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ShowLoTi123's avatar
4 years ago

Personal humble insight about some Rebels rework (including ROLO and Ahsoka Tano (Fulcrum) rework)

Dear Electronic Arts(EA) and Capital Games (CG), and all beloved people in this community:
Spoiler
I wrote a series of some characters’ rework based on my observations of the game and enthusiasm of Star Wars Galaxy of Heroes. These ideas might be helpful, or might be too OP if applied; I am unable to test this personally with the data I modified for characters abilities, so I don’t know how that would result; nevertheless, I hope this would be delivered to the Game Design sections and will be taken a look of this. Some rework ideas written below may, or may not, turn out valuable feedback if applied to the game holotable. One thing for sure is at least they can connect to the Star Wars Canon. For this series, it’s about “Rebel scums”. Long live the EMPIRE!

Though I am a relative new player with 3.0 million GP, I still would like to share my ideas here. I just hope that this would be spread out to more people to exchange ideas and improve them. We don't need the rework right now, but we hope that reworks of these characters will be apply at some point. For example, I really hope that Ahsoka Tano (Fulcrum)'s rework will come out along with the TV series "Ahsoka", in 2022. If you guys would like to copy and share my ideas, please indicate their references! Thanks and I hope you enjoy!

Here are my ideas. Itallic words are added texts, whereas strikethroughs are deleted texts. Pictures attached are mostly credited to swgoh.gg, and some of them are excerpted from pinterest.com.




1. Rebel Officer Leia Organa
Light Side, Attacker, Leader, Rebel


Basic (maxed): Hold Off
Deal Physical damage to target enemy and inflict Buff Immunity for 2 turns. Leia gains 10% Turn Meter, and an additional 10% Turn Meter if the target had full Health, and an additional 10% Turn Meter if the target is Empire. If all allies are Rebel at the start of Leia’s each turn, Leia grants Hope for 1 turn to the weakest ally. If the weakest ally has Hope, Leia grants Hope to a random ally who doesn’t have it.
Hope: Resist / Immune to Fear and Damage Over Time, +10% Armor, +10% Tenacity. Hope can’t be dispelled, copied, or prevented.


Special (maxed): Rebel Barrage (Cooldown: 14)
Deal Physical damage 10 times to random enemy targets. Enemy struck more than once suffer Ability Block for one turn, and enemy struck more than twice is inflicted with Daze for two turns. These debuffs can’t be Evaded by enemies if they are Empire. If Leia has Hope, these damages will Critically Hit enemies if able. This ability’s cooldown is reduced by 1 whenever Leia scores a Critical Hit or suffers a debuff. These attacks can’t be Countered.

Leader (maxed): Battlefront Command
Rebel allies have + 20% Tenacity and + 20% Critical Chance. Whenever a Rebel ally takes damage from an Empire enemy, they have a 50% chance to gain Foresight for 2 turns. The first time each turn Each time a Rebel ally Resists a detrimental effect or suffers a debuff, they gain 30% 10% Turn Meter. At the start of each encounter, Rebel allies gain Hope for 1 turn.


Unique 1 (maxed, Zeta required): Dauntless
Leia has +10% Offense and +40% Tenacity. The first time each turn Leia Resists a detrimental effect or suffers a debuff, she gains 15% Turn Meter and gains 35% Offense(stacking) until the end of her next turn. If Captain Han Solo is an ally, he gains these bonuses as well.

Unique 2(maxed, Zeta required): Being Held By You Is Quite Enough to Get Me Excited
If Captain Han Solo is an ally, Leia Assists each time Captain Han Solo uses his abilities. At the start of Leia’s each turn, Captain Han Solo gains +5% Tenacity(stacking, max 100%) and +5% Critical Damage(stacking, max 100%) until Leia or Han is defeated, or the end of the encounter. If Captain Han Solo falls below 1% Health for the first time, Leia gains a bonus turn; and before the start of this turn she grants Captain Han Solo Damage Immunity for 1 turn.


My reasons for this rework idea:
Spoiler
Rebel Officer Leia Organa is an iconic legendary character in Star Wars: The Empire Strikes Back. She doesn’t fear Darth Vader when she was interrogated (see Star Wars: A New Hope), and she is resilient and tenacious. She is the one who leads the Rebels with hope, so that is why I added the unique buff “Hope” in that way.
Furthermore, I fear that her relationship with Captain Han Solo is quite overlooked in this game. I tried my best to think about their synergies without being too OP, and I hope this looks okay. For the names of new unique abilities, I quoted from their conversations in The Empire Strikes Back, which includes a part of Han and Leia’s sweet intimacy development.
Right now her position and behavior in the game is hard to make players think of her as “legendary”, and that is why I gave her a rework idea like this. She will not only be a better leader, but also will have better synergies with Captain Han Solo. It’s worth noticing that I didn’t try to link her with legendary Han Solo, because it would be too OP. Han Solo is already excellent, so that is why I chose Captain Han Solo instead.



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2. Captain Han Solo
Light side, Support, Rebel, Scoundrel


Basic (maxed): 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 full health, he gains 30% Turn Meter. If the enemy already has Daze, Stun them for 1 turn.

