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meesentient's avatar
9 years ago

JKA Potential Rework and Analysis

He's good looking. Well animated. All but completely useless for any play outside of C-Team action. As the shameful owner of a G9 Ani I am really hoping he receives a (successful, cough Mace) rework now that the Devs seem to be shifting focus to the balancing aspect of GoH. Here are some analysis points and potential suggestions, please fire critiques and suggestions at will with 20% chance for assist.

Starting off pretty broad, lets revisit the definition of an Attacker class unit. Given his character in Star Wars lore, I'd say I like Anakin being an aggressive and belligerent character who likes being dirty. He should definitely remain in the Attacker class, I think he can be successful with a few kit tweaks and buffs. The fundamental drawback he suffers from is the lack of threat he presents to opponents. He is SUPPOSED to constantly hit things when his teammates die and constantly threaten AOE offense up, thus causing serious annoyance to the player and being dealt with high priority. His base stats suggest the initial design attempt to make him consistently annoying rather than squishy but dangerous, as suggested by his oddly arranged stats.

Here are his base stats at max gear level 80.

Power - 8220

Speed - 144

Health - 18,907

Strength (8.4) - 960

Agility (5.6) - 714

Intelligence (4.7) - 609

This points to his primary stat line being one prioritizing Strength over Agility, that is what makes him so different from Rey who is an Agility based attacker. Rey gains mostly offensive buffs while Anakin gains defensive buffs with his primary physical damage buffer. This forces him into lower damage to avoid the existence of a tanky Rey. As demonstrated by the current state of Anakin, Kylo, and Kit, low damage attackers simply cannot muster the necessary threat to gain viability use despite any utility they may have. Attackers must be the first to be eliminated because of their scary damage and Anakin simply cannot have this imposing damage because of his high health.

To fix, lets start with a basic a stat realignment focusing on damage and sacrificing health and speed. We can look at something like a

Basic damage Interval increase (3389-3745) -> (4.1K-4.6K)

Speed reduction 144 -> 132

Health reduction 18,907 -> 14,000 range

This makes him hit respectably hard on basic while suffering drawbacks in health and speed. This will balance the improvements to his abilities which boost his overall productivity and team contribution. His basic damage must be kept in moderation to account for the significant buff he provides as leader.

On to abilities. I'll state their current state, why they suck, and what the need to be useful and compliment his stat line under the terms I reworked it into.

Deft Bladework - Deals physical damage to enemy with 55% chance for healing and buff immunity for 2 turns.

This is just not reliable enough to be good. As a player I look for consistency in units as well as power. This is no doubt powerful (Anakin has the potency to back it up too), but 55% will never be worth gambling on for a basic attack.

My suggestion:

Deal physical damage with a 85% chance to apply buff immunity for 3 turns.

Buff immunity is no doubt underrated because it is so uncommon. I think it is quite good against RG in particular, but buffs are so common that I think this places Anakin in a great niche place for countering excessive buff teams.

Smite - Deals physical damage to all enemies and buffs allies offense up for 2 turns on a kill.

The consistency on this one is TERRIBLE as well, it is so situational that you will never get your buff when you need it. Add dodging to ruin it even more. Offense up is to help the team win more and secure a kill, if I already killed a guy it is almost not even necessary. I think this exists to prevent Anakin from boosting Jedi damage too easily (leader is +30%, Offense Up is another 50%). Thing is, Jedi suck because of Dooku. This is not nearly good enough to make them overpowered and it hurts Anakins utility beyond belief.

Proposal:

Smite - Deal physical damage to all enemies. If all survive grant Jedi allies offense up for 2 turns and all other allies offense up for one turn.

This fix decreases the overall effect of the buff while promoting Jedi synergy. It is still decent with non-Jedi but is actually useful. Most AOE are used to kill an almost dead unit anyways, this is an unusual opposite effect of buffing the team to help get a kill. A damage decrease for this AOE may be necessary to balance.

