4 years ago
Sniper Droid Kit Idea
Sniper Droid Unit Name: Sniper Droid Tags: Dark Side, Droid, Sepratist, Support Basic: Triple Fire (Omega) [ Spoiler ] Special: Sniper Shot (Omega) Cooldown: 4 [ Spoiler ] Specia...
"Sebek;c-2250626" wrote:"Ichiraikou;c-2250619" wrote:
I'm not that big of a fan of this one. It's somehow both weaker and less balanced than the one we have in Geo TB. For reference, this is the kit of Sniper Droid in geo TB (I don't know the cooldowns and couldn't find them, sorry for that):
Sniper DroidSpoiler
Triple Fire (Basic)
Deal Physical damage to target enemy and Ability Block them for 1 turn. This attack deals 50% more damage against Target Locked enemies.
Sniper Shot (Special)
Deal Physical damage to target enemy and Stun them for 1 turn, which can't be resisted. If Sniper Droid has at least 15 stacks of Charge, instantly defeat target enemy, which can't be evaded. Enemies defeated by this ability can't be revived.
Reinforcing Position (Special)
Sniper Droid gains Accuracy Up, Offense Up, and Protection Up (100%) for 2 turns and recovers 50% Turn Meter and 25% Protection.
Technical Precision (Unique)
Sniper Droid ignores taunt and gains 15% Turn Meter and 1 stack of Charge whenever an enemy takes a turn. Additionally, Sniper Droid's attacks against Target Locked enemies can't be evaded and ignore defense.
Charge: +5% Offence per stack
I'll start with your special, as that one is objectively weaker thank the one we have in the game. After all, the stun can be resisted, the instant defeat can be evaded, and the defeated enemy can be revived. To be fair, it could all be for balance purposes. But the 15 stacks and cooldown already did that for the most part. So it seems kind of unnecessary for me.
Luckily you made his unique absolutely broken and unbalanced in return. Seriously, he gains a stack of charge whenever an enemy uses an ability, instead of when they take a turn, is broken. Revan's direct focus, for example, immediately grants him 6 stacks of charge, 1 for the direct focus and 5 for the 5 assists he calls. It can even be 7 if Ezra is one of his allies. Need less to say it's incredibly easy to gain stacks this way, to the point that it's even very easy for him to gain over 1 stacks before his first turn. Allowing him to instant kill someone with no requirements or effort at all. Especially since MagnaGuard + Grievous can stealth him. But on top of that he is also immune to speed down and stun. I mean, someone will have to use an ability to inflict those on him, and he immediately gains a stack when they use an ability and he has no way to lose stacks. So he just immune by default, which would already be brokenly powerful on any character that has an instant kill ability, but is made even more broken when combined with the previous point. But on top of all that, he also ha s+50% Offence, while also gaining +5% offence for every stack of charge he has. Which, as stated before, he gains very easily. Meaning his offence skyrockets with all of this as well. To a ridiculous degree. All of this combined is just way too much.
But to make it even weirder, you added Daze to his basic. Which makes no sense. I mean isn't he supposed to gain stacks of charge when enemies use abilities? So why would you prevent them from using abelites? Granted it does slow down the stacks, which makes it a little more balanced (assuming they don't resist it of course, and also only a little) but from a design stand point that's a pretty big dis-synergy right there. It also makes no sense with the old one, as preventing turn meter means they take less turns, which again means less stacks. It's just really weird design.
And of course the cooldown reduction on his second specials. Since I've already pointed out how easy it is for him to just destroy enemies, allowing him to do that even faster with so little effort is obviously not helping. But even putting that aside, it's still broken. After all Nihilus needs enemies to be debuffed (or luck) to reduce his cooldowns. But also generally deals low damage. And Bounty Mando needs to be both buffed and score a critical to reduce his cooldown, plus needs his payout to use his instant kill in the first place. That's 3 layers of condition. Yours, has 1 which can't be prevented or reduced by the enemy side in any way. As it's entirely dependent on his team. So even if everything else was as his Geo counterpart, this would still be really broken and unbalanced.
So yeah. Overall I like the one we have in Geo TB better. It's both stronger and more balanced. I do apologize for not liking it, as I will admit it's creative. But it is what it is. Hope the feedback helped at least.
Oh, after seeing your comment, i see it now. previously i thought it was well balanced, i'm not good at feedback