8 years ago
Suggestion: Thermal Detonator Rework
As the game mechanics stand right now, thermal detonators (TDs) do not offer a truly viable and competitive game play mechanic. They take way too long to set up, and squad synergies around TDs are not up to par with other squads (see Resistance squad synergy). I love playing the resistance squad not only because I can do very well with them, but the strategy of having to control TM by choosing who I have to attack is brilliant, and I think TDs can see a similar viable strategy put in place. While I feel that a TD synergy would only help to improve upon what I'm going to propose, I'm going to avoid altering abilities/synergies/leadership roles to see if there is any positive response.
Thermal detonators are a potentially fantastic gameplay mechanic, but currently are just too easy to ignore. What I would like to see is a mechanic introduced that allows for a more involved strategy on both the attacker and defender. To start, TDs need to be treated for what they are: grenades. As anyone can tell you, aside from the odd dud, a grenade will explode once thrown. In line with that, currently TDs can simply be cleansed with no penalty, and simply remove the threat that TDs would pose. This means that from a game play standpoint, a cleanser can simply remove any build up of TDs put in play and the mechanic is simply trumped from the start. So instead, have TDs explode when they are cleansed.
Sound a little OP? Maybe, but a change to when TDs explode is also required. Right now, TDs explode after two turns. But what about changing what can trigger a TD to explode? Instead of having a set number of turns to explode, or exploding on a cleanse, have TDs remain indefinetly, and explode if triggered by abilities that currently do so (see Detonating Shot) as well as any special abilities used by the debuffed character. For example, if Darth Nihilus has an TD debuff and he uses his basic, the TD debuff remains. If he uses his specials, the TD explodes.
On top of that, have the TD debuff have an additional effect other than just exploding when triggered. Lets say each TD debuff reduces the speed of the debuffed character by 2%, or 5%. Since TDs can be stacked, simply ignoring the TDs early on can be detrimental to the overall performance of the team.
Now for a counter. If TDs explode when cleansed, or a special ability is used, how do you counter TDs? With tanks. If a character taunts, then all TD debuffs are transferred to the taunter. This allows the other characters to regain their original speed and are free to use special abilities, but that tank will now eat a lot of TDs when they are triggered.
They idea behind this suggestion isn't to make thermal detonators the new meta. It's simply to bring the mechanic into a viable role within GW or possibly arena. I just felt that once a TD is thrown (put into play and not resisted) it should explode irregardless. The only major issue I see is the AI (as it is now) not responding properly to this new mechanic.
TLDR:
Thermal detonators: Inflict debuff that doesn't expire. Slow target by 2-5% per debuff. Explode when triggered, cleansed, or debuffed character uses a special ability.
When a character taunts, all TDs are transferred to the taunter.
Thermal detonators are a potentially fantastic gameplay mechanic, but currently are just too easy to ignore. What I would like to see is a mechanic introduced that allows for a more involved strategy on both the attacker and defender. To start, TDs need to be treated for what they are: grenades. As anyone can tell you, aside from the odd dud, a grenade will explode once thrown. In line with that, currently TDs can simply be cleansed with no penalty, and simply remove the threat that TDs would pose. This means that from a game play standpoint, a cleanser can simply remove any build up of TDs put in play and the mechanic is simply trumped from the start. So instead, have TDs explode when they are cleansed.
Sound a little OP? Maybe, but a change to when TDs explode is also required. Right now, TDs explode after two turns. But what about changing what can trigger a TD to explode? Instead of having a set number of turns to explode, or exploding on a cleanse, have TDs remain indefinetly, and explode if triggered by abilities that currently do so (see Detonating Shot) as well as any special abilities used by the debuffed character. For example, if Darth Nihilus has an TD debuff and he uses his basic, the TD debuff remains. If he uses his specials, the TD explodes.
On top of that, have the TD debuff have an additional effect other than just exploding when triggered. Lets say each TD debuff reduces the speed of the debuffed character by 2%, or 5%. Since TDs can be stacked, simply ignoring the TDs early on can be detrimental to the overall performance of the team.
Now for a counter. If TDs explode when cleansed, or a special ability is used, how do you counter TDs? With tanks. If a character taunts, then all TD debuffs are transferred to the taunter. This allows the other characters to regain their original speed and are free to use special abilities, but that tank will now eat a lot of TDs when they are triggered.
They idea behind this suggestion isn't to make thermal detonators the new meta. It's simply to bring the mechanic into a viable role within GW or possibly arena. I just felt that once a TD is thrown (put into play and not resisted) it should explode irregardless. The only major issue I see is the AI (as it is now) not responding properly to this new mechanic.
TLDR:
Thermal detonators: Inflict debuff that doesn't expire. Slow target by 2-5% per debuff. Explode when triggered, cleansed, or debuffed character uses a special ability.
When a character taunts, all TDs are transferred to the taunter.