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WattoisSnoke's avatar
4 years ago

Lord Vader simple offence fix

Unique: TWISTED PROPHECY
FINAL TEXT: (ZETA) Lord Vader is immune to Turn Meter manipulation and his attacks can't be evaded. At the start of battle he loses all Protection and gains that much Max Health, and Dark Side Unaligned Force User allies gain Speed Up and Stealth for 2 turns.

At the start of each of Lord Vader's turns, enemies are inflicted with 2 Damage Over Time effects for 2 turns, which can't be resisted. Enemies with Damage Over Time effects can't gain bonus Turn Meter. If Lord Vader is in the leader slot, while he has Ashes of the Republic active, he gains 0.5% Offence (stacking) for each Damage Over Time that is inflicted on enemy units until the end of the encounter.

At the start of each other character's turn Lord Vader gains 1 stack of Underestimated (max: 60), doubled for Galactic Republic and Jedi enemies.

Underestimated: Vindictive Storm, Dark Harbinger, and Unshackled Emotions gain additional effects.


Completely did away with my previous changes and made it one simple change with his unique that would help perhaps Lord Vaders only problem - damage. The add on is -
If Lord Vader is in the leader slot, each time a Damage Over Time effect is inflicted on an enemy unit, he gains 0.5% Offence (stacking) until the end of the encounter during his Ult

This helps him ramp up damage a lot quicker. Each time he begins a turn, he passively gets +5% offence due to the unresistable DoTs and if he uses his second special, it’s increased to 15% which definitely gives the ultimate a lot more bang (similar to how SLKR stacks quicker in ult) and make LV pair with DV even better. I think this is seriously all that would be needed to make this character amazing, especially with Maul.

Theoretically, if you use Vader 2nd special during a full 100% Ult, he’d gain 35% Offence with his 5 turns and would give him a way to increase his stats even if his team is dead. It would also ramp up quickly and make him a beast damage wise.




  • I really don't get it why CG cannot think something like that great idea simple but effective in every way. He is a GL LORD VADER he should be enough on his own. I don't care if maul gives him offense or anything. HE ON HIS OWN SHOULD DEAL DAMAGE LIKE INSANE HE SHOULD NOT REQUIERE ANYONE ELSE TO DEAL DAMAGE LIKE SLKR. I really can't believe that i'm comparing the damage of GL version of Anakin/Vader with Kylo i really can't and maybe this is the way to FIX it.
  • Totally changed my idea with this one which had way too many changes and put in only one simple change that would greatly elevate the character and fits with DV’s theme in game.
  • "Agent_P_82;c-2300264" wrote:
    I'm so incredibly disappointed in Lord Vader. 1/2 a GL.


    I hear ya, I don’t even have him yet and I’m disappointed. With my proposed changed, I’ll actually tone it down a bit and have it as follows

    At the start of each of Lord Vader's turns, enemies are inflicted with 2 Damage Over Time effects for 2 turns, which can't be resisted. Enemies with Damage Over Time effects can't gain bonus Turn Meter. If Lord Vader is in the leader slot, while he has Ashes of the Republic active, he gains 0.5% Offence (stacking) for each Damage Over Time that is inflicted on enemy units until the end of the encounter.

    That way it’s more impactful of an ultimate, he can potentially gain +35% offence just by himself every time ult is used at 100% and it would make you play strategically by saving things like both Vader’s specials for the ult to maximise Offence gain for Vader.
  • If you can get his ultimate off twice, while he has some attackers still around (doesn't really happen often because kenobi ignores taunts), he can hit like a mack truck. But you only get 30 secs remaining of the fight to defeat all 5 opponent characters still at full health.
  • "Agent_P_82;c-2300702" wrote:
    If you can get his ultimate off twice, while he has some attackers still around (doesn't really happen often because kenobi ignores taunts), he can hit like a mack truck. But you only get 30 secs remaining of the fight to defeat all 5 opponent characters still at full health.


    That’s why my said rework would be great. I’m sure Mauls main thing will be getting LV to his ult waaaay quicker and coupled with his cooldown increase will make the team far better. However, if that is added with the offence increase proposed, Vader would hit so hard so quick that he’d feel like we all want him to. I can dream.
  • Honestly it’s simple and feels super obvious with keeping to the Darth Vader unit. The OG Vader does greater damage due to DoTs and the culling blade so shouldn’t the GL version also increase damage via DoTs but in a different way? Not only that but if you use them together and save DV’s force crush for when LV is in ult, if done correctly DV could use it twice with his MM… a potential 30 DoTs which would = 15% offence increase to LV. This means that just LV and DV together could potentially up LV offence by 50% each Ultimate (not including the Mastery gain of LV). Like you say… such a simple mechanic but hey, what do we know?
  • An alternative to having him increase his offence as a base stat would be to instead boost his move set and having it dependent on him having max stacks of Underestimated. A nice little boost like what I’m about to suggest would both have him reminiscent of GAS (which would kinda make sense) and make his attacks (which as they stand are damn weak damage wise) hit with a bit more oomf.

    Vindictive Storm
    Deal Physical damage to target enemy and if Lord Vader has 30 or more stacks of Underestimated, he deals damage again. If Lord Vader has 60 stacks of Underestimated, he attacks again.
    Each time this ability deals damage in the same attack, it deals 25% more damage (max 50%).
    Ashes of the Republic: Deal damage again.

    - this way he double taps at 60 stacks (like GAS) and gets that bit of extra damage in. It may seem like overkill but remember he hits like a wet noodle so it would be a nice easy way to excuse an outright offence increase but getting more out of him at the same time. In a sense it double his abysmal damage to make it somewhat decent.


    Dark Harbinger 3 turn cooldown
    Inflict Buff Immunity and Healing Immunity for 2 turns and deal Physical damage to target enemy. This ability deals 20% more Physical damage on subsequent uses (stacking, max 5 stacks).
    Lord Vader gains 1% Ultimate Charge and Empire and Dark Side Unaligned Force User allies recover 0.5% Health for each stack of Underestimated.
    Ashes of the Republic: This attack also deals true damage and inflicts Armor Shred if Lord Vader has 60 stacks of Underestimated.

    - inflicts armor shred at 60 stacks and AotR active. Not much but a little something to help everyone hit that touch harder. Want to do more with this love but couldn’t think of anything. I guess the good thing is that during AotR, he could theoretically get it his move off twice so the target would have 2 stacks of Armor Shred.


    Unshackled Emotions 5 turn cooldown
    Deal Physical damage to all enemies and inflict Daze and 4 Damage Over Time effects for 2 turns, which can't be resisted. For each stack of Underestimated, this ability deals 2.5% more damage, and all Dark Side allies gain 1% Mastery (stacking) until the end of the encounter.
    Ashes of the Republic: Inflict Ability Block for 1 turn which can't be dispelled or resisted, and increase target enemy's cooldowns by 2. If Lord Vader has 60 stacks of Underestimated, damage increase is doubled to 5% per stack and Mastery gain is doubled for allies.

    - I feel this is a good one, the 2.5% damage increase is doubled at 60 stacks with AotR going so it’s should hit a nice little bit more hard and tha mastery gain with said circumstances is doubled for the team which really helps considering LV’s optimal team (besides yet to be seen Maul) are a lot weaker than say JMK’s team.