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ShowLoTi123's avatar
4 years ago

Our Genuine Rework Idea: Rebels series #1 (4 Hoth Rebels)

This section contains our rework ideas for these characters:
Rebel Officer Leia Organa;
Captain Han Solo;
Hoth Rebel Soldier;
Hoth Rebel Scout.

Here, big shout out to @Ichiraikou, thanks for helping me develop better ideas in the past few months. We tried our best to make the rework ideas as rigorous, viable, and enjoyable as possible. By the way, @Ichiraikou has some pretty rework ideas too, which may be highly overlooked.

In case you guys want to check out his work, I will put some of his symbolic works here.
Mace Windu:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/228230/mace-windu-rework-idea-galactic-republic-jedi#latest

Darth Sidious:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/204282/darth-sidious-rework-idea#latest

Darth Maul + Savage Oppress:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/223566/darth-maul-and-savage-opress-rework-ideas#latest



We genuinely hoped that CG Devs would take a glimpse of our work, because we are not randomly tossing our ideas here to bother people, and these rework ideas took us months to forge and polish. I do hope that I have the ability to attach related animations for each ability, but that's just my pipe dreams because I don't have time and right to do so. Anyway, it's time to bring up some rework for some iconic old characters.
Enjoy!

REMARK: bolded words and sentences are the changes we suggested, and some of them are indicated with GREEN color. In addition, all characters' portrait are credited to swgoh.gg.

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1. Rebel Officer Leia Organa (Rework)
Light Side, Attacker, Leader, Rebel
DESCRIPTION: Tenacious and Daring Rebel attacker who spreads Hope for her allies and assists to keep her crew alive.

ABILITIES:
Basic: Hold Off
Deal Physical damage to target enemy and inflict Buff Immunity for 2 turns. Then grant the unique buff Hope to the weakest ally who doesn’t have it for 1 turn. If she uses her Basic attack during her turn or during an enemy’s turn, Leia gains Hope for 1 turn.
Hope: Immune to Fear and Tenacity Down. Hope can’t be copied or prevented. Some Rebels will gain other bonuses if they have Hope.

Special 1: Rebel Barrage (Cooldown: 14)
Deal Physical damage 10 times to random enemy targets. Enemies struck more than once suffer Ability Block for one turn. Empire enemies can’t resist this Ability Block. This ability’s cooldown is reduced by 1 whenever Leia scores a critical hit or suffers a debuff. These attacks can’t be countered. If Leia has Hope, this attack can’t be evaded and the Ability Blocks inflicted can’t be dispelled. 

Special 2: Emergency Plan (Cooldown: 6) (NEW ABILITY)
Dispel all debuffs from all Light Side allies, and grant them Hope for 1 turn. Then swap Turn Meter with target Light Side ally. All Light Side allies gain a following buff for 2 turns based on their role:
Attacker: Defense Penetration Up
Tank: Taunt
Support/Healer: Stealth
Then deal Physical damage to all enemies and inflict Speed Down on them for 2 turns, which can’t be countered. This ability starts on cooldown, and its cooldown is reduced by 1 whenever a Light Side ally falls below 60% Health.

Leader: (ZETA) Battlefront Command
Rebel allies have +20% Critical Chance, +30% Critical Avoidance, and +40% Tenacity. Rebel allies with Hope are immune to Turn Meter removal, have +50% Defense, and recovers 2.5% Health and Protection at the end of every Rebel ally’s turn. At the start of each encounter, Rebel allies gain Hope for 1 turn. The first time each turn a Rebel ally resists a detrimental effect or suffers a debuff, they gain 20% Turn Meter.

Unique: (ZETA) Dauntless
Leia has +60% Counter Chance and +40% Tenacity. If Captain Han Solo is an ally, he gains these bonuses as well. Leia assists when the weakest ally uses their abilities during their turn. In addition, the first time each turn Leia resists a detrimental effect or suffers a debuff, she gains 15% Turn Meter and +35% Offense until the end of her next turn.

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2. Captain Han Solo (Touch-up)
Light Side,  Support Healer, Rebel, Scoundrel
DESCRIPTION: Daring Rebel support that risks himself to revive allies and Daze enemies.

ABILITIES:

Basic: Disabling Shot
Deal Physical damage to target enemy and inflict Daze for 2 turns. Empire targets can’t resist or evade and take double damage from this attack. If Han has Hope, he gains 15% Turn Meter, and all other allies gain 5% Turn Meter.

Special 1: Hunker Down  (Cooldown: 10)
Dispel all debuffs on Han and target other ally, and they both recover health equal to 40% of Han’s Max Health, protection equal to 20% of Han’s Max Health, and gain 25% Turn Meter. All other allies gain Health Steal Up for 2 turns. This ability’s cooldown is reduced by 1 whenever a Light Side ally suffers a debuff.

Special 2: Search and Rescue (Cooldown: 5)
Revive a random defeated Light Side ally at 70% Health. If Han has Hope, he revives another random Rebel ally at 70% Health. All revived allies gain Critical Hit Immunity for 2 turns, and all revived Rebel allies gain Hope for 1 turn. This ability’s cooldown is reduced by 1 whenever a Rebel ally is defeated.

Unique: (ZETA) Nick of Time
Captain Han Solo has +15% Critical Chance and +30% Critical Damage. If Rebel Officer Leia Organa is an ally, she gains these bonuses as well.
At the end of his turn, Han recovers Health equal to 10% of his Max Health, and recovers Protection equal to 5% of his Max Health. If Han already has full Health, the least healthy other Light Side ally is healed with that amount of Health instead.
Han gains Max Protection equal to 30% of his current Max Health. In addition, whenever Han uses his Basic ability, he gains +10% Max Health (stacking) for 3 turns.