Lead from the Front - Jedi allies gain 30% Offense

This is a really good ability. QGJ assist is like dropping a small building on the target when Snips goes to help. Barriss actually brakes 3K on a crit. Please clap, she really tries.

I would like his Omega to be the effect applies to all allies and cap the buff at +25%. Ani should lead everyone - Jedi teams suck so badly and this is not your average evasion leader. I'd even take the effect being halved for non-Jedi.

Passive. Here is the fun part. It currently reads

Righteous Fury - Whenever an ally is defeated, Anakin takes an extra turn and deals 75% more damage. (+25% from Omega)

This is bad for a few reasons. First off, it means diddly squat when Ani hits you with his pathetic basic damage. The boost makes it more of a smack but one attack will never be enough to recover from losing a character. Secondly, it is almost worthless due to the rarity of activation. The entire point of GW is to NOT lose characters, LS/DS/Cantina missions need all units to survive in order for 3 stars. Losing characters is only inevitable during Raiding and his damage is still not nearly potent enough to justify running over Rey, Leia, or GS. From testing this passive for a few weeks, it has activated 4 times total over the course of two games that I lost through LS/Cantina/GW modes. It wasn't enough to even bring me back into a position to secure a kill and catch up. Bottom line is it's too infrequent and not even close to impactful enough to function as the catch-up mechanism that it is intended to be and not threatening enough to justify killing Anakin with high priority.

I honestly think the best treatment for this situation is the RG way. Changing his passive to

"Whenever an ally drops below 50% health, Anakin takes an extra turn"

This greatly increases the frequency of passive activations while maintaining balance through discarding the damage boost. With this mechanic players can actively use him by manipulating heals to gain extra turns, and it also maintains its current function of a catch-up ability when losing.

The real goal of the passive is to supplement the improved Smite ability, allowing Anakin to quickly cycle through turns and repeatedly blow short lived allied offense up buffs as he is left alive - the ultimate goal of this combination is to make Anakin highly irritating/threatening when he is living on the field. He focuses on boosting entire team DPS while left alive and still providing decent DPS himself.

This makes him rather average in damage output for an attacker (when not used as leader) and utterly unimpressive in terms of health/speed but raises his productivity through the roof. Think of him in terms of Poggle, who can boost offense for 3 turns every three turns. Anakin takes the same aggressive supportive role while buffing Jedi over droids and Geonosians and focusing more on DPS with extra attacks. Poggle is similar but would lose DPS in favor of better health/speed/evasion etc. Anakin wouldn't really be a support unit, just a team focused offensive hitter. Ideally he'd have similar DPS to QGJ with more prevalent offense buffing - still not on par with Rey and Leia but his extra damage contribution would stem from allied buffs.



To sum it all up, take an unproductive attacker with the goal of boosting his potential for threat and DPS by improving upon overly-situational abilities and weakening base stats to compensate. Anakin faces speed and health reduction, slight damage boost on basic, boosted consistancy for lesser effect on debuff, slight decrease in duration for a massive increase in utility of team Offense Up, slight decrease in Leader buff in exchange for feasibility outside his crappy synergy set, and heavy decrease in damage for increased activation and player control of his unique passive. His overall gain in turns serves to increase the frequency of allied buffs, thus contributing to the required necessity to remove him quickly less he rain massive damage. Lets all remember no matter the changes (with egregious exceptions of course) that no unit with the Jedi tag will ever break the game in an overpowered sense while Dooku is in his current stat. The best they will do is rise to viability in all modes but Arena. Long wall I know, any and all thoughts appreciated!

18 Replies

  • Sounds well thought out. This was my idea with basic rework, very simplistic, but high risk high reward.
    I would suggest buffing his base damage by about 20% and changing the special (Smite) to a single target attack that is a guarenteed crit, additionally, for every ally below 60% health Smite does 25% more damage. It's in line with his passive and would be significant burst, and reminiscent of Vader ' s Culling Blade buff.
  • You want it to be high pressure?