Special 1 (maxed): 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 and gain 25% Turn Meter, doubled for Rebel Officer Leia Organa. Then if the target ally has full Health, they also recover 20% protection, doubled for Rebel Officer Leia Organa. This ability’s cooldown is reduced by 1 whenever an ally suffers a debuff.

Special 2(maxed): Search and Rescue (Cooldown: 6)
Revive a random defeated ally at 1% Health and 0% Turn Meter. If that ally is a Rebel, they recover 50% Health and gain 50% Turn Meter. If Rebel Officer Leia Organa is revived this way, she recovers 100% Health and gains a bonus turn.

Unique 1 (maxed, Zeta required): Nick of Time
Captain Han Solo has +15% Critical Chance and +30% Critical Damage. In addition, at the end of his turn, Han recovers Health equal to 10% of his Max Health. If Han already has full Health, the least healthy ally is healed instead. Whenever Han uses his Basic attack he gains +10% Max Health(stacking) for 3 turns. If Rebel Officer Leia Organa is an ally, these bonuses are doubled.

Unique 2 (maxed): I’m the Scoundrel in Your Life
If Rebel Officer Leia Organa is an ally, Captain Han Solo grants Leia Tenacity Up for 1 turn at the start of each of his turn. Both Han and Leia gains +30% Potency. When Captain Han Solo is active, Hope on Leia can’t be dispelled or expired until the end of the encounter or Leia is defeated.


My reasons for this rework idea:
Spoiler
Same thing said here. Captain Han Solo is a marquee character, and he developed a romantic relationship with Leia (Rebel Officer Leia Organa in this case) during their adventures. Since this character is required to upgrade to Relic levels for unlocking Jedi Knight Luke Skywalker (JKL), why not improve him a little bit better to excavate the best use of him?



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Next page is my idea of Ahsoka Tano (Fulcrum)’s rework. I added a Leader tag and a brand new tag, “Rebel Intelligence”, to her.
By the definition from Fandom, Rebel Intelligence, total named “Rebel Alliance Intelligence Service”, was a branch of the Alliance to Restore the Republic responsible for obtaining and analyzing military, diplomatic and economic information about the Galactic Empire and reporting such information to the relevant branches of the Alliance. Ahsoka Tano was served as Commanding Officer of Rebel Intelligence and also was one of the “Fulcrum” agents. Fulcrum is a subunit under Rebel Intelligence.

I need to make a note about Rebel Intelligence tag here.
Known Rebel Intelligence Members that are in the game now:
Ahsoka Tano (Fulcrum), Cassian Andor, K-2SO
Possible coming Rebel Intelligence Members:
Agent Kallus, Major Bren Derlin, and General Draven, etc..
(I am not trying to create new characters because I don’t have enough inspirations for this part yet)




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3. Ahsoka Tano (Fulcrum)
Light side, Attacker, Leader, Rebel, Rebel Intelligence


Basic (maxed): Balanced Strike
Deal Physical damage to target enemy, gain Protection Up (40%) for 2 turns, and grant Protection Up (40%) to a random ally that doesn’t have it for 2 turns. If target enemy have full health, decrease their current Max Health by 10% for the rest of the battle, which can’t be resisted.

Special 1 (maxed): Meditate (Cooldown: 3)
Ahsoka gains Foresight, Retribution, and each non-unique buff (excluding Taunt) present on other allies all units for 2 turns, dispels all the non-unique buffs on all enemies, and then gains 15% Turn Meter for each buff on her. Target enemy suffers Blind for 2 turns, which can’t be Resisted by Empire and Sith enemies.

Special 2 (maxed): Whirlwind (Cooldown: 3)
Consume all non-unique buffs on Ahsoka and deal Physical damage to target enemy. This attack scores an additional hit for each type of buff consumed. The target can’t Evade and -50% Armor against this attack. Empire and Sith enemies can’t Counter this attack.

A picture here I recommend to be added as the symbol for Ahsoka's Leader Ability.

Leader (maxed, Zeta required): By the Light of Lothal’s Moons
All Phoenix allies + 65% Counter chance and whenever Ahsoka uses any ability, a random Phoenix ally is called to assist, dealing 35% less damage. Any Phoenix ally who uses their basic abilities recovers +3% of their Max Health and Max Protection.
On the other hand, all Rebel Intelligence allies’ cooldowns are reduced by 1 whenever Ahsoka takes a turn and is in the leader slot. If any Rebel Intelligence ally takes a turn, scores a Critical Hit or suffers a debuff, they gain a unique buff Rebel Intel until the start of the next enemy turn, non-Rebel ally’s turn, or the end of the battle. Rebel Intel can’t be copied, prevented, or dispelled. Ahsoka gains 1 stack of Rebel Intel at the start of her turn. At the end of any Rebel Intelligence ally's turn, if they already have Rebel Intel, they will grant it to a random Rebel ally who doesn't have it.
In addition, whenever a Rebel ally is defeated, the rest of Rebel Intelligence allies gains the following for 2 turns:
Attacker: Stealth and Critical Chance Up
Support: Speed Up and Retribution
Tank: Taunt and Tenacity Up
Rebel Intel: +2% Critical Chance and +1% Speed per stack


Unique 1(maxed, Zeta required): Perserverance Former Apprentice of The Chosen One
Ahsoka is immune to Damage Over Time effects, and gains 30% Critical Avoidance. At the end of each turn, Ahsoka dispels all debuffs on herself and loses 10% Health on herself and loses 10% Health for each debuff dispelled, then recovers 5% Health for each buff on her. This Health Loss can’t defeat Ahsoka. Enemies attack out of turn can’t Critically Hit her.
In addition, whenever an enemy applies a copyable debuff on Ahsoka, she Reflects them back to that enemy and applies the debuff on that enemy for 2 turns if possible, and then dispels the debuff on herself. Ahsoka loses 5% Health for each debuff dispelled. This Health Loss can't defeat Ahsoka.
If Darth Vader is in the enemy squad and attacks Ahsoka in his turn, Ahsoka Distributes evenly the damage dealt to her and Reflects them back to all the enemies. This Reflected damage can’t be Evaded.



