a massive amounts of hits? That even worse!!!! That would break The Mandalorian. I mean, he gains 30% turn meter and grants all other bounty hunter allies 15% Turn Meter whenever he scores a critical hit. Being able to hit twice means being able to crit twice. So after just 2 basics he can effectively create an infinite turn meter loop for all his BH allies under her lead (so long as you don't get the zeta on her special, or simply never use it). Even worse, since he can crit so many times with a single attack, he can also instantly reset the cooldown of his disintegrate. Meaning that on top of infinitely looping his allies, he can instantly kill enemies practically every time he takes a turn! You've literally broken the game with this! I already thought this was pointless, but this makes it the most broken effect in the entire game!!!! This gets the biggest "no" from me possible.
OK maybe at 10pm I didn't think this through. I'm currently doing a makeover, and when I'm done, will post a kit you'll definitely prefer.
Looking forward to it. I'm still gonna do a version of her myself as well thou. Just because I have the inspiration and motivation at the moment for it. Hope you don't mind and, as stated before, I'll give you a shoutout.
Don't mind at all, would love to see ur take on her
Deal special damage to target enemy. For each light side ally, all light side allies gain 10% critical chance until they next use an attacking ability.
All light side bounty hunters recover 10% max health and protection. Ventress and all enemies takes damage equal to 10% of the total recovery.
Zeta ~~ Gain Frenzy for 3 {the number of times she fought the seps} turns, and at the start of each of these turns, reset all allied cooldowns, and grant all other allies frenzy for one turn.
Target ally and Ventress are called to assist, dealing 40% more damage. Both allies gain 20% critical damage till the end of the battle, tenacity up and foresight for 2 turns.
Bounty Hunter allies gain 15% health and protection, and 5 speed per Bounty Hunter ally, doubled for Light Side Bounty Hunter allies. Each time an ability is used, the damage dealt is halfed, the number of hits and crit damage is doubled. When using an ability that deals damage multiple times, it can only critically hit once. Each time an ally deals damage, that ally gains 1% tenacity. When Asajj Ventress (Bounty Hunter) is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Use an ability that deals damage at least 16 times 5 times.** (Only Bounty Hunter allies can contribute to the Contract.) ** So basically use 1 ability 4 times, then the next hits will count.
Reward: Bounty Hunter allies recover 1% Health and Protection whenever they deal damage, and gain a bonus turn whenever an ally is defeated.
Zeta: Light Side and Neutral Bounty Hunter allies recover 1% health and protection for each time damaged, increased by 0.1% per time it has occurred. This cannot exceed the current highest enemy damage incurred by an ability.*** ***E.g. highest enemy offense (critted if poss) used in an ability - lowest allied defense (if not true / massive damage) = highest enemy damage incurred by an ability.
At the start of each enemy turn, Ventress and all her Bounty Hunter allies gain 1 stack of Abandonment. At 10 stacks, this becomes Goodwill(stacking). If an ally with Abandonment or Revenge is defeated, Asajj gains their stacks Abandonment: At 10 stacks - becomes Goodwill. Goodwill: +5% Counter Chance, Offence, Defence, Tenacity, Potency, (stacking, max 10)
When an ally resists a debuff, Ventress and that ally gain 2% turn meter. If a non-tank ally goes below 20% health, they equalise health with Ventress, and Ventress gains taunt for 1 turn.