Forum Discussion

oliverwillio7's avatar
10 years ago

Toons whose states or ability needs rework

Hello, everyone,
I am not trying to impose my opinions on you, but i think many would agree that there are still currently many toons less-than-usable, unviable, or simply not ideal in their utility.

a), less-than-usable (having inferior states and abilities):
b), unviable (having states and abilities not competent in current meta):
c), not ideal in their utilities (having abilities that are not useful):

Could you guys help me fill above categories? So that we may have a more complete perspective altogether.

For example:

c), not ideal in their utilities (having abilities that are not useful):
Demoralizing Blows (level 7) - Deal Physical damage to all enemies and inflict Damage over Time for 2 Turns. This attack inflicts an additional Damage over Time effect on Critical Hit.

Reason:
Debuff doesn't even land (owing to his 0 potency) nor is 1 or 2 Damage Over Time "demoralizing" at all even if they land.

My suggestion:
Demoralizing Blows (level 7) - Deal Physical damage to all enemies with 75% chance each to inflict Potency Down, Tenacity Down, Critical Hit Chance Down, Speed Down for 2 Turns. This attack inflicts Health Down on Critical Hit.


(Disclaimer: all above is my own opinion.)

19 Replies

  • "OzwaldEMandius;392521" wrote:
    "DjangoQuik;392509" wrote:
    Asaaj Ventress's dispel - granted its not useless because it can get rid of multiple enemy buffs but especially in the hands of the AI, the fact it has no offensive effect makes it far worse than any other dispel in the game, particularly compared to QGJ's offence up for 3 turns!

    The health regen is basically useless on it, even if she's low on health, because she gains so much normally from health stealing on just her normal attack.

    I see 2 options for making her dispel more useful:

    1) make the health regen apply to the whole team or add extra useful effects like dispelling detrimental effects from her and/or allies.

    2) add an extra harmful effect to the dispel, whether direct damage, dot, stun, slow, ability block or anything really.


    I'm not trying to be a jerk when I say this but she's a freaking NIGHTMARE for me on defense in my RG/StH configuration. I got beat in less then 2:30 ( time I had to leave on the board yesterday) and bumped from 2 to 6 because of her.

    She has roles she fills well. The Pigs come to mind IMMEDIATELY in Phase 1.


    Who else was in that squad with her? Seems unusual to see her high ranking. She should only really get to debuff sth and then RG takes over the taunting for a good while and you should have her dead easily before her cool down is up on it.
  • "Teague;392518" wrote:
    "DjangoQuik;392509" wrote:
    Asaaj Ventress's dispel - granted its not useless because it can get rid of multiple enemy buffs but especially in the hands of the AI, the fact it has no offensive effect makes it far worse than any other dispel in the game, particularly compared to QGJ's offence up for 3 turns!

    The health regen is basically useless on it, even if she's low on health, because she gains so much normally from health stealing on just her normal attack.

    I see 2 options for making her dispel more useful:

    1) make the health regen apply to the whole team or add extra useful effects like dispelling detrimental effects from her and/or allies.

    2) add an extra harmful effect to the dispel, whether direct damage, dot, stun, slow, ability block or anything really.


    She should just gain any buffs she pulls off, except taunt of course


    So what happens with duplicates? She'd have 3-4 advantages? Seems like it would be very tricky to design and implement. Besides, dispel is mostly used for taunts, so that's immediately all moot really.
  • Anakin Skywalker is in desperate need of attention. His on kill unique does little, and Ani doesn't do enough damage, or provide enough utility to find viable arena use. I have him at 7* G9 and he hits like a lil baby
  • I think that the developers should take three characters every month that are the least utilized and rework them to be better
  • "Mazurka;392870" wrote:
    Anakin Skywalker is in desperate need of attention. His on kill unique does little, and Ani doesn't do enough damage, or provide enough utility to find viable arena use. I have him at 7* G9 and he hits like a lil baby


    I gave up on trying in arena and decided to throw him in at 5 stars and gear 8 and yeah, it was bad lmao. I'm trying to build a QGJ lead Anakin IG86&88 Poggle team. First AoE Ig, then finish off another char with Anis AoE and more offense up! Yay. Lol and assist attacks and speed would be pretty cool too. But its gonna take a while and i'll get pounded since theres already a gear 10 Rey and QGJ in my arena and my chars are stuck at gear 8... Smh
  • Storm Trooper has a taunt, but he has no health to qualify him as a tank. This is a funny joke because stormtroopers are supposed to be taken out in one shot; however, the character really has only one effective ability: basic attack.