My reasons for this rework idea:
Spoiler
Ahsoka Tano is undoubtedly one of the best-developed characters in the Star Wars Media, from The Clone Wars TV show to Rebels, and to The Mandalorian. I suggest give her a rework like this in 2022, in which the TV show Ahsoka will be available. In addition, I believe that her special ability, “Whirlwind”, definitely have a lots of potentials to dig into; and in the animation show Star Wars Rebels, during the age of the Empire, she could disarm the Inquisitors, hold Vader for some moment, and defend against Sidious with the Force Field. Maybe she could be overwhelmed while fighting against Siths like Vader, but she is still strong enough. Based on these, the apprentice of Anakin Skywalker should deserve a better look in the game! I also added some synergies with Phoenix under her lead, maybe not the best because of balancing purposes.


FYI: What is "Distributes evenly"?
For example, if there are 5 enemies, including Darth Vader, and let's say Darth Vader throws a Culling Blade and deals 100,000 damage to Ahsoka; then Ahsoka is going to Reflect 20,000 damage to each enemy, which can't be evaded. Similarly, if there are 6 enemies, and Vader attacks Ahsoka in her turn and deals 100,000 damage, she will Reflect 16667 damage to each enemy. This kit might steal a lot of banners in GAC if we dare to use Vader on Ahsoka. Why Vader? You get the idea. But since Ahsoka can dispell debuffs on herself, the consequences caused by Culling Blade will not be that horrible.



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4. Cassian Andor
Note: This character's modification is a "Touch Up" rather than a "Rework".
Light side, Support, Rebel, Rebel Fighter, Rebel Intelligence, Rogue One


Basic (maxed): Two Steps Ahead
Deal Physical damage to target enemy with a 85% chance to inflict Buff Immunity for 2 turns. If this attack scores a Critical Hit and K-2SO is an ally, then both Cassian and K-2SO gains Critical Chance Up for 2 turns.

Special 1 (maxed): Shock Grenade (Cooldown: 2)
Inflict Ability Block, Defense Down, Healing Immunity, Offense Down, and Speed Down (once each) on random enemies for 2 turns. If the primary target is Empire, Expose them for 2 turns. If K-2SO is present, he is called to Assist. Then, gain 20% Turn Meter for each debuffed enemy.

Special 2 (maxed): Crippling Shot (Cooldown: 3)
Deal Special damage to the target enemy. For each debuff present on other enemies, inflict that debuff on the target for 1 turn. If the enemy is Empire, this attack is guaranteed Critical Hit whenever possible.

Unique (maxed, Zeta required): Groundwork
At the start of each encounter all Rebel allies gain Protection Up (20%) for 3 turns, all Rebel Attackers gain Defense Up for 3 turns, all Rebel Supports gain Potency Up for 3 turns, and all Rebel Tanks gain Tenacity Up for 3 turns. If the leader is Rebel Intelligence, all Rebel allies gain Critical Chance Up for 3 turns. If K-2SO is present, he gains all of these buffs.



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5. K-2SO
Light side, Tank, Rebel, Rebel Fighter, Rebel Intelligence, Rogue One


Basic (maxed): Carboplast Composite Fist
Deal Physical damage to target enemy with a 70% chance to inflict Offense Down and Potency Down for 2 turns.

Special 1 (maxed): Conductive Charge (Cooldown: 2)
Deal Physical damage to target enemy and Daze them for 2 turns. If Cassian Andor is present, he is called to Assist.

Special 2(maxed, Zeta required): “Goodbye!” (Cooldown: 5)
K-2SO instantly defeats itself and can’t be Revived. Deal Special damage to all enemies and inflict Blind, Critical Chance Down, Critical Damage Down, Daze, and Vulnerable for 2 turns. If any enemy already has Daze, Stun them for 1 turn. Empire enemies can’t Evade these effects, and Imperial Trooper enemies can’t Resist these effects. After K-2SO is defeated this way, any active Rebel allies gains Defense Up and Tenacity Up for 2 turns. When there is no active combatant allies or every ally has full Health, K-2SO is blocked to use this ability.
If Jyn Erso or Cassian Andor is an ally, whenever they fall below 1% Health, K-2SO takes a bonus turn, resets his cooldowns, and can only use this ability. Both Jyn and Cassian recover 100% Health after K-2SO defeats itself this way. Then, Jyn and Cassian receive 15% of K-2SO’s Max Health, Max Protection, Tenacity, and Speed in addition to their own until the end of battle. This ability starts on cooldown.


