5 years ago
Ability upgrades that are detrimental
There's a few Omega and Zeta ability upgrades that just either seem detrimental to squad synergy or to the character itself. Sometimes these cases only apply to certain squads, so they're not all bad.
Perhaps I'm missing the intended interactions, but I'll give some examples along with my thoughts:
BB-8
Covert Data Transfer (Special)
BB-8 and a random ally who doesn't have it gain Secret Intel unique buff for 3 turns. Then, BB-8 gains 8% turn meter for each ally with Secret Intel. OMEGA UPGRADE: If all active allies are Droids, BB-8 gains Taunt for 1 turn.
Thoughts: Why would I want a character taunting that 1) has terrible defensive capability (is near the bottom of the list compared to other toons in terms of hp, prot and defense), and 2) I want to give the LEAST amount of attention to so it can pop Illuminated Destiny before dying/getting disabled? Kinda defeats the purpose of running him in the first place.
Personally, I have never upgraded this ability to max for these reasons. However anecdotal this may be, I encourage Droid users to enlighten me.
Darth Traya
Lord of Betrayal (Unique)
When an ally suffers a debuff, Darth Traya gains 10% Protection (stacking) until the end of her next turn. ZETA UPGRADE: At the start of each Sith ally's turn, Traya dispels all debuffs on them and deals damage equal to 5% of their Max Health for each debuff dispelled. When allied Darth Nihilus or Darth Sion are Critically Hit or inflicted with a debuff, Traya gains 12% Offense (stacking) for 2 turns.
Thoughts: The dispel is unrivaled and an incredible asset. However, I find the whole 5% damage pretty ridiculous. I have never witnessed the following, but it doesn't specify "This damage cannot defeat allies." So therefore why would I spend a zeta on an ability that could potentially kill my allies? What happens when I run Darth Revan and I work for debuffs? Does Traya deal 25k+ damage to me every turn and completely screw up my Ferocity stacks? Traya would be detrimental, whereas without this Zeta, she might do pretty well in a Revan team. I understand the dispel is pretty OP, but I also cannot see why I would spend a precious Zeta on an ability that would hurt my team.
Grand Admiral Thrawn
Legendary Strategist (Leader)
Empire allies have+15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection. Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter (Cooldown 3).
Thoughts: This interaction is innate for Thrawn's lead and therefore doesn't necessarily qualify for this list but I still wanted to mention it since it is an optional ability. Why would I want to provide TM to a toon that is meant to be stagnant in order to keep Fracture active for as long as possible? Just seems contradictory to the rest of his kit.
Thanks for reading. Do you agree or disagree? What are some abilities that you think aren't good to upgrade?
Perhaps I'm missing the intended interactions, but I'll give some examples along with my thoughts:
BB-8
Covert Data Transfer (Special)
BB-8 and a random ally who doesn't have it gain Secret Intel unique buff for 3 turns. Then, BB-8 gains 8% turn meter for each ally with Secret Intel. OMEGA UPGRADE: If all active allies are Droids, BB-8 gains Taunt for 1 turn.
Thoughts: Why would I want a character taunting that 1) has terrible defensive capability (is near the bottom of the list compared to other toons in terms of hp, prot and defense), and 2) I want to give the LEAST amount of attention to so it can pop Illuminated Destiny before dying/getting disabled? Kinda defeats the purpose of running him in the first place.
Personally, I have never upgraded this ability to max for these reasons. However anecdotal this may be, I encourage Droid users to enlighten me.
Darth Traya
Lord of Betrayal (Unique)
When an ally suffers a debuff, Darth Traya gains 10% Protection (stacking) until the end of her next turn. ZETA UPGRADE: At the start of each Sith ally's turn, Traya dispels all debuffs on them and deals damage equal to 5% of their Max Health for each debuff dispelled. When allied Darth Nihilus or Darth Sion are Critically Hit or inflicted with a debuff, Traya gains 12% Offense (stacking) for 2 turns.
Thoughts: The dispel is unrivaled and an incredible asset. However, I find the whole 5% damage pretty ridiculous. I have never witnessed the following, but it doesn't specify "This damage cannot defeat allies." So therefore why would I spend a zeta on an ability that could potentially kill my allies? What happens when I run Darth Revan and I work for debuffs? Does Traya deal 25k+ damage to me every turn and completely screw up my Ferocity stacks? Traya would be detrimental, whereas without this Zeta, she might do pretty well in a Revan team. I understand the dispel is pretty OP, but I also cannot see why I would spend a precious Zeta on an ability that would hurt my team.
Grand Admiral Thrawn
Legendary Strategist (Leader)
Empire allies have+15% Max Protection, +25% Offense, and gain 20% Turn Meter whenever they Resist a detrimental effect or suffer a debuff. Whenever an Empire ally gains or loses a status effect, they recover 2% Protection. Empire allies gain a new Special ability, Maneuver: Dispel all debuffs on this character and gain 50% Turn Meter (Cooldown 3).
Thoughts: This interaction is innate for Thrawn's lead and therefore doesn't necessarily qualify for this list but I still wanted to mention it since it is an optional ability. Why would I want to provide TM to a toon that is meant to be stagnant in order to keep Fracture active for as long as possible? Just seems contradictory to the rest of his kit.
Thanks for reading. Do you agree or disagree? What are some abilities that you think aren't good to upgrade?