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VertigoBeast
9 years agoSeasoned Ace
"Allenb60;899675" wrote:
Making Turn the Tide inflict tenacity down could be kind of overpowered in some situations and makes the potency up effect it grants a lot less usuable, but everything else looks fine
Potency up effect is already useless, it can't get through tenacity up, and most characters base potency is already high enough to make most characters tenacity useless before any potency buff. Back when the game started Potency and tenacity weren't so far out of proportion and Potency Up was actually helpful, but it's got no place now.
Give Plo's leader ability some changes and a Zeta:
Overwatch
Zeta'd - All allies have a 40% chance to remove stealth or a taunt from each enemy at the start of each of their turns. This chance is increased to 80% for Jedi and 100% for clones. If any stealth is dispelled the ally will gain offense up for 2 turns. If any taunts are dispelled the ally will gain speed up for 2 turns and call a random clone ally to assist with their next attack. Whenever any clone ally drops below 100% health, if Plo is still alive he will taunt and grant the clone critical immunity for 1 turn.
That's the Zeta the clones really needed, and it gives Plo his "Clone synergy" he supposedly currently has.
I like your idea for the Basic, I had posted something similar in an older thread about removing buffs and calling clone allies to assist, but I think I focused more on buffing the two attackers rather than buffing their direct damage.
I also think Kit Fisto's Unique could just use a Zeta ability as well. Like increase the counter chance to 50%, increase the damage it gives and then give it like +6% critical chance for each jedi/clone ally and +10% critical damage for each separatist/sith enemy.
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