Forum Discussion
Ichiraikou
5 years agoNew Spectator
That picture looks amazing (even if it shows "this is the way" as an unique). The kit itself is also pretty good. I like almost everything in it. Thou from a Kit Design and Gameplay standpoint it does have quite a few things. Most are wording issues but I do have a few actual problems with it.
I'll do my feedback ability by ability. But first I'd like to start with the most obvious thing: He is a bounty hunter, without a contract or a payout... Seriously that is their entire mechanic. He really should have those. Without that he might as well have no Bounty Hunter synergy at all.
BASIC - I Like Those Odds
SPECIAL - That's One Impressive Weapon
SPECIAL - Whistling Birds
LEADER - This Is The Way
UNIQUE - Beskar Steel (ZETA)
UNIQUE - I Have Spoken
Those are my feedback on your kit. Overall a really good kit idea.
I'll do my feedback ability by ability. But first I'd like to start with the most obvious thing: He is a bounty hunter, without a contract or a payout... Seriously that is their entire mechanic. He really should have those. Without that he might as well have no Bounty Hunter synergy at all.
BASIC - I Like Those Odds
Spoiler
It is a pretty nice ability overall. Not much to say about it. Except for 2 things: The game doesn't use the term "fallen" at all. it uses "active" for characters that are alive and "defeated" for characters that are.. well.. defeated. The second is the additional part. Not only is the additional kinda unnecessary, as is the "it's effects" part, but the effect itself is very poorly worded. At first I interpreted it as "if there are more enemies than mandalorian allies". Which means you kinda would punish him for putting him in a mandalorian team and make the condition really easy in every other scenario. I quickly realized that can't be your intent and suggest you word the ability like this:
Deal Physical Damage to target enemy and inflict Ability Block and Speed Down for 1 Turn. Gain 15% Turn Meter and deal 15% more damage for each defeated Ally. If there are more active enemies than active allies, this attack can't be Evaded or Resisted."
"TheRealCaloNord;d-220514" wrote:
Deal Physical Damage to target enemy and inflict Ability Block and Speed Down for 1 Turn. Gain 15% Turn Meter and deal 15% more damage for each fallen Ally. Additionally, this attack and its effects cannot be evaded or resisted if the opposing team outnumbers The Mandalorian's.
It is a pretty nice ability overall. Not much to say about it. Except for 2 things: The game doesn't use the term "fallen" at all. it uses "active" for characters that are alive and "defeated" for characters that are.. well.. defeated. The second is the additional part. Not only is the additional kinda unnecessary, as is the "it's effects" part, but the effect itself is very poorly worded. At first I interpreted it as "if there are more enemies than mandalorian allies". Which means you kinda would punish him for putting him in a mandalorian team and make the condition really easy in every other scenario. I quickly realized that can't be your intent and suggest you word the ability like this:
Deal Physical Damage to target enemy and inflict Ability Block and Speed Down for 1 Turn. Gain 15% Turn Meter and deal 15% more damage for each defeated Ally. If there are more active enemies than active allies, this attack can't be Evaded or Resisted."
SPECIAL - That's One Impressive Weapon
Spoiler
Nice ability. Concidering that Both Revan's have anti Stun in their kit's, the stun is not going to be that powerful. I do agree thou that making it undispellable would be too much. Maybe add a condition? Like if target was burning or had Armour Shred or was Ability Blocked (then again Darth Revan counters that as well)? It would have to be something that is in his own kit thou so... Hard one I guess. Still an overall nice ability.
One last hing. What is it's cooldown? I mean a cooldown reset on an ability with 0 cooldown is kinda useless.
"TheRealCaloNord;d-220514" wrote:
Deal Special Damage to target enemy and Inflict Stun and Shock for 2 turns. If this attack defeats an enemy, the cooldown of this attack is reset, and all enemies lose 25% Turn Meter.