Unique 1 (maxed): Enforcer
Whenever K-2SO uses an ability, he has a 75%(100% while buffed) chance to Taunt for 1 turn. This Taunt is dispelled whenever K-2SO takes damage.

Unique 2 (maxed, Zeta required): Reprogrammed Imperial Droid
K-2SO has +97.6% Counter Chance. This chance is halved while K-2SO is debuffed. In addition, K-2SO gains 1% Max Protection whenever he takes damage.


My reasons for Cassian Andor and K-2SO’s rework idea:
Spoiler
These two characters still look unused even after introduction of Mon Mothma and the tag “Rebel Fighters”, so why not add them the tag of “Rebel Intelligence” to so far, work better under Ahsoka Tano(Fulcrum)’s lead? It makes sense since Cassian is another “Fulcrum” and K-2SO is his assistant. Fandom can verify the authenticity of their affiliations.
But the reason why I “touched-up” Cassian but reworked K-2SO is because both of them are marquee characters and not so iconic compared to Captain Han Solo and Ahsoka Tano(Fulcrum). However, there was a scene in Rogue One: A Star Wars Story, in which K-2SO sacrifices himself/itself to cover Jyn and Cassian. That this design, I admit, sounds like some sort of “Five’s sacrifice(Tactical Awareness)” and “Imperial Probe Droid Self Destruction” combination, but I think this idea fits the situation happened in Rogue One.
K-2SO’s last words were “Goodbye!” and he destroyed the door panel to prevent stormtroopers’ entrance and thus Jyn and Cassian’s mission had less disturbance. That is why I added that to his (I-designed) new special ability, and this kit might work well under Ahsoka Tano (Fulcrum)’s lead.

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I hope you enjoy this writing and possibly take some of my ideas into account! This took me quite some time to come up with. If I have plenty of time, I will write another series for (iconic or legendary) characters who deserve reworks, such as some Sith, some Jedi, some Mandalorians.... possibly. I don’t know just yet.
  • @Xcien My tone might be crude because I typed things down fast due to my tight schedules, so please bare with me.

    For idea 1:
    I tried to be VERY CAREFUL about my wordings, but it looks like I didn't do it well lol. I wrote someting like "Reflects the copyable debuffs back to the enemies, then dispelled themselves”. It is NOT "immune to debuffs".

    Think about the following scenario:
    When Ahsoka confronts DR, and Malak is teamed with DR. DR applies Shock on Ahsoka, Ahsoka WILL be inflicted with Shock. Now, Malak will Taunt as a result (assuming he is able to). Then Ahsoka will, as you said, inflict that debuff to the enemy, which in this case is DR, and eventually dispel the debuffs herself.

    The only two debuff she could be immune to are DOT and Fracture, according to my writings.

    Now let's get to your suggestion. If Ahsoka takes 5% of her Max Health for each debuff dispelled, then.....


    She will die.



    Even though this can't defeat her. The best example would be Bastila Shan Fallen. She will apply tons of debuff with her Special "Fear". That means Ahsoka will lose 30% of her Max Health (6 debuffs). If Malak one shot her, she will lose Protection and perish soon.

    So I could think of 2 solutions like these:

    Solution 1:
    In addition, whenever an enemy applies a copyable debuff on Ahsoka, she Reflects them back to that enemy and applies the debuff on that enemy for 2 turns if possible, and then dispels the debuff on herself. Ahsoka loses 10% of her Health for each debuff dispelled, then recovers 5% Health for each buff on her. This Health Loss can’t defeat Ahsoka.

    I use Health, rather than Max Health. This is crucial. CG likes playing wording games and I have to follow it lol.

    To see the difference between Health and Max Health, check Emperor's Palpatine's unique. When I used him against a JKR team, JKR wasn't shocked, and he is a Jedi. According to Palpatine's unique, JKR will lose 20% of his Max Health each time he takes a turn. I observed that a R4 JKR (while not shocked) loses -14572 Health each time he takes a turn. This means that the Health and Protection increase, or decrease, is a constant number, unless someone changed their Max Health or Protection.

    So if Ahsoka loses 30% Max Health thanks to Bastila, as a result of your description, she's gonna cry and die with a sudden heart attack.

    If we use another non-extreme example, let's say Emperor Palpatine, every time Ahsoka dispels Stun/ Shock, she loses 5% Max Health, and she will lose another 20% Max Health every time she takes a turn. Darth Vader won't affect her much, because she doesn't need to dispel DOTs: she is just immune to them. If it comes to a 5 member squad by which all of them can apply debuffs, or most of them can apply more than 1 debuff at a time, and they are fast enough, then .......
    Yeah, she would be so exhausted.... and we don't want that happen.

    Solution 2:
    In addition, whenever an enemy applies a copyable debuff on Ahsoka, she Reflects them back to that enemy and applies the debuff on that enemy for 2 turns if possible, and then dispels the debuff on herself. Ahsoka loses 1% of her Max Health (or 5% Health) for each debuff dispelled. This Health Loss can't defeat Ahsoka.

    1% Max Health is relatively mild....

