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TheHumourGamesS's avatar
8 years ago

General Grievous/IG100 combined rework.

One last try to post this as my account has been severely limited as they don't like my honest approach to posting and adulterated content.

Grievous/ig100 combined rework:

This is jam packed, so be ready for a long read. The overhaul is in support of the current gear and stat values grievous has, aimed to adjust him around them.

General grievous:

"Brutal Attacker that cuts down defensive enemies while protecting himself with forced ally taunts; although he hates being called a droid, he counts as one in combat."

Furious assault: deal physical damage to the target plus bonus damage equal to 10% of the targets max health and protection. This attack cannot be evaded or countered. The bonus damage is counted separately and cannot critically strike or be affected by any buffs and negative effects.

Omega: bonus damage penetrates all armour. In addition, if the target has a positive defensive effect or tries to evade or counter, the bonus damage is increased by 50%.

for reference a positive defensive effect is one of the following: Taunt, defence up, protection up, foresight, health up, retribution and heal over time.

Grievous wounds:deals physical damage to all enemies, applying health down for two turns (cannot be resisted)

Zeta: Cool down reduced to 3 turns.
Grievous gains 25% turn meter for each critical hit with this ability. (this effect overrides any other turn meter gain.)
This ability now also reduces the duration of each enemies active defensive buffs by 1 and Has its cooldown reduced by 1 for each enemy affected by this effect. In addition, if health down was already applied inflict defence down for two turns.


Sinister laugh: Applies healing immunity and **sabotage to the enemy team for two turns. If ig100 magnaguard is present; cleanse all negative and positive effects on him, then sabotage him and grant him taunt, offence up and speed up for two turns. The effects granted to Magnaguard cannot be cleansed or dispelled.

**(Sabotage: the next case of damage against this target deals bonus damage equal to 15% of the targets protection)

(Leader) Daunting presence: All droid and separatist allies gain 50% extra protection. Each time an ally dies they cannot be revived and cause each remaining member to suffer sabotage for 2 turns.

(Unique) Supreme commander: general grievous gains 10% maximum health for each living droid and separatist ally.

Omega: Grievous also gains 10% turn meter at the start of each encounter for each droid and separatist ally.


(Unique) tactical retreat: Whenever grievous falls below 50% maximum health he will dispel all negative status effects on himself and force a random ally to taunt for 1 turn, if he does that ally gains 100% turn meter. Automatically targets magnaguard if he is present, if so the taunt will last an additional turn and magnaguard will gain protection up along with negative effect immunity for the duration of the taunt.

Omega: if magnaguard was targeted, grievous gains protection equal to 30% of magnaguards maximum protection.


Magnaguard:

Electrostaff assault: deal physical damage to the target enemy with a 60% chance to inflict offence down and a 100% chance to inflict the opposite of any buff magnaguard holds.
This effect is doubled against Jedi or if it was used outside of his turn.

Disruption: magnaguard deals physical damage to all enemies. This attack has a 50/50 chance to either remove 50% turn meter or deal 100% extra damage. Magnaguard gains 30% turn meter and has a 30% chance to refresh the cool down of this ability for each enemy that evades. The turn meter removal cannot be resisted.

(Unique)Relentless assault: Magnaguard has 70% Counter Chance. In addition, MagnaGuard gains Speed Up at the start of each of its turns if it hasn't been damage since the end of its past turn. If it already has speed up, it also gains offense up.

Omega: if general grievous is present, Magnaguard gains a 55% chance to counter when grievous is attacked. Each time this happens grievous recovers 10% protection.


I would add reasoning for each change and an overall example of how my ideas work together. But that would make this more of an indecipherable block of text, hah. If you question it I will surely answer though. Enjoy.
  • "Ig88isboss;c-1069764" wrote:
    Some good ideas but that has to be the worst leader ability in the game.


    Have you seen what they did to nute gunray?
  • "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
  • "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

    .
  • "Wholf;d-110115" wrote:
    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


    "Wholf;d-110115" wrote:
    Grievous wounds:deals physical damage to all enemies, applying health down for two turns (cannot be resisted)
    Zeta: Cool down reduced to 3 turns.

    this abilty does exsist, I don't know what you mean. And if it's such a worry that he'll get numerous AoEs off maybe not give it a way that can be so easily abused, and I don't want a pointless Debuff when we already DoT, burning, expose, deathmark, and health down to make killing enemy easier. Finally the only way a meta becomes balance is when a new one in introduced that isn't reliant on RNG, much like the current Maul dodging
  • Interesting ideas but clearly as people have nitpicked, this will definitely not be how he is going to be reworked. +1 to a Grievous rework though!

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