9 years ago
Dooku and Sid need scaled down
Any one else feel that they are just too far gone with their abilities.
Just hit Dooku with Rey's Flurry and got countered 7 times by it.....7 times...
yes, you read that right....7 times. I hit him 4 times, so he counterd 4 times, with 3 separate bonus attacks for good measure.
And Sid at 7* evades far too often, He is next to impossible to touch unless you have multiple characters at 7*s. I do not, I use the Jedi that I can farm and I have to just forget about being able to compete in GW or in Arena because I didn't plan for sid when I started the game. the other thing is that the heal block should last as long as it does...I have seen it last past 3 turns.
Unless someone knows of a way to counteract some of this stuff....
Just hit Dooku with Rey's Flurry and got countered 7 times by it.....7 times...
yes, you read that right....7 times. I hit him 4 times, so he counterd 4 times, with 3 separate bonus attacks for good measure.
And Sid at 7* evades far too often, He is next to impossible to touch unless you have multiple characters at 7*s. I do not, I use the Jedi that I can farm and I have to just forget about being able to compete in GW or in Arena because I didn't plan for sid when I started the game. the other thing is that the heal block should last as long as it does...I have seen it last past 3 turns.
Unless someone knows of a way to counteract some of this stuff....