    For idea 2:
    I agree mostly. At gear 13, according to the swgoh.gg data base, Han Solo's Physical Offense = 3562, whereas Sabine's = 3521, and Ezra's = 3206. Even with -35% damage penalty, 3% Protection and Health recovery make this slightly OP. Moreover, I wrote "whenever Ahsoka uses any ability, all Phoenix allies are called to assist, which includes "Ahsoka uses an ability out of turn". Wow, then Phoenix crews are truly experiencing "Nirvana and Reborn"....

    So I thought for a while, there are two solutions coming into my mind.
    1. Let's aim for "Call a random Pheonix ally to assist, and they recover 3% of their Max Health and Protection". This means that the Health and Protection recovery number is constant, unless someone changed their Max Health or Protection.
    2. Or "Call all Phoenix allies to assist, dealing 65% less damage. Any Phoenix ally who uses their basic abilities recovers 5% of Health and Protection." (Careful, not Max Health)

    Overall, the point is to let Devs know our thoughts as much as possible, so I would be inclined to raise a less debatable idea. Nice thoughts though@Xcien, and I appreciate that!



  • "Sebek;c-2248392" wrote:
    "PigRiderStarWatcher;c-2248364" wrote:


    Also the Immunity to Fracture is kind of weird, because only Thrawn applies it


    That's the idea. Ahsoka hard-counters Thrawn. She's looking for Thrawn isn't she?
    I elaborated the reasons in the spoilers part in her kit. That may subject to change with respect to what happens in the Ahsoka TV series, which I don't know yet.
  • "PigRiderStarWatcher;c-2248364" wrote:
    @Xcien My tone might be crude because I typed things down fast due to my tight schedules, so please bare with me.

    For idea 1:
    I tried to be VERY CAREFUL about my wordings, but it looks like I didn't do it well lol. I wrote someting like "Reflects the copyable debuffs back to the enemies, then dispelled themselves”. It is NOT "immune to debuffs".

    Think about the following scenario:
    When Ahsoka confronts DR, and Malak is teamed with DR. DR applies Shock on Ahsoka, Ahsoka WILL be inflicted with Shock. Now, Malak will Taunt as a result (assuming he is able to). Then Ahsoka will, as you said, inflict that debuff to the enemy, which in this case is DR, and eventually dispel the debuffs herself.

    The only two debuff she could be immune to are DOT and Fracture, according to my writings.

    Now let's get to your suggestion. If Ahsoka takes 5% of her Max Health for each debuff dispelled, then.....


    She will die.



    Even though this can't defeat her. The best example would be Bastila Shan Fallen. She will apply tons of debuff with her Special "Fear". That means Ahsoka will lose 30% of her Max Health (6 debuffs). If Malak one shot her, she will lose Protection and perish soon.

    So I could think of 2 solutions like these:

    Solution 1:
    In addition, whenever an enemy applies a copyable debuff on Ahsoka, she Reflects them back to that enemy and applies the debuff on that enemy for 2 turns if possible, and then dispels the debuff on herself. Ahsoka loses 10% of her Health for each debuff dispelled, then recovers 5% Health for each buff on her. This Health Loss can’t defeat Ahsoka.

    I use Health, rather than Max Health. This is crucial. CG likes playing wording games and I have to follow it lol.

    To see the difference between Health and Max Health, check Emperor's Palpatine's unique. When I used him against a JKR team, JKR wasn't shocked, and he is a Jedi. According to Palpatine's unique, JKR will lose 20% of his Max Health each time he takes a turn. I observed that a R4 JKR (while not shocked) loses -14572 Health each time he takes a turn. This means that the Health and Protection increase, or decrease, is a constant number, unless someone changed their Max Health or Protection.

    So if Ahsoka loses 30% Max Health thanks to Bastila, as a result of your description, she's gonna cry and die with a sudden heart attack.

    If we use another non-extreme example, let's say Emperor Palpatine, every time Ahsoka dispels Stun/ Shock, she loses 5% Max Health, and she will lose another 20% Max Health every time she takes a turn. Darth Vader won't affect her much, because she doesn't need to dispel DOTs: she is just immune to them. If it comes to a 5 member squad by which all of them can apply debuffs, or most of them can apply more than 1 debuff at a time, and they are fast enough, then .......
    Yeah, she would be so exhausted.... and we don't want that happen.

    Solution 2:
    In addition, whenever an enemy applies a copyable debuff on Ahsoka, she Reflects them back to that enemy and applies the debuff on that enemy for 2 turns if possible, and then dispels the debuff on herself. Ahsoka loses 1% of her Max Health (or 5% Health) for each debuff dispelled. This Health Loss can't defeat Ahsoka.

    1% Max Health is relatively mild....

    For idea 2:
    I agree mostly. At gear 13, according to the swgoh.gg data base, Han Solo's Physical Offense = 3562, whereas Sabine's = 3521, and Ezra's = 3206. Even with -35% damage penalty, 3% Protection and Health recovery make this slightly OP. Moreover, I wrote "whenever Ahsoka uses any ability, all Phoenix allies are called to assist, which includes "Ahsoka uses an ability out of turn". Wow, then Phoenix crews are truly experiencing "Nirvana and Reborn"....

