Forum Discussion

DarthAmarth011's avatar
8 years ago

Your thoughts on Executrix.

We've had several threads regarding Fleet commanders and their pros and cons. While I think that Executrix is a really good Capital Ship (I use it in Arena), I can't help to notice that it feels very underwhelming lately. I mean, I usually lose matches because of RNG, but my 109k power fleet is holding nicely a spot in the top 200s alongside +120k fleets. However, I've started to falling off more often now. While this is in part my fault (since most of my pilots are weak and I've stopped farming ship shards in order to get Zetas), I've seen all other Executrix Players gone. While I usually attack Ackbar, I actually prefer to engage with another Executrix because it's way easier. Now most of those players are above the top 200s (in my shard). And you want to know what my top 50 looks like?
Spoiler
http://i.imgur.com/ntdRz5Q.png
http://i.imgur.com/sOKJFhp.png
http://i.imgur.com/Xe8JgIs.png
http://i.imgur.com/cyObVms.png
http://i.imgur.com/wDIQUtY.png
http://i.imgur.com/KaZMU6S.png
http://i.imgur.com/SwSd40z.png
http://i.imgur.com/tR49lZa.png
http://i.imgur.com/B2htizl.png
http://i.imgur.com/SyjYJ0X.png

If you didn't want to go through the 10 pictures, I'll give you a hint. Not even one Executrix in the top 50.
Many people say that Executrix will become more viable once more Empire ships are out, and while I kind of agree with them, I also feel that Executrix's kit needs some tweaks.
For example:
1. The Reinforcement bonus should give Offense Up instead of Potency Up. The latter is most of the times useless compared to Ackbar and Mace's one. Plus the chance to resist debuffs procs very often.
2. Ultimate Firepower: Deal Physical damage 12 times to random enemy targets. Target Locked enemies are also Stunned for 1 turn.
While this is (in my opinion) the best Capital Ship power in the game, it has a big flaw. It targets empty spaces. The ability doesn't do what the description says and it's serious. Sometimes there are two enemy ships left and you can't even finish off one of them.
EDIT: If one ship dodges the first hit out of "12", it actually avoids the whole Ultimate. That's really underwhelming when you're against a poor little TIE Fighter or Ahsoka wihtout protection... Or in any given case lol
Anyway, I hope the devs try to work on this for the next QoL update and/or before releasing new ships.
What are your thoughts on this Capital Ship? Do you think I'm ranting for no reason or you agree with me?
  • The following has been flagged as a bug and has been slated for review

    • Executrix's special ability "Imperial Assault" targets "empty ship slots" instead of only targeting remaining ships
  • "CG_Kozispoon;933867" wrote:
    The following has been flagged as a bug and has been slated for review

    • Executrix's special ability "Imperial Assault" targets "empty ship slots" instead of only targeting remaining ships


    Awesome! Best news I've heard all day. And I got a new job, so that's something.
  • "CG_Kozispoon;933867" wrote:
    The following has been flagged as a bug and has been slated for review

    • Executrix's special ability "Imperial Assault" targets "empty ship slots" instead of only targeting remaining ships


    Amazing news that this will be looked into, is it also a bug or WAI that if a ship dodges 1 attack from imperial assault it will dodge all the attacks? Thanks
  • "Sevnir;985818" wrote:
    They need to fix the dodging for the ultimate, increase the ability block chance to 100% (especially with how often debuffs are resisted), and add a potency buff to Victory at All Costs.


    I'm fine with the dodging in general, but as of now, if 1 of the 12 is dodged, the other 11 are dodged as well on that particular unit which is obviously a bug
  • "Khorvog_Karbossa;985855" wrote:
    "Sevnir;985818" wrote:
    They need to fix the dodging for the ultimate, increase the ability block chance to 100% (especially with how often debuffs are resisted), and add a potency buff to Victory at All Costs.


    I'm fine with the dodging in general, but as of now, if 1 of the 12 is dodged, the other 11 are dodged as well on that particular unit which is obviously a bug


    It's not bugged. It's twelve "hits" not twelve attacks. So it only rolls once to hit a target, if it misses, all those those shots go to waste. Which why the attack should be made unavoidable.
  • "Sevnir;986491" wrote:
    "War;985909" wrote:
    "Khorvog_Karbossa;985855" wrote:
    "Sevnir;985818" wrote:
    They need to fix the dodging for the ultimate, increase the ability block chance to 100% (especially with how often debuffs are resisted), and add a potency buff to Victory at All Costs.


    I'm fine with the dodging in general, but as of now, if 1 of the 12 is dodged, the other 11 are dodged as well on that particular unit which is obviously a bug


    It's not bugged. It's twelve "hits" not twelve attacks. So it only rolls once to hit a target, if it misses, all those those shots go to waste. Which why the attack should be made unavoidable.


    It's supposed to be 12 attacks. A squadron of TIE fighters comes in to attack. One dodge dodging all of them makes no sense.


    I'm aware it makes no sense, that's simply how it's designed though. It deals damage 12 times, not 12 separate attacks. It targets all available targets, rolls to hit once per target, then randomly distributes damage 12 times.

    If it's not going to be twelve attacks, it needs to be unavoidable. Besides; The Home One's and Endurance's ultimate's are 100% chance to proc those awesome buffs. Only fair that the Executrix would have a 100% chance to hit with its ultimate.
  • "War;915704" wrote:
    "Radonis;915689" wrote:
    I do feel that one dodge should make all the shots miss on ships on his ultimate ability. Even though i fight higher power ships and what not i can still hang with them.


    What? Why should Tarkin's ultimate be subject to RNG, when Mace and Ackbar have a 100% chance to apply their crazy ultimate's. It isn't even a game changer ultimate like the other two. It can destroy up to 3 ships, provided they're not covered with Protection Up buffs, or barely scratch them.

    I don't even use it unless there's three or less enemy ships remaining. As spreading the damage across four ships does nothing to turn the tide. It can actually cost you match if one of the other two specials were off cool down but you decided to roll the dice anyway.


    Mace's ultimate is not a game changer. His TL aoe is.