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3. Hoth Rebel Solider (Rework)
Light Side, SupportTank, Rebel, Rebel Fighter
DESCRIPTION: Rebel Tank that stands up persistently with Defense Up

ABILITIES:
Basic: Cover Fire
Deal Physical damage to target enemy and inflict Defense Penetration Down for 2 turns. In addition, inflict Speed Down on target enemy on a Critical Hit. Empire enemies can’t counter or resist this attack. If Hoth Rebel Solider has Hope, he will grant himself and the weakest ally Defense Up for 2 turns.

Special: Hold the Line (Cooldown: 3)
Taunt, gain Critical Chance Up, and grant all Rebel allies Defense Up for 2 turns. If Rebel allies already have Defense Up, they gain Protection Up (20%) for 2 turns, which can’t be prevented or dispelled.

Unique: Rebel Momentum
Hoth Rebel Soldier gains Taunt for 1 turn at the start of each encounter and gains Taunt and Defense Up for 2 turns whenever a Rebel ally falls below 60% Health. At the start of his turn, if Hoth Rebel Solider has Defense Up, he recovers 20% Health and Protection. Hoth Rebel Soldier has 50% Counter Chance, doubled if he has Hope.

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4. Hoth Rebel Scout (Touch-up)
Light Side, Attacker, Rebel, Rebel Fighter
DESCRIPTION: Single target attacker with crit synergies and speed building abilities.

ABILITIES:
Basic: Bold Maneuvers
Deal Physical damage to target enemy with a 40% chance to gain 25% Turn Meter for all allies. If Hoth Rebel Scout has Hope, he gains Critical Damage Up for 2 turns.

Special: Rebel Assault (Cooldown: 3)
Deal Physical damage to target enemy and Stun them for 1 turn. In addition, gain 100% Turn Meter on a Critical Hit. If Hoth Rebel Scout has Hope, dispel all buffs from target enemy and call all other Rebel allies to assist, dealing 25% less damage. This attack can’t be evaded.

Unique: Hope of the Alliance
Hoth Rebel Scout gains 50% Turn Meter whenever an Empire enemy is defeated, halved for other Rebel allies. He gains 25% Turn Meter instead whenever a non-Empire enemy is defeated, halved for other Rebel allies.

  • Should you have any positive feedback or constructive criticism, comment down below and discuss anything you would like to express!
  • @AhnaldisGOAT
    That's a very good question.
    Green. Unique buff. It's more or less similar to a immature(not-fuly maxed out) o versionf Legendary Battle Meditation, or Kuiil's mechanic's savvy(but there is difference, I will elaborate).
    I don't understand cooldown increase will be a threat to this team. Leia is called to assist in lots of circumstances, especially when placing under this team, and kits in other characters will help her spread the Hope faster. She can also spreaed Hope during her turn or during enemies turn (aka she counterattacks, not attack out of turn) We decided that for balacing purposes: if Hope lasts for than 1 turn, ROLO's team will basically OP: ROLO's 1st special will always apply non-dispellable ability blocks, and her team will gain more turn meter than you could imagine.

    But that's our theory crafting, which might be inaccurate. The only team ROLO will hard coutner is SE teams, because her presence will always bring Hope even shock, buff immunity, fracture, or isolate exists. This makes sense story-wise (if you don't please rewatch the movies), and more viable than other similar unique. For example, both Hope and Kuiil's Mechanic's Savvy can be dispelled, but Mechanic's Savvy is worse: it subjects to the impact done by shock, buff immunity, or any debuff that prevent buffs. That's something I need to clarify. I really hope that we have a place for testing, or CG adapt our ideas, program them, and test them.

    Remember, the unique buff Hope can generate from many ways, not just in ROLO's special, but in her Basic and Han's special too. Based on that, we determined that Hope should be 1 turn rather than 2 turns or more. So even someone like Traya or Nihilus increases these Rebels' cooldowns, their kits, working together, allow them to overcome this cooldown increase easily (well, until ROLO's instantly defeated)

    Please look at these kits carefully if you wish and if you still think so, may you explain your reasoning that "why cooldown increase matters"?

    I hope this helps.
  • @AhnaldisGOAT I don't recommend adding a Hoth tag. Because I haven't publish other Rebels that have Hope synergies as well. Stay tunned and you will find out.
    If DR outsped her (her lead), that's extremely good for her, because nobody will get feared under her lead at the start. (Remember under her lead, ROLO gives Hope to everyone at the start for 1 turn.)
    GAS? Not too sure. Our ROLO's design is to counter SE and Empire teams mostly, but who knows? Maybe the Tenacity bonus and other mechanics will help!

    I mean, take Echo(Bad Batch) as an example. When he came out first, we realized that "oh, the Bad Batches have a good synergy with each other! He filled in the last piece of puzzle......". But we don't know how powerful this team would be until now: his base speed is surpisingly 198, and so the Bad Batch becomes one of the non-legendary best teams.

    Again, my point is this needs to be tested in the game with associated programming languages, animation designs, and virtual character interactions; and therefore we could know the result. I don't expect ROLO to be as excellent as some meta teams, but her team will stand strong and competitive than now.

    Unfortunately, I'm not hired by CG or a part of the CG Devs. We as players are trying our best to give our polished feedback on certain characters.
  • I made a change in ROLO's special 2: Emergency Plan.

    Previously she can only dispel all debuffs on Rebel allies exclusively, but now she can dispel these debuffs on all Light Side allies and grant Hope to all Light Side allies. So this might increase her viability: for example, ensures her team's successfulness of beating Sith Emprie teams if fits in with a 5th member. We don't know about that yet, but we will think more on that.