Nice ability. Concidering that Both Revan's have anti Stun in their kit's, the stun is not going to be that powerful. I do agree thou that making it undispellable would be too much. Maybe add a condition? Like if target was burning or had Armour Shred or was Ability Blocked (then again Darth Revan counters that as well)? It would have to be something that is in his own kit thou so... Hard one I guess. Still an overall nice ability.
One last hing. What is it's cooldown? I mean a cooldown reset on an ability with 0 cooldown is kinda useless.
SPECIAL - Whistling Birds
Spoiler
You seem to have a similar issue here to what I had in my Darth Sidious Rework idea. The way the random enemies part is worded makes it sound like a random amount of enemies is hit 5 times each. I'll admit that wording this is a challenge even for me. Currently I have it worded in the rend of: Deal Damage to a random enemy. Repeat this x times. I'll update you if I've found a better way but for now I think this is the best. So:
Deal Special damage to a random enemy. Repeat this 4 additional times. Inflict Stagger and Ability Block on each damaged enemy for 2 turns. For each enemy hit more than once, Inflict Stun for 1 turn on those enemies and remove 20% Turn Meter from all enemies.
Also, cooldown again please.
"TheRealCaloNord;d-220514" wrote:
Deal Special Damage to random enemies 5 times and inflict Stagger and Ability Block for 2 turns. any time an enemy was hit more than once by this attack, Stun them for 1 turn and all enemies lose 20% Turn Meter, which cannot be resisted.
You seem to have a similar issue here to what I had in my Darth Sidious Rework idea. The way the random enemies part is worded makes it sound like a random amount of enemies is hit 5 times each. I'll admit that wording this is a challenge even for me. Currently I have it worded in the rend of: Deal Damage to a random enemy. Repeat this x times. I'll update you if I've found a better way but for now I think this is the best. So:
Deal Special damage to a random enemy. Repeat this 4 additional times. Inflict Stagger and Ability Block on each damaged enemy for 2 turns. For each enemy hit more than once, Inflict Stun for 1 turn on those enemies and remove 20% Turn Meter from all enemies.
Also, cooldown again please.
LEADER - This Is The Way
Spoiler
I'm gonna be honest with you. This is the only thing in this kit I really don't like. And that is because it has a lot of things in it that are already present in other parts of the kit and I can't really seem to find a goal, theme or purpose in it. Nor anything that bind's the rest of his kit together.
The 8% bonuses are pretty weak, random and most are also present in other parts of the kit. The buffs are kinda out of nowhere (even if their condition is pretty clever and could be really good) and should just be bonuses. The only thing that is kinda cool and unique are the bonuses for active and defeated allies. But that isn't focused or expanded enough for it to have been the goal. (and contradict's the bonuses for each status effect, which is also not that impressive. Sith Marauder's unique does this better). I'm sorry. I want to like this but it really just feels like you threw a bunch of things together without any goal or focus. I just can't like this even thou I want to. I'm sorry if I disappointed you ( I disappoint myself btw), but I really feel like this isn't the way.
I don't have a solid idea for his lead myself at the moment but I'll definitely keep thinking about it. I don't post on a kit unless I really want to help make it better, as I believe no single person, myself included, can make a really good kit on their own.
"TheRealCaloNord;d-220514" wrote:
All Scoundrels, Bounty Hunters, and Mandalorian allies have +30 Speed, and +8% Max Health, Max Protection, Critical Hit Avoidance, Defense, and Critical Chance.
All allies have Tenacity Up as long as The Mandalorian (Mando) is above 50% Protection, and when The Mandalorian (Mando) is below 50% Protection, all allies have Potency Up. These effects cannot be dispelled or prevented.
At the start of each allies' turn, they recover 2% of their own Max Health and Protection for each ally that has not been defeated and gain 1.5% Offense and Critical Chance Up (stacking) for each ally that has been defeated.
Finally, all allies have +2.5% Critical Damage and Armor Penetration for every buff on the enemy team, and +5% Defense and Critical Avoidance for every debuff present on their allies.
I'm gonna be honest with you. This is the only thing in this kit I really don't like. And that is because it has a lot of things in it that are already present in other parts of the kit and I can't really seem to find a goal, theme or purpose in it. Nor anything that bind's the rest of his kit together.
