Forum Discussion
7 years ago
"Merovingen;c-1452705" wrote:
@CG_Kozispoon what`s wrong with Palp unique??? Text says "at the start of EACH enemy turn..." So i expected that it will work as Chirrut unique but for enemy turns. But it works so bad now! Even worse than before rework. That makes Palp so weak, he can`t damage at all. I tested his unique on GW and i`ve been so dissapointed...
How it should work (leading to unique text):
Enemies have team Boba, Vader, Mace and old Ben. You attack Vader and he gets Shock ability. Boba is next to play, at the start of his turn Vader and Mace take damage 20% of max hp, and Old Ben takes 40%. On Vader turn he and Mace takes 20%, Old Ben 40%. At the Ben next turn, he takes 40%, Mace and Vader 20%. So We have 60% damage from 4 turns for Mace and Vader and 120% Damage for Old Ben
What we have now:
Boba is next to play, at the start of his turn nothing happens. On Vader turn he atakes 20%. At the Ben next turn, he takes 40%. So We have 20% damage for Vader and 40% Damage for Old Ben.
40% for Old Ben on average characteristics (30k HP and 80k protection) is 12000. After his turn he has 30k HP and 68k protection. It` soooooo looooow for current meta, it can work only on DSTB and not playable for arena.
p.s. make NS great again. Good rework, thank you
Lol what? Are you forgetting that passive damage is IN ADDITION to Palp's actual attacks? The way you want it to work pretty much guarantees all Rebel/Jedi will be by the time the opponent gets approx. 10-15 turns without you even having to touch them. People thought for a long time DN was OP because he could one shot a character in about 5 turns and you want Palp to essentially be able to wipe entire teams in the time DN would possibly working out his second annihilate? No thanks...terrible idea.
Besides...you complain about it working on opponents turn, but there are times where that is actually advantageous. Let's just say for example your opponents CLS is faster than your EP...he hits EP and removes 100% TM, then goes again before EP and puts speed down on him. By the time your EP gets 1 turn in that situation, most of your opponents toons would have already had two turns and where applicable would have taken passive damage twice, where as should the damage apply on EP turn instead the passive would have done nothing. I'm not denying there are situations where it would be better if worked on EP's turn...but just saying...this change isn't a total loss and there are times where it will work in your advantage.
EP's passive damage is pretty much an AOE that can't be countered or dodged. Let's look at JKA just for comparison...his actual AOE might just randomly miss due to RNG, it might miss due to foresight, will hit for <12k if you don't crit, plus he potentially exposes himself, and most arena teams have some capacity for counter attacks so you'll get the privilege of eating some counter attacks in the process. When you start to compare it to other skills in that manner...EP's passive is rather incredible.