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MasterSeedy
8 years agoNew Ace
In other threads I've also supported the idea that TDs should explode on Cleanse - or at least have a large % chance to explode on Cleanse. We've all seen movies or shows where someone *could* defuse a bomb, but they're terrified that they might do it wrong and set it off. %Chance to explode on cleanse would make them useful again. The chance to explode instead of being defused should be at the very, very least 25%. I would prefer 40% - 50%. Individual users of ThermalDetonator attacks might have abilities that make their own TDs more likely to explode on cleanse (e.g. "Unstable Fuse: Zam Wessell's TD's have +25% chance to explode on defuse/cleanse attempts")
What's more, any explode-on-cleanse chance should cause the cleanser to take the same damage as the original TD target. This means that the damage to the cleanser would be based off of the MaxHealth of the original target, not the MaxHealth of the cleanser. Fortunately for the cleanser, the TD would not ignore the protection and defense of a cleansing character. (Also, it might be appropriate for a cleanser to take 1/4th to 1/2 damage instead of full, but still it would be 1/4 of the damage actually taken by the primary target, not 1/4 of the MaxHealth PERCENTAGE used to calculate damage to the target).
Combined with the general chance to explode during defuse, this additional damage to the cleanser provides extremely interesting tactical choices. On defense, you might face the choice of using your AoE cleanse to remove multiple stuns or ability blocks...but if multiple TDs exist, there's a possibility for your Cleanser to take damage from many TDs at once. Is the risk worth it? On offense, Vader's Culling Blade or Boba's Execute just became risky if you target the wrong enemy. This doesn't just rescue TDs from irrelevance against cleansing teams (though, yes, Nic is right that TDs are more useful than many credit when used against non-cleansing teams and in encounters where longer battles are more common), but it also creates new and interesting tactical options, even possibly providing a semi-counter against cleanse teams where someone whose debuffs need to stick is paired with an otherwise unusual (or just formerly less-effective) character who attaches TDs to make cleansing dangerous.
I ***love*** the idea of thermal detonators having potentially unstable fuses and interacting with cleanse abilities in unpredictable ways. I will continue to advocate for this change every time it comes up on these forums.
Finally, I have also (elsewhere) supported @NicWester 's idea that TDs should be dodge-able OR resistible, but not both. I give my +1 to Nic here.
In fact, any time an ability has a chance to inflict a negative status effect to a target without doing damage to that target, I believe Dodge should not apply. This should be true even for attacks that can damage one target, but inflict negative status effects without damage to other targets. Old Daka's secondary stun on basic, for example. Dooku's secondary stun on Force Lightning is another.
What's more, any explode-on-cleanse chance should cause the cleanser to take the same damage as the original TD target. This means that the damage to the cleanser would be based off of the MaxHealth of the original target, not the MaxHealth of the cleanser. Fortunately for the cleanser, the TD would not ignore the protection and defense of a cleansing character. (Also, it might be appropriate for a cleanser to take 1/4th to 1/2 damage instead of full, but still it would be 1/4 of the damage actually taken by the primary target, not 1/4 of the MaxHealth PERCENTAGE used to calculate damage to the target).
Combined with the general chance to explode during defuse, this additional damage to the cleanser provides extremely interesting tactical choices. On defense, you might face the choice of using your AoE cleanse to remove multiple stuns or ability blocks...but if multiple TDs exist, there's a possibility for your Cleanser to take damage from many TDs at once. Is the risk worth it? On offense, Vader's Culling Blade or Boba's Execute just became risky if you target the wrong enemy. This doesn't just rescue TDs from irrelevance against cleansing teams (though, yes, Nic is right that TDs are more useful than many credit when used against non-cleansing teams and in encounters where longer battles are more common), but it also creates new and interesting tactical options, even possibly providing a semi-counter against cleanse teams where someone whose debuffs need to stick is paired with an otherwise unusual (or just formerly less-effective) character who attaches TDs to make cleansing dangerous.
I ***love*** the idea of thermal detonators having potentially unstable fuses and interacting with cleanse abilities in unpredictable ways. I will continue to advocate for this change every time it comes up on these forums.
Finally, I have also (elsewhere) supported @NicWester 's idea that TDs should be dodge-able OR resistible, but not both. I give my +1 to Nic here.
In fact, any time an ability has a chance to inflict a negative status effect to a target without doing damage to that target, I believe Dodge should not apply. This should be true even for attacks that can damage one target, but inflict negative status effects without damage to other targets. Old Daka's secondary stun on basic, for example. Dooku's secondary stun on Force Lightning is another.
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