    How to fix: change ability "set to stun"
    This ability would have a large chance to stun and a guaranteed ability block.
  • "DjangoQuik;392845" wrote:
    "OzwaldEMandius;392521" wrote:
    "DjangoQuik;392509" wrote:
    Asaaj Ventress's dispel - granted its not useless because it can get rid of multiple enemy buffs but especially in the hands of the AI, the fact it has no offensive effect makes it far worse than any other dispel in the game, particularly compared to QGJ's offence up for 3 turns!

    The health regen is basically useless on it, even if she's low on health, because she gains so much normally from health stealing on just her normal attack.

    I see 2 options for making her dispel more useful:

    1) make the health regen apply to the whole team or add extra useful effects like dispelling detrimental effects from her and/or allies.

    2) add an extra harmful effect to the dispel, whether direct damage, dot, stun, slow, ability block or anything really.


    I'm not trying to be a jerk when I say this but she's a freaking NIGHTMARE for me on defense in my RG/StH configuration. I got beat in less then 2:30 ( time I had to leave on the board yesterday) and bumped from 2 to 6 because of her.

    She has roles she fills well. The Pigs come to mind IMMEDIATELY in Phase 1.


    Who else was in that squad with her? Seems unusual to see her high ranking. She should only really get to debuff sth and then RG takes over the taunting for a good while and you should have her dead easily before her cool down is up on it.


    I'm on D not O.

    On offense she'd be target one after Daka.

    .. Cause, y'know, Daka.

  • "DjangoQuik;392855" wrote:
    "Teague;392518" wrote:
    "DjangoQuik;392509" wrote:
    Asaaj Ventress's dispel - granted its not useless because it can get rid of multiple enemy buffs but especially in the hands of the AI, the fact it has no offensive effect makes it far worse than any other dispel in the game, particularly compared to QGJ's offence up for 3 turns!

    The health regen is basically useless on it, even if she's low on health, because she gains so much normally from health stealing on just her normal attack.

    I see 2 options for making her dispel more useful:

    1) make the health regen apply to the whole team or add extra useful effects like dispelling detrimental effects from her and/or allies.

    2) add an extra harmful effect to the dispel, whether direct damage, dot, stun, slow, ability block or anything really.


    She should just gain any buffs she pulls off, except taunt of course


    So what happens with duplicates? She'd have 3-4 advantages? Seems like it would be very tricky to design and implement. Besides, dispel is mostly used for taunts, so that's immediately all moot really.


    Same way as Yoda, I'd figure, she gets it once. Easy. Yoda's buff steal move is also an AoE.
  • Thank you guys.
    Some of your suggestions are good, others may need more consideration, though all are rather brief. However, I think we might need a more thorough discussion with a more complete perspective on how toons' ability should be reworked in order for us to arrive at a mentality on how a well designed system of character abilities, where not only is there balance of overall abilities across characters, but also there is a point of existence for every ability in every character, should be.

    I think here are what a more thorough examination and a more complete perspective involve:
    1. a thorough and in-depth examination of each toon's ability into its every element (status effect, ability effect, and their actual effectiveness in battle).
    2. looking for correlation of every element across abilities and across toons (how every effect including every status effect and every ability effect compares with each other and how every effect synergizes with each other).

    I hope both developer and us players can look into having a well designed system of character ability, where not only is there balance of overall abilities across characters, but also there is a point of existence for every ability in every character.

    At last, I think many of you would agree that the reason why we need to have a well designed system of character ability, where our toons (states and ability) are competent and not to be made unviable, is that first of all, each of them takes lots of time of our finite life (many weeks) to acquire; secondly, it is definitely a violation to alter drastically the toons we have acquired to make them not competent.
    Nevertheless, some of our toons' becoming not competent is hardly developer's fault because their job is not easy in terms of dealing with all kinds of complaint.
    But I hope developer can choose a higher way to make this game essentially better in terms of merit of the game itself rather than better in terms of subsiding of complaint.

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