Forum Discussion
9 years ago
A big problem is that Mace can't be used to target whoever is the most strategic choice, with retained damage potential. He'd have to always attack whichever random toon happens to get exposed. That in itself makes him a lot harder to use well.
I can see how the Expose ability ties in with the lore. It should represent Mace's rare ability to perceive weaknesses in otherwise impenetrable defenses. Since Mace can't decide where these weaknesses appear, it makes sense that they are randomly applied among the foes.
From a sheer gaming point of view, this turns Mace into a very unfocused fighter though. Having to choose between attacking that exposed Poggle or adding an extra attack to bring GS into yellow, isn't the kind of choices that are fun to make as a gamer.
I think they could rework the shatterpoint skill a little. It doesn't have to proc more often than today, but should be harder to resist. Furthermore, I think the reward for attacking the Exposed target should be slightly higher. HP reduction is good, but I'd add an extra debuff like a two turn Ability block on a successful attack.
This would give Mace a lot of added utility and make him more of a threat in battle, reducing the potential enemy damage output by locking away their skills for some time, and making it a more strategic decision for the player to decide whether to go for the shatterpoint or not. Going back to the previous example, getting the chance to lock away Poggle's Offense up for two turns can be a much more compelling route for defensive play than just doing a regular attack on GS.
Oh, and the AI seriously needs to learn to only target Exposed enemies...
I can see how the Expose ability ties in with the lore. It should represent Mace's rare ability to perceive weaknesses in otherwise impenetrable defenses. Since Mace can't decide where these weaknesses appear, it makes sense that they are randomly applied among the foes.
From a sheer gaming point of view, this turns Mace into a very unfocused fighter though. Having to choose between attacking that exposed Poggle or adding an extra attack to bring GS into yellow, isn't the kind of choices that are fun to make as a gamer.
I think they could rework the shatterpoint skill a little. It doesn't have to proc more often than today, but should be harder to resist. Furthermore, I think the reward for attacking the Exposed target should be slightly higher. HP reduction is good, but I'd add an extra debuff like a two turn Ability block on a successful attack.
This would give Mace a lot of added utility and make him more of a threat in battle, reducing the potential enemy damage output by locking away their skills for some time, and making it a more strategic decision for the player to decide whether to go for the shatterpoint or not. Going back to the previous example, getting the chance to lock away Poggle's Offense up for two turns can be a much more compelling route for defensive play than just doing a regular attack on GS.
Oh, and the AI seriously needs to learn to only target Exposed enemies...
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