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Jeremy_GoneWild's avatar
Jeremy_GoneWild
Seasoned Newcomer
9 years ago

How to fix Teebo without fixing stealth across the board

The Devs and many players have regularly made comments about how the problem with teebo is a bigger problem with the stealth mechanic overall, and it's a really big undertaking to fix it. However, there is one Teebo specific problem that, if corrected, can relieve some of the problem.

Currently, when you have teebo in the leader position, there is a 50% chance he will stealth himself automatically. But when his stealth doesn't kick in automatically, then players generally use his special to make him stealth manually. This stealth is supposed to last four turns.

Enter problem. On teebo's next turn, even though he is already stealth because the player used his special, he still has a 50% chance to stealth himself. Let's say this time It takes. But the player doesn't see it take, because teebo was already stealth. Then on the next turn after that, his leader ability invoked stealth disengages. The player is confused, because teebo is no longer stealth and only 2 turns have passed and his special says stealth lasts for 4 turns. What is happening here is the leader ability stealth is overriding the special ability stealth, but to the player it looks like they used a 4 turn stealth ability and it only lasted for 2 turns.

Possible solution: modify Teebo's leader ability to something like "50% chance to grant stealth to allies that are not already stealthed". This would prevent the leader ability stealth from kicking in if teebo is already stealth, thus preventing it from disengaging his special ability stealth in less than 4 turns.
  • "NotMatt;74112" wrote:
    The Devs and many players have regularly made comments about how the problem with teebo is a bigger problem with the stealth mechanic overall, and it's a really big undertaking to fix it. However, there is one Teebo specific problem that, if corrected, can relieve some of the problem.

    Currently, when you have teebo in the leader position, there is a 50% chance he will stealth himself automatically. But when his stealth doesn't kick in automatically, then players generally use his special to make him stealth manually. This stealth is supposed to last four turns.

    Enter problem. On teebo's next turn, even though he is already stealth because the player used his special, he still has a 50% chance to stealth himself. Let's say this time It takes. But the player doesn't see it take, because teebo was already stealth. Then on the next turn after that, his leader ability invoked stealth disengages. The player is confused, because teebo is no longer stealth and only 2 turns have passed and his special says stealth lasts for 4 turns. What is happening here is the leader ability stealth is overriding the special ability stealth, but to the player it looks like they used a 4 turn stealth ability and it only lasted for 2 turns.

    Possible solution: modify Teebo's leader ability to something like "50% chance to grant stealth to allies that are not already stealthed". This would prevent the leader ability stealth from kicking in if teebo is already stealth, thus preventing it from disengaging his special ability stealth in less than 4 turns.


    Good idea. Another would be to make stealth turn counter use the ability's cooldown to track how long he should stay stealthed.

    But anyway, I believe they simply don't want to fix it. They are constantly making things harder for the player. They just included a program that targets Teebo first in the raid. They want people to buy new characters and stuff.

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