Forum Discussion
Ichiraikou
6 years agoSeasoned Ace
@KalHorn thanks for the feedback and glad you think it very fun. But I think there are a few things you misunderstand about how this kit and it's interactions work.
First of all, Advantage grants +200% Critical Chance. So the CC down and CA aren't going to help against advantage at all. Not to mention that SLKR has 115% natural Critical chance (mods not considered) and gains Critical Chance from his mastery. So as he syphons mastery form enemies that stats will become even higher. So eventually it won't even mater whether he has advantage or not and whether gunner is inspired or not. She will be critically hit. So she won't be as dominating against SLKR as you think.
Second is that she isn't taunting that often. She only gains taunt when she becomes inspired. She doesn't maintain it while being inspired. So after SLKR uses Stasis Strike to dispel it, she doesn't gain it back that quickly. Since there are 4 other characters that still need to become inspired (and Rey's unique can't inspire allies that are already inspired.). On top of that, due to SLKR lead, hux gains 20% turn meter at the start of battle. So it's very likely that he'll outpace everyone on your team (except rey, obviously). Which means he will most likely allow SLKR to use stasis strike a second time, without your stun immune character taunting. Someone on offence can really use that to mess up your turn order and synergy. So I don't think that Rey will become unbeatable against SLKR with her.
I was wondering if the aoe was a tad too powerful myself. I could remove the dispel, or maybe replace the Ability Block with Speed down? I could also remove the extra defence with bonus protection from the unique. But these are things that I'll have to think about. Thanks for the feedback either way anyway.
First of all, Advantage grants +200% Critical Chance. So the CC down and CA aren't going to help against advantage at all. Not to mention that SLKR has 115% natural Critical chance (mods not considered) and gains Critical Chance from his mastery. So as he syphons mastery form enemies that stats will become even higher. So eventually it won't even mater whether he has advantage or not and whether gunner is inspired or not. She will be critically hit. So she won't be as dominating against SLKR as you think.
Second is that she isn't taunting that often. She only gains taunt when she becomes inspired. She doesn't maintain it while being inspired. So after SLKR uses Stasis Strike to dispel it, she doesn't gain it back that quickly. Since there are 4 other characters that still need to become inspired (and Rey's unique can't inspire allies that are already inspired.). On top of that, due to SLKR lead, hux gains 20% turn meter at the start of battle. So it's very likely that he'll outpace everyone on your team (except rey, obviously). Which means he will most likely allow SLKR to use stasis strike a second time, without your stun immune character taunting. Someone on offence can really use that to mess up your turn order and synergy. So I don't think that Rey will become unbeatable against SLKR with her.
I was wondering if the aoe was a tad too powerful myself. I could remove the dispel, or maybe replace the Ability Block with Speed down? I could also remove the extra defence with bonus protection from the unique. But these are things that I'll have to think about. Thanks for the feedback either way anyway.
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