    So I thought for a while, there are two solutions coming into my mind.
    1. Let's aim for "Call a random Pheonix ally to assist, and they recover 3% of their Max Health and Protection". This means that the Health and Protection recovery number is constant, unless someone changed their Max Health or Protection.
    2. Or "Call all Phoenix allies to assist, dealing 65% less damage. Any Phoenix ally who uses their basic abilities recovers 5% of Health and Protection." (Careful, not Max Health)

    Overall, the point is to let Devs know our thoughts as much as possible, so I would be inclined to raise a less debatable idea. Nice thoughts though@Xcien, and I appreciate that!





    For idea 1: I say you do solution 2.
    For idea 2: I say you do solution 1

    Also, I completely agree with Sebek. It is odd that she is immune to Fracture, since only Thrawn inflicts it. I understand if multiple characters inflicted it, then you could make her immune. But since it is only Thrawn, and only one other character is immune, it just seems weird and OP.
  • Quick replies:
    @Sebek Good point. My ideas are subject to change so that they would be less controversial. I would rather focus on polishing on my existing ideas rather than tossing tons of new ideas.
    @Xcien I will take those.
    Updates will be published after the middle of May because now I'm busy. I'll keep them in mind
  • Allow me to start with an apology. as my previous post ended up being a bit more rude than I intended it to be. (I really shouldn't be posting when I am short on time, that's my bad). But since I ended up having more time tonight than I thought I would have, I'll now take the time to properly explain what I meant in my previous post. Specifically on the 3 characters I said had mayor design flaws: Ahsoka Tano (Fulcrum), Captain Han Solo, and K-2SO. I'll be using Spoiler tags in order to make the post more readable.
    Ahsoka Tano (Fulcrum):
    Spoiler

    Let's start with her unique ability, as that one gets the most attention in this post up till now. I agree with most others on the immunity to Fracture. Since there is only one character that can apply it, and immunity to it doesn't make much sense and is too op. Thou there is also a story reason as to why this isn't a good idea. Since Thrawn is going to be Ahsoka's main antagonist in her series, he needs to be a threat to her. A villain that isn't threatening isn't interesting after all. Since she already counters his basic (ability block dispelled automatically), her countering that makes Thrawn completely useless against her, which obviously isn't a realistic portrayal at all.
    But that is actually not the only problem with her unique. There are 3 other problems with it: 1 that is broken and 2 that just don't make sense to me. But lets get to the broken one first: She gains Critical Hit Immunity when she is critically hit or shocked. Immediately there is a problem here since she has Critical Avoidance. Since the entire point of Critical Avoidance is to reduce the chance of a critical hit, pairing it with Critical Hit Immunity makes no sense. I mean, if she can outright prevent critical hits, why have any critical avoidance at all? But that isn't even the biggest problem here. The biggest is that she gains it when she is Shocked. Do you remember what Shock does? It prevents health recovery, turn meter gain, and buffs!!! The last is the most important here. Cause it doesn't matter that she reflects it onto opponents and dispels it, she still gets shocked. Which means shock is on her and in effect, even if only for an instant. Since she gains Critical Hit immunity at the moment she becomes shocked, the Shock will prevent the Critical Hit Immunity. So not only does it clash with her critical avoidance, one of the 2 triggers doesn't even work at all!! It will always be prevented.
    Did you know Ahsoka's base speed is 168? So with +30 Speed her base speed is 198. Does that number sound familiar? No? Oh it's just the base speed of Moff Gideon. You know, the single fastest non GL character in the game! Seriously. Ahsoka already has a good speed stat in the game, why do you need to make it equal to the very fastest we have? This just feels like needless power for the sake of power. In fact, her rival, Grand Admiral Thrawn, has a base speed of 170. So the 168 feels appropriate to be honest. So I don't get the +30 speed here. It's just not needed at all. This is one of the 2 things in her unique I don't get.
    The other is the reflecting of damage from Darth Vader. Why? Just why? I don't get why she could or should counter Vader. Like this or at all. Did you think the immunity to damage over time was to counter Vader or something? Cause I don't think it ever was. Look at it like this: Damage over time deals damage equal to 5% of the target's Max Health. When Ahsoka dispels debuffs from herself, she suffers damage equal to 10% of her max health (since an automatic dispel is very powerful, a downside to it seems fair to me. But that's me). Which means that the dispel deals more damage to her than the debuff itself. Which obviously would be a problem for her survivability, as Damage over Time is used by a lot of characters. I imagine Vader's lead did influence the decision as well, but I don't think it was the main reason. But even from another perspective, Ahsoka couldn't beat Vader, and she certainly didn't reflect any damage back at him. So even from a character perspective, this doesn't make sense to me. Which is why this is the other thing I don't get.
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    Next I'd like to talk about her Whirlwind Special ability. Because in the game it's her best ability. But in your version it's her worst. This is because you objectively nerfed it's damage potential.
    Currently it deals damage an additional time for each type of buff consumed. Which means each buff grants an additional +100% damage. But you only grant +50% damage for each buff consumed, which is significantly less (literally half). But that's not all. Since she damages multiple times, each hit can critically hit individually. Yours can only crit once. You'd think that that would make yours better, but that isn't necessarily true. As with so many hits it's damage output is actually quite consistent. Meaning it can be used reliably. As it will always deal a lot of damage. Yours on the other hand, is an al or nothing. You either crit and deal maximum damage, or you don't and deal minimum damage. In other words, your version is better against Nest, and worse against literally everybody else.
    If you're also worried abut Ahsoka being squishy. You could take a page from Kylo Ren here. Make Ahsoka recover protection equal to the damage dealt by this ability. Another option is to add Protection Over time to her, which is what I did, but I actually think this works a bit better. (Basically, which I thought of this earlier).
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    Finally her new lead. I'll start immediately by saying that it's actually ok. Just like her basic and Meditate Special, there's nothing wrong with it design wise. I just don't like it. So this is just my opinion, and you can disagree with it.
    It's just that her lead doesn't interact with her kit at all. I mean, most lead work with the rest of the kit. (Thrawn with the protection and the extra special which allows him to fracture enemies for longer, Beskar Mando which grant him the exact stats his kit uses and massive amounts of turn meter due to him damaging many times, enz). But her lead doesn't synergise with the rest of her kit at all. Her kit is very non-unique buffs and debuffs focused, yet the lead doesn't do anything with those at all. It only has an unique stacking buff. So it feels very out of place. Plus I don't think she needs a lead at all. Her kit is actually pretty good as it is now. (I mean, I've seen her one-shot pretty tanky characters) She just lacks some survivability (which can be solved with protection recovery) and a team that allows her to perform at her best. A touch-up is enough to fix that. But that's it. Again, design wise nothing really wrong with it (other than it grants massive speed and her unique also needlessly grants +30 Speed).

