Forum Discussion
Ichiraikou
4 years agoNew Spectator
"Sebek;c-2249602" wrote:"Ichiraikou;c-2249583" wrote:
Overall this is a good kit idea. But there is one giant problem for me: The massive damage in the first special. I find that that doesn't work at all.
Lets look at all characters currently in the game that deal massive damage: Rey, Imperial Probe Droid, and Darth Maul. Rey deals massive damage 3 times to target enemy and Physical damage to all enemies. But only after a light side ally has fallen below 60% Health. Maul can only deal massive damage against enemies below 50% Health, and only gains some buffs on a finishing blow. Both only deal damage and only after a certain condition that is mostly dependent on the state of the battle. Imperial Probe Droid is the only outlier, as he not only deals massive damage, but also 30% health damage and exposes all enemies. But he also needs to be below 100% health while another ally is active, only exposes target locked enemies, and is immediately defeated. The thing they all have in common is that they depend on the state of the battle, and all mostly only deal damage. Nothing else. IPD is the outlier, but is also immediately defeated in return for this. Your ability however, can just be used after 5 turns, also inflict Ability Block for 2 turns (a very powerful debuff), and grants all allies powerful buffs with no condition necessary. Now matter how you put this, this ability is too powerful compared to those like it for me. Simply because it does a lot with few restrictions. Increasing the cooldown or adding a zeta also won't really work, as it will go from to powerful to practically unusable in no time. It's very difficult to balance this, if at all possible.
But that's not the only problem. Massive damage is essentially a fixed amount of true damage. Meaning it ignores defence, and cant critically hit. First Order, however, is a very critical hit heavy team. This character also has quite the focus on advantage as well, so he is no exception. Because of this, Massive damage doesn't really fit his theme either. It is out of place. The rest of the kit is really good thou. but yeah, I suggest removing the Massive damage and making the Special like this:
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
(P.s. If you wanna know why I changed the Critical Damage Up with Offence Up, it's because SLKR's lead grants allied attackers that buff already when they gain Advantage. So this works better for the synergy. I assume he's an attacker, since you haven't given him a role yet.)
Darth Maul has Massive damage? I think you meant savage
Woops.
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