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8 years ago
"Zombie961;c-1069988" wrote:"Wholf;c-1069115" wrote:
In a similiar fashion, lets go down the list
That is not how mathematics work. It is also why I phrased it as 'bonus DAMAGE increased by 50%'.
10% increased by 50% is 15%. And 30% of the total health+protection on top of his current basic damage is a worthwhile yet balanced boost. Because of the scaling. I did however forget to add small text that this bonus damage is counted separately and cannot critically strike. So I'll add that now
Well then this is just needlessly confusing, why not "bonus damage increased to 15%"?"Wholf;c-1069115" wrote:
Again, you have misread the description. It PREVENTS any other means of turn meter GAIN for this ability. That means when HK47 is active as a leader he won't be gaining 75% turn meter per critical hit. It also allows the ability to be used in the same fashion outside of a droid team. No where does it state it renders him immune from shock and daze and other other means of stopping turn meter gain.
Why? It's a pointless way to nerf him."Wholf;c-1069115" wrote:
And yes, it would simply dispel buffs which last for one turn or have one turn remaining, the idea is to allow him to chain this ability to an extent and prevent it being abused and using it in an endless loop- Because he will eventually dispel all positive defensive abilities and no longer reduce the cool down.
still, why not just have a dispel chance? Also I just realized what would be the worst zeta in the game, grievous' big zeta is a 1 turn cooldown reduction?"Wholf;c-1069115" wrote:
Not really, sabotage is an updated version of expose. Because it actually takes into account the new protection system and mods and would be much more devastating. I assume you believe it only deals damage to a character's protection bar Again you would be incorrect. It deals damage to the target regardless if they have protection or just flat health remaining. But deals damage equal to 15% of the targets maximum protection value. My Magnaguard has 45504 protection. 15% of that is 6,825.6. More proof sabotaging Magnaguard is not as bad as you think. Because in combination with the indispellable buffs he gets, combined with the Magnaguard rework basically means his basic is guaranteed to inflict speed down and offence down for two turns on a counter attack. Coupled with his fresh new counter attack chance means he will be debuffing more targets and gaining more turn meter if you use hk... you guys need to start reading things as a whole and at least attempting to see the synergy between them. And like I said. Grievous doesn't care, he wants to live at the expensive of his bodyguards.
It's still a pointless replacement to expose, and one in this case where you say grievous doesn't care about his bodyguards expose would actually work"Wholf;c-1069115" wrote:
Short and simple. I split them up so you didn't have one unique ability with a massive wall of text. I mean cmon. You're going to complain at an ability being split into two slightly better more interesting versions?
When it's a pointless 6th ability? Yes, and you're acting as if we never had large text posts for an ability before"Wholf;c-1069115" wrote:
Because stun would be op and the others are unoriginal. Allowing him to inflict the opposite of any buff he has works with his in game text 'becomes devastating when ignored.' As he would be self reliant with his own speed up and offence up. Hitting him would still reset him back to his normal %chance to inflict offence down unless he was buffed by someone else (grievous new laugh for example.)
How would it be OP? Numerous other characters have stun on their basic, such as R2. And unlike those Magna has some of the lowest damage and lowest base speed in the game. And stagger unoriginal? It's been used (to my knowledge) twice, by Krennic and Zeb, and Zeb even has a similar weapon so why wouldn't it be similar effects? And for daze apart from maul it's almost never seen"Wholf;c-1069115" wrote:
Fixed Rng, his ability would definitely do one of the two. Which makes it disrupting. Not 'a chance to be a disrupting strike. Also I like the fact he has potential to be an if evasion killer. Lord knows how annoying any evade meta is. I could have just slapped 'dispell any evade based buff and cannot be evaded' on it. But that is not intuitive, does. It bring any form of counter play to the tables and is not fun.
and just like RNG it's complete chance if the attack will be good. It'll create another RNG attack which most people have made clear they hate"Wholf;c-1069115" wrote:
For balance reasons. Someone aoes - Magnaguard had a CHANCE to counter twice. Not 'Magnaguard is guaranteed to counter twice and if you use hk lead he automatically gains 100% turn meter.
why not let him counter twice? On a gar Saxon lead team it's possible for him to attack 5 times in a row, and how is it offset? Low damage, just like Magnaguard has
So apparently you are beyond being able to convince and clearly a troll, as you clearly have no idea. You think that the Zeta is a one turn cool down when it clearly states 'per enemy'.
You think think the Zeta is a useless way of needing an ability that does not currently exist. Even though it clearly broadens the spectrum and allows his use in other teams. Still does more damage as it could now be chained up to three times inflicting both health down and defence down. But yes. It is a pointless nerf.
I think it is beyond obvious you are trolling. Because you want everything to be better but simultaneously don't want a better expose... Logic.
Unlike you I don't want the duo I still use every day to be the next chase or maul. I want them to balance the current meta. Not create another
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