Forum Discussion
6 years ago
"StarSon;c-1912772" wrote:
It's all about balance, and knowing about certain mechanics. For instance, counterattacks are not the only way to attack out of turn, and being stealthed does not eliminate the chance to counter.
DD's ability is all about balance. Sure, enemies taking turns cause him to gain charge, but he's so slow that without tm gain he almost never takes a turn to use those charges.
1. Yes Dooku "can" have a counter or assist triggered while stealthed. My point is that it works way better without it. I once faced a single g11 Dooku with the zeta with a full maxed out Bastilla lead jedi squad (w/yod). And because I killed all his allies first I could only target him, even when stealthed and he literally shredded my entire team. So I feel hes way more effective without stealth.
2. I actually thought about that too, that if Droideka didnt get the extra tm he would never take a turn. But because of his base tm gain from lvl 1 of the ability, plus tm from GG & B2 he will get a reasonable amount of turns. The trade off would be he would deal way more dmg when his turn did come, which I feel is way more beneficial since it would give the squad another deadly hitter. This could also potentially keep DD soaking up dmg with dmg immunity, and marked for much longer while your team runs circles around opponents. If DD takes too much dmg he will just pass off the marked to the next healthiest ally.
To me the 35% chance to assist is worthless, in game that is an extremely rare chance to assist. Overall this character to me seems to work better with that ability at a lower level. I really wish I didnt level him up with that ability, but because I trusted cg's claim that all characters will now always be higher at a better level, I made a bad investment. Luckily I did my reading and stopped before I omega'd Dooku.
What I mean by refund, is that I just wish I had the option to reset that ability. Honestly I wouldn't care if I got the mats back or not...
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