The 8% bonuses are pretty weak, random and most are also present in other parts of the kit. The buffs are kinda out of nowhere (even if their condition is pretty clever and could be really good) and should just be bonuses. The only thing that is kinda cool and unique are the bonuses for active and defeated allies. But that isn't focused or expanded enough for it to have been the goal. (and contradict's the bonuses for each status effect, which is also not that impressive. Sith Marauder's unique does this better). I'm sorry. I want to like this but it really just feels like you threw a bunch of things together without any goal or focus. I just can't like this even thou I want to. I'm sorry if I disappointed you ( I disappoint myself btw), but I really feel like this isn't the way.
I don't have a solid idea for his lead myself at the moment but I'll definitely keep thinking about it. I don't post on a kit unless I really want to help make it better, as I believe no single person, myself included, can make a really good kit on their own.
UNIQUE - Beskar Steel (ZETA)
Spoiler
Overall a nice ability. Survivability focused. Thou the buffs are weird. especially since one of them is also in the lead. That is quite useless. The last part is also a bit weird. I know there are abilities that can ignore protection but that is still quite specific. If you wanted it to go with the protection bonus from his lead (which is one of 2 things from the lead I actually liked) maybe you can do something like this:
Whenever he is damaged by an attack, Mando gains +20% bonus protection. At the start of his turn, Mando loses all bonus protection and recovers that much protection.
But that's just a quick idea I had and it is also redundant due to the fact that he already recovers protection with his other unique, so in hindsight it's not that good. Also, this is the only zeta on his kit? Kinda weird but ok. What exactly is the zeta part of the ability?
p.s. I do think the max protection could go to his other unique. I'll talk more about that there.
"TheRealCaloNord;d-220514" wrote:
The Mandalorian (Mando) has +25% Max Protection and Critical Avoidance and recovers 10% of his Max Protection every time he scores a critical hit.
At the beginning of the battle, The Mandalorian (Mando) gains Defense and Tenacity Up until he is defeated, which cannot be resisted or prevented.
Finally, The Mandalorian cannot lose health while he has protection. This cannot be prevented.
Overall a nice ability. Survivability focused. Thou the buffs are weird. especially since one of them is also in the lead. That is quite useless. The last part is also a bit weird. I know there are abilities that can ignore protection but that is still quite specific. If you wanted it to go with the protection bonus from his lead (which is one of 2 things from the lead I actually liked) maybe you can do something like this:
Whenever he is damaged by an attack, Mando gains +20% bonus protection. At the start of his turn, Mando loses all bonus protection and recovers that much protection.
But that's just a quick idea I had and it is also redundant due to the fact that he already recovers protection with his other unique, so in hindsight it's not that good. Also, this is the only zeta on his kit? Kinda weird but ok. What exactly is the zeta part of the ability?
p.s. I do think the max protection could go to his other unique. I'll talk more about that there.
UNIQUE - I Have Spoken
Spoiler
It does bother me that he has no Bounty Hunter's Resolve. Especially with how similar this ability is to those. (maybe Mandalorian's Resolve?). Other than that the protection bonus from the other passive could be moved here. Like this:
At the start of the battle, and whenever Mando defeats an enemy, he gains +25% Max Protection (stacking) and recovers 100% protection.
Other than those I have nothing to say here. Just a good ability
"TheRealCaloNord;d-220514" wrote:
Every time The Mandalorian defeats an enemy, he gains +25% Max Protection (stacking) and recovers 100% Protection.
It does bother me that he has no Bounty Hunter's Resolve. Especially with how similar this ability is to those. (maybe Mandalorian's Resolve?). Other than that the protection bonus from the other passive could be moved here. Like this:
At the start of the battle, and whenever Mando defeats an enemy, he gains +25% Max Protection (stacking) and recovers 100% protection.
Other than those I have nothing to say here. Just a good ability
Those are my feedback on your kit. Overall a really good kit idea.
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