Forum Discussion
4 years ago
"Ichiraikou;c-2243766" wrote:
I normally don't post on any of your kits, as I feel like I can't be of any help. I base my feedback on the rules I follow when designing and the design and synergies the rework attempts to achieve. But your design style seem to be "Power first, design and synergy never". So I feel like any feedback I provide will basically be just shutting things down, which I don't like to do. However I decided to react to this rework idea because of 2 reasons: There is actually something in here I can genuinely provide feedback on to help you in the future, and this might be the worst rework I've seen on this form in a long time. (Seriously I thought your Mace Windu and Darth Sidious reworks where bad but this makes those look good in comparison).
Lets begin with the genuine feedback as that will be the actual helpful part. It's that "Deft Strike" and "Swift Takedown" deal Special damage. That is a straight nerf to his damage. No joke at all. When you look at Beskar Mando's stats, you might notice that: At gear 13 (relic 0) he has 4287 Physical offence and 1629 Special offence (mods not included). So his physical damage is just straight up 3x his special damage. Granted this gap becomes smaller as his relic lvl goes up, but at relic lvl 8 he still has 7608 Physical and 6168 Special offence. So he still does more Physical damage (and True damage, since that is calculated based on Physical Offence), and this isn't even including the fact that his Special Crit Chance and Resistance Penetration are some of the worst in the entire game. He is just not designed to be a Special attacker. So changing these to deal Special damage severely hurts his damage potential (especially since Swift Strike deals damage multiple times, so these differences are amplified even more for that ability).
A small interaction here, as I happened to see your Bo-Katan rework idea while I was typing this. Same problem there. Bo-Katan also has much more Physical Offence, Crit chance, and Armor Penetration than special Offence, Crit Chance, and Resistance Penetration (the difference at relic lvl 8 is even bigger for her than Beskar Mando). So in the future when making a rework idea, it would be a good idea to take a look at the character's stats (on, swgoh.gg, for example) before deciding on the damage type. As changing it without checking could just end up backfiring, as it has in these 2 cases.
But now the bad thigs for the kit. The sheer brokenness of the 2 turn damage immunity has already been mentioned. But the leader and unique haven't, despite them being so bad. You've literally just thrown a lot of different stats on top of each other there and called it a day. The biggest offenders would have to be removing the turn meter from the leader, the bonus turn at the start of encounter, and the cooldown resets. let's go over each.
The turn meter from his lead was one of the best zeta's in my opinion. I mean, his Swift Strike special could hit enemies 20 times, which meant 40% turn meter for your entire team from that alone. His basic could also damage twice, and the damage over time effect from it also damages them. Which means even more turn meter for your team from that. And this all is Beskar Mando only. It's even including his allies. The sheer level of turn meter you could gain from it is pretty insane. These speed bonusses you decided to throw in there (twice as well, which is just a red flag for me in general), don't measure up to that at all. They are just a straight up nerf. (I swear, if it wasn't for the sheer broken Damage Immunity, this kit would be objectively worse that wat we have in the game in every way, even power).
Then the bonus turn, offence bonus and cooldown reset from his unique. Considering he has 2 special which do no damage at all, when exactly is he supposed to use that 200% offence bonus? Cause no character is gonna start the battle with their basic ability. And in multi encounters, even if he ended the previous fight in his Disciplined Stand, the fact you ended there means you are very unlikely to have many stacks of Whistling birds. So that still won't do much damage. If you end there at all, since with the ridiculously easy to trigger cooldown reset he is more likely to keep using his broken Damage Immunity special over all else. So it's very situational and even in the situation it is used, it unlikely to be useful. Wat we current have works great for him. He goes when allies are starting to fall, allowing to intervene and prevent their death by either taking an enemy out or healing and protecting them. Granted the taking down doesn't always work due to timing, but it's still much more consistent than what you have here.
Overall you've taken one of the best designed and synergized kits we have in the game and turned into one of the worst kit's I've seen in a long while. While it's true that the kit in game isn't the most powerful, it's still incredibly well put together. And seeing it turned into this mess just hurt way too much to continue sitting on the sidelines. I normally hate just pointing out wat is bad about kit's and prefer to give actual feedback and pointers on how to improve them (which is, again, why I stayed quiet on your kits till now). But in this case I just couldn't stay quiet. I do apologize for going on you like this, and I hope I haven't demoralized you or hurt you with this. It was certainly not fun to do for me. But in order for you and your kit's to improve in the future, I felt it was necessary in this case. So I do hope this end up helping you.
Ok, thanks for your feedback!
About SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.
77,680 PostsLatest Activity: 16 minutes agoRelated Posts
Recent Discussions
- 16 minutes ago
- 37 minutes ago
Jar jar wen?
Solved2 hours ago- 4 hours ago
- 4 hours ago