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mr_mallor's avatar
mr_mallor
New Novice
20 days ago

NERF SLKR!

Am I the only one who believes SLKR needs to have his ultimate nerfed? No other GL can drop their ultimate back-to-back-to-back-to-back and essentially be completely invincible from the moment they first pop their ult, all while dishing out obscene amounts of ever-increasing damage.

I would love to see some sort of balance here, perhaps at least a two turn ult cooldown, or make SLKR susceptible to debuffs such as armor shred even during his ult, or a slower initial charge rate, or SLKR gains ult charge at half the rate after the first use... really anything to break up his infinite cycle of indefinitely being in his ult. IMO, he wasn't that great in the movies (see SLKR defeated by an entirely untrained Rey) and he certainly shouldn't be top dog in the game.

  • I don't think he needs a nerf. Once his allies are dead, and his kit does nearly nothing to stop this, the supply of crits for his ult decreases.

    The stats on gg don't look like he's invincible to me. He can be beaten by every other GL and Bane. Starkiller and jedi can beat some comps. Other GLs have less counters than him.

    I just disagree.

    • mr_mallor's avatar
      mr_mallor
      New Novice

      I'm not saying he is invincible or that no one can beat him. Once he gets into his ultimate, he has a tendency to chain it, leaving you maybe one turn to take him down (most likely from full HP since he healed during his ult turns) before he is right back in his ult again. On top of that, the more of your team you have left, the faster he will charge up again and all the while he is getting stronger.

      Imagine if any other GL could use their ult every turn, or even every other turn. You might think it was ridiculous. Well, that's how I feel about SLKR's ult.

      Another idea that could fix this and still make total sense: Stop letting SLKR gain ultimate charge while he's already in Depths of Rage. Or perhaps instead have him only charge at half speed during ult... I really don't think it's an outlandish thought.

      • Tenebrae-3626's avatar
        Tenebrae-3626
        Seasoned Vanguard

        SLKR being OP (with our without his ultimate) against regular teams is kind of the point. He's a GL, therefore he's supposed to be tiers above most teams (at least until DCs come into play, but that's a separate issue).

        Thematically, SLKR's kit makes sense. He doesn't care that much about the First Order, he just sees them as a means of becoming more powerful (and getting revenge against Luke). Gameplay-wise, especially against other GLs? Look at JMK for example. SLKR has very few survivability mechanics, and the ones he does have (boosting the team's max health and protection) are nullified because of JMK and his leader ability. SLKR's ultimate charge is based on the team landing hits, especially critical hits, against the enemy, which is decreased severely against JMK, who gives critical hit immunity to anyone who has protection up, which JMK grants at the start of the battle, through his DI special, and through his ultimate (which charges incredibly fast compared to other GLs). SLKR's kit focuses mainly on offense and very little on defense, while JMK is crazy when it comes to defense and very good when it comes to offense, especially since he has ways of partially or completely (i.e., allows the whole team) to ignore taunt, and once they start targetting SLKR it's over. Look at Jabba as another example. Boushh disables all assists on your characters for a few turns, which severely decreases the amount of charge you get toward the ultimate. Meanwhile, they assist like crazy, have decent survivability mechanics (Jabba inflicting Blind and granting Protection up on his basic, protection recovery once his contract is fulfilled), deal lots of damage (especially when Boushh uses her special while you have TDs). Another example, JML. Like I said earlier, SLKR relies on critically hitting the enemy, which is practically disabled when JML uses his AoE to ability block and slow down your team while also granting critical hit immunity to his own, after which JKL stuns everyone but SLKR, further decreasing your progress toward the ultimate. And depending on the enemy team comp, they have good survivability (e.g., HYoda, Shaak-Ti) and decent damage (mainly through Luke's granted ability), they reach JML's ultimate fairly quickly, and once that happens the entire team ignores taunt, while Luke himself is able to use his specials back to back, which dramatically hinders your chances of even partially reaching the ultimate, let alone completely filling it up.

        TL;DR. There has to be at least some balance. SLKR is a powerhouse as he continues siphoning mastery, but has the survivability of a wet paper bag compared to other GLs, especially when said GLs have ways of hindering or outright disabling the things that allow SLKR to become a powerhouse.

  • Kamelr3d's avatar
    Kamelr3d
    Rising Novice

    Nerf?! LMAO! He needs a buff or a booster character if anything. Too many of the other GLs ignore taunt and have insta kill characters. That makes GLs like SLKR squishy and other GLs like JML castrated. 

    JMK is the only GL that truly needs a nerf.

  • He's a Galactic Legend, he's supposed to be powered up.  CG said, "Galactic Legends are the top tier character."

    You should be complaining about the 3-star marquee character (Great Mothers) that can take out GL's.  CG keeps power creeping "new shinies" for the purposes of revenue.  GLs have way too many "off meta" counters at this point, even without the datacrons they make us rent for 4 months at a time.

    • MasterSeedy's avatar
      MasterSeedy
      Rising Veteran

      Hard agree. 

      Making a new team competitive with GLs through a special Datacron is just fine. 

      Making a new team overwhelmingly more powerful than the GLs is just a Scotch Bonnet pepper right to the eye. 

  • I'm RideOrDie with team #LeaveSLKRalone. 

    Of course he can beat a lot of teams. He's a GL. 

    Most players (or guilds, in TW) should just match the correct offence against SLKR on defense and get an easy win. Yes, you have to expend a powerful team to do it, but it's an easy win. If you don't have the correct offensive squad and get stuck behind his ult after you kill everyone else, you let the battle time out and when he comes back solo he's far easier to beat than LordVader solo. 

    I am not someone who thinks he needs a lifter unit, but I can say that even if he got a lifter unit he still would not be OP. 

  • SLKR is nowhere near overpowered.

    He is incredibly powerful offensively once he get to ult, but has to regain the charge to re-ult quickly because he does near-nothing to protect his team and outside of ult, with tanks dead, he has low survivability (susceptible to tons of debuffs and no prot regen entirely reliant on his health pool alone). With proper support (toons such as Wat, Armorer, Malak, Daka/Zombie combo, dcrons) he is a very powerful offensive tool, but often loses tons of banners because his team ends up dead.

    He has very little viability on defense except in lower leagues where any GL can be a total roadblock to an opponent who doesn't have the right tools to counter SLKR (other GLs, SK, JKR+JKL team, Bane). 

    If anything, SLKR needs a lifter. 

  • I can remember the time when slkr was released. He was overpowered this time. When the next GL came, the moment of overpowered was over. 

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