    Captain Han Solo:
    Spoiler

    For Captain Han Solo the synergy with Rebel Officer Leia Organa actually works against him here. Because it's actually too strong. I mean, Leia gains 80% Health, 40% Protection, and 50% Turn Meter. That is massive, especially the turn meter. Since this is only for Leia, it's much less viable when used on someone else (especially since with 40% Health recovery they are much less likely to be at full health afterwards). So this ability goes from "keeping the team healthy and cleansed" to "Keeping Leia healthy and cleansed. Just let all others die". Which is a mayor problem for your team's main healer.
    But wait. His other Specials also has more effect when Leia is the one revived. So just let her die so the revive is more potent... Wait. is it keep her only healthy or let her be the only one to die? To be fair neither one is a great mindset for a healer/reviver to have.
    And of course, it gets better. He also has 80% Counter Chance and has an unresistable stun on his basic. I mean, 80% is a lot. Even Raid Han has only 35%. Plus the stun isn't that hard to achieve, especially against Empire. So forget healing you team, just spam his basic and stun lock the enemies. Again, not a great mindset for your main healer to have.
    This kit is so single focused overpowered, that it actually end up becoming pretty bad. Which is the mayor design flaw it contains. Oh and also the 2 zeta's. Just as with Leia, that is an expensive investment to make. A bit too expensive. Having only 1 would be better, but it's not as bad here since he doesn't require as much teamwork and investment to farm as Leia.

    K-2SO:
    Spoiler

    Now the lovable Droid Tank K-2SO. His new ability, Goodbye, is bad. Like really bad. Not by itself thou. By itself it's fine. But on this character with the rest of the kit, it's really bad.
    Lets start with the synergy. K-2SO is a tank designed for Hoth Territory Battle. Which means he was meant for long battles with multiple encounters. His zeta on his unique reflects this the best, as his Max Protection increases every time he suffers damage. Meaning that the longer the battle lasts, the beefier he becomes. But this new ability puts a max on the time he can spend in battle, as at some point he decided to just blow himself up. Seriously, this ability makes the zeta on his unique entirely useless!!!! I'd demand a refund if this was ever implemented. But even then, having your teams tank just go away halfway during the battle isn't exactly a nice thing.
    There's also synergy with other characters. Jyn Erso for example has a revive in her kit. But this ability makes it so she can't revive K-2SO. So that part of her kit is now less useful as well. Again, Rogue One is already quite updated, so we don't want to take even more away from them.
    But lets go back to K-2SO by himself. Because there's another problem: The ability deals Special damage. Now this doesn't seem to be a problem, until you actually look at K-2SO's stats. K-2SO is a Strength tank. Strength character usually have more health and physical offence, but less special offence, and Tank characters usually deal less damage but can take much more damage. As you'd expect from these, his Special offence is...bad. Really bad. So this ability will do noodle damage. Losing this character for the rest of the battle for noodle damage, that's not worth it at all.
    The only think that kind of works for this ability are the debuffs. Those are nice to have. But they are still not worth it, as the sheer amount of debuffs he would be able to inflict when he can just continue on or be revived, are much more. Especially under a Jyn lead. so again, the ability is not worth it.
    There's one final problem. The fact tat he has to use it when either Jyn or Cassian falls below 1% Health. I mean, what if he's ability blocked when it triggers. It's still a special ability, but he can't use his basic due to the restriction. So you've effectively locked the game right there. (This is why Beskar Mando is immune to ability block. But that immunity on K-2SO doesn't make sense due to how his unique works with debuffs, and it's also incredibly powerful and not worth it due to all the other problems with it. The only immunity that would make sense for him is an immunity to Tenacity Down).
    So yeah. This is what I mean when I said it's possibly the worst ability you could've granted it. I do admit that is too harshly worded, which I apologize for. But it's simply not a good ability for him.

