Forum Discussion

ninjah9's avatar
6 years ago

2 Seperatist ability upgrades that make no sense

There are two abilities that actually greatly hinder the effectiveness of the character as the ability level increases.

The first is Count Dooku's "Master of Makashi". If the ability enhances his COUNTER attacking, then why does it make him stealth??? And not only does it make him stealthed, it leaves tank allies unstealthed basically creating a de facto forced taunt. This again makes no sense...








The second is Droideka's "Deflector shield Generator" . If Droidekas stacks of charge benefit from enemies taking turns, then why does Droideka get large tm boosts when enemies take turns? It wasnt until too late that I realized that Droidekas stacks of charge would stack much higher (resulting in a much more devastating attack) if this ability was left on level 1! This is actually proven by the early footage released by CG, when Droideka unleashed 20+ stacks of charge on BB-8, landing a massive blow.

CG has said that they never wanted to have a situation where underdeveloping a character would be more beneficial than upgrading them (like the old NS Zombie). So what is the deal with these two??? They should refund these abilities, or fix them.







  • 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.
  • "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...
  • 35% chance to assist on a team where B1 assists every time anyone on the team takes an action turns into nearly 60% chance of assisting every time one of your guys takes an action, which is fairly significant. It could get even more significant if you stuck Droideka on a Geo squad under Brood Alpha instead of Poggle...

    Given that Droideka's damage immunity can be dispelled, I'm not sure that it'll reliably get a turn without that TM boost. With that said, I can't disagree with the idea that you should be able to choose a level you want an ability to function at if you've maxed out the ability. That would serve to address any and all possible future occurrences of "this ability is better before leveling!" type issues.

    Math for chance to assist: 35% chance to assist means 65% chance to fail to assist. Triggered twice, with failures on both, is a 65% * 65%, which has a 42.25% occurrence.
  • I like to think of Dooku's move like R2's smokescreen. Sure Dooku is getting stealth, but it's a psuedo taunt to the teams tanks. Seems useful to me, even if Dooku himself might be better off without stealth.

    Not sure about droideka yet. So gonna reserve judgement.
  • "Sucaliaric;c-1913083" wrote:
    35% chance to assist on a team where B1 assists every time anyone on the team takes an action turns into nearly 60% chance of assisting every time one of your guys takes an action, which is fairly significant. It could get even more significant if you stuck Droideka on a Geo squad under Brood Alpha instead of Poggle...

    Given that Droideka's damage immunity can be dispelled, I'm not sure that it'll reliably get a turn without that TM boost. With that said, I can't disagree with the idea that you should be able to choose a level you want an ability to function at if you've maxed out the ability. That would serve to address any and all possible future occurrences of "this ability is better before leveling!" type issues.

    Math for chance to assist: 35% chance to assist means 65% chance to fail to assist. Triggered twice, with failures on both, is a 65% * 65%, which has a 42.25% occurrence.


    You forgot to mention this assist only happens while Droideka has dmg immunity. So realistically this assist will be extremely rare...
  • Jesus the whole point of Makashi is to hide your weak and early focused down allies. This includes B1 etc.
    As others have already pointed out, you still get to heavily punish those AOE attackers. In addition, if you are stealthed on your turn, you don't get countered yourself. This is exceptionally good versus those cancer Chewie and Hans under a CLS lead. It's actually much better in utillity. Of course if you are low level and actually want Dooku to be countered, then just leave the abillity as it is.

    Besides, this also means his Makashi buff does NOT get dispelled by single target dispels or basics.
  • "Mephisto_style;c-1913548" wrote:
    "HK666;c-1913116" wrote:
    I like to think of Dooku's move like R2's smokescreen. Sure Dooku is getting stealth, but it's a psuedo taunt to the teams tanks. Seems useful to me, even if Dooku himself might be better off without stealth.

    Not sure about droideka yet. So gonna reserve judgement.


    Yeah, but stealth on Dooku feels proper. He was kinda sneaky


    Yea I could agree with that, but I still think it's way less effective for a counter attacker to be stealthed. And as far as his squishiness goes, his zeta does give him crit hit immunity plus he regains protection. The whole reason I came across this was because Dooku G11 w/zeta solo'd my Bastilla jedi A team, including Yoda! So despite the finicky arguments about how stealth helps him, I still think he is way deadlier without it...
  • "Ninjah9;c-1913053" wrote:
    "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.


    You've completely missed the "balance" part of my comment. Both of these things are balance things. You get something good at the cost of something else. For Dooku, IF he's zeta'd, he's better without Stealth in some instances. For DD, of course it would be more beneficial for him to hit harder, which is why the tm gain. CG did both on purpose.