    Basic: Deft bladework "deal physical damage with a 65% chance to inflict heal and buff immunity", plus either "if any debuff is applied then gain 30% TM", or "this attack cannot be evaded or resisted".

    Special: Smite "deal physical damage to all enemies" plus either "with a 55% chance to inflict reduced speed for two turns" or "with a 35% to stun for one turn" or "with a 65% to attack again any enemy with a positive effect"

    Leader: fine as it is

    Unique: Righteous fury "whenever an ally suffer a critical hit, Anakin counterattacks and gain 15% TM. This ability cannot occur more then twice per enemy attack"

    Leave his stats as they are, excepted for a potency buff, make him at least 110%.
  • Aside from Anakin's damage needing a buff, his synergy could be a little better. Look at Echo's team synergy he brings to the clones. Something along those lines would be pretty awesome.
  • "MEESentient;430622" wrote:
    "Zekex;430450" wrote:
    buff immunity for three turns is way too long.Totally negates Rg, and you don't have to reapply for three turns if it sticks. No.


    Enter the beauty of allied dispel, tenacity up, and tenacity in general. Sid used to apply heal immunity for 3 turns and all healers still survived. RG is repetitive as well, he will always be able to taunt again. Not to mention he is arguable a tad overpowered as is.


    Let's compare jedi knight anakin with sun fac, a chromium toon. sun fac has a dispel on basic but has to apply it every turn for it to work. Compare this to Jedi knight anakin. As long as he applies debuff once, he doesn't have to touch that toon for three whole turns(reworked version). Sounds fair?

    The duration of the buff immunity debuff is WAY too long.

    1)within three turns, there is a high chance that anakin will debuff three characters.
    2)buff immunity also includes effects like heal over time, offense up, evasion up, which makes one wonder why a basic should be so powerful and why its effect should last so long
    3)Anytime an ally dies, anakin gets a free turn, which will allow anakin to get more attacks/basic attacks in, which will increase the frequency of buff immunity being applied.
    4)Dispels don't work as they have a cooldown. Anakin's basic doesn't have a cooldown and can be reapplied repeatedly. Thus dispels aren't the solution as buff immunity can be reapplied every turn
    5) Anakin has too much utility in his kit with your rework. His basic has a huge possibility of inflicting a long duration debuff, and requires little maintenance to keep RG debuffed. He also gains a turn each time an allied character is killed, gives team offense up upon finishing a character with his aoe, has high hp, and has a leadership ability that gives Jedis 26% offense.There's too much utility in one character.Having a 55% chance of debuffing balances out the enormous amount of utility he has.
    6)Tenacity up requires you to bring a toon that has it just to counter a basic attack.That's ridiculous.After tenacity up is gone, debuff can be reapplied.

    Some of your suggestions are poorly thought out as well. The general rule of thumb is that the higher a character's hp, the less damage it should do. You proposed a cut from 18907 to 14k hp, but even with the change, anakin still has a combined hp+ protection of 35,152! for god's sake why should anakin have 4.1k to 4.6k on his basic when there are many dps, with the exception of rey,who deal much less on a non crit, unbuffed basic. His basic is low because you have to account for his 26% offense leadership ability,and also the fact that he gets a turn whenever an ally is killed which increases the number of attacks he gets, and the fact that he already gets a 50% boost in his next hit through his passive.

    I'm not going to talk about the other ridiculous suggestions like allowing anakin to get an extra turn whenever a toon falls below 50% hp. There's a limit to the amount of absurdity I can take in a setting.
  • "bleeaauuh;428530" wrote:
    Have you ever faught a g11 jka? That is deadly


    That's the sad thing. I have g11 Ani and he's still garbage
  • "Mazurka;433252" wrote:
    "bleeaauuh;428530" wrote:
    Have you ever faught a g11 jka? That is deadly


    That's the sad thing. I have g11 Ani and he's still garbage


    Sorry, "deadly" and "JKA" do not exist in the same sentence in this game. I have a G9 JKA and there's no way he goes from be trash to deadly in 2 gear levels