    This is all of my feedback on these 3 characters. I once again apologies for my previous rushed post, and hope the feedback helps you.
  • @Ichiraikou

    (I am quite busy now but I do think typing these down first will make me more comfortable.)

    Thank you! Your advice is straightforward and helpful. Many details you said, such as "K-2SO was designed for Hoth TB", I just didn't know. I do think there is a lot to work on, but I need more suggetions and more time so that I could think about them carefully and revise my kits once for all. After all, we are not 24/7 CG staff who are now thinking or working on these.

    I‘m relatively new to the community, and I admit that in my designs there are many flaws. I previously focused to much on relationships between characters, rather than their balance in the game. Therefore, I am quite open to any suggestions, especially some that point out the main problems, and I also need time to polish my ideas better. It takes really long to carefully think about characters' synergies.

    My intention was to let ROLO and Ahsoka Tano (Fulcrum) stand out more than before. ROLO's kit in the game is not bad, but not as "legendary" as it looks. For Fulcrum's OP design, maybe it was because my feelings for this character "clouded my judgement", so I do think there is a lot to work on. In this forum, we do need genuine, sound, and enthusiatic players like you to give out valuable suggestions(sounding like I am a CG admistrative staff, but I'm not lol).

    I did see some of your ideas, and you just did a touch-up to her (Ahsoka). That's fine, however I would prefer adding more elements to her to let her shine more than before, and I admit that I need to think deeper, if I had enough time. Like I said above, I will definitely change something, like cut off the immunity to fracture. But I think if we place Ahsoka with the Pheonix group only, she might lose some potentials. I'll reconsider the Leadership I attached to her kit, but not now. And I agree that Ahsoka, no matter how her rework will be, will need to face some chanllenges.

    No need to worry about your tone this time, I understand your frustration. After all I just a newbie in terms of designing reworks.

    But I need to say, in my humble opinion, we are not here to spread angers, questions with attitude, or instigate any other "dark-side" emotions. I usually have a habit of thinking twice before posting anything, so that it won't annoy or insult our beloved people in this community, no matter how I was glad or uncomfortable with anything. It is better for us, if we have enough time, to think about better ideas for improvements rather than pissing each other off.

    No matter what, it is good to see a genuine advice like yours. Looking forward to see more of suggestions like yours.
  • I made some adjustments (please see Update section for 4/21 if you are interested). All of your advice are great, but I'm too busy and tired working on these things now. If this post became too lengthy, I'll make a new discussion but the revised version. And I'll be back after my businesses are done after May 12th.
  • I unfortunately don't have much time at the moment. So I can't really go in-depth into these kits. But I did want to give a (somewhat) quick post on them. I'll go more in-depth into them later once I have more time thou. I also wanted to leave some links to kit idea's of these characters I myself have done, as I'm always looking for feedback. But first the quick insights. (won't be in order you expect).
    Cassian Andor: Overall nothing wrong with. I am a bit worried that with the leader requirement in his unique he won't work as well under a Jyn lead anymore. She is pretty underused as well and taking a core character away from her won't help much in that department. But from a design perspective nothing wrong.
    Rebel Officer Leia Organa: While I personally don't like this one very much, I can't deny that from a design perspective there is very little wrong with it. It's overall well designed and balanced. Only thing is that she has 2 zeta's. All TB unique characters only have 1 zeta (even Ki-Adi-Mundi). This is because even CG recognizes that putting a heavy investment like 2 zeta's on a character that you need to get by working with 49 other people over probably many months is just plain evil. Seriously, it's already an investment to get these characters, so please don't add another just to use them. Her leadership also still doesn't really help much against non-empire enemies, and her new unique is also a bit weird, thou I think that's more in the wording than intent.
    Ahsoka, Han, and K-2SO: Absolutely terrible... Ok that's pretty heavily exaggerating. But all 3 of these have mayor design flaws in their kits that make the characters pretty bad.
    There is just so much wrong with Ahsoka's unique I don't even know where to begin (not that I have the time). Her leadership, while not bad, does feel pointless and unnecessary. And her Whirlwind special, the one think that had the potential to still make her viable as it could defeat a lot of characters instantly, has been nerfed into oblivion.
    Han has been focused on Leia soo much, it has kind of destroyed him. Seriously these is soo much of it that it starts to conflict with each other and kind of breaks the entire point of the character. I have to go pretty in-depth to explain why thou. So you'll have to wait for that (sorry).
    And K-2SO... I can't say much about him right now. As I really have to go in-depth in order to explain why this is possibly the worst ability/addition you could have given to him. It really breaks him.
    This has already taken longer than expected. I will actually explain them all one I have more time, but for now I will leave you with this.
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    p.s. as said I have made reworks for these characters myself. Which I would like to provide links towards, as I would appreciate your humble opinion on them (as well as anyone else's).
    Hoth Rebels (includes Leia and Han):https://forums.galaxy-of-heroes.starwars.ea.com/discussion/223008/elite-hoth-rebels-team-rework-and-kit-ideas
    Rogue One (Jyn, Cassian, and K-2SO): https://forums.galaxy-of-heroes.starwars.ea.com/discussion/225741/rogue-one-rework-ideas
    Phoenix (includes Ahsoka): https://forums.galaxy-of-heroes.starwars.ea.com/discussion/227356/phoenix-touch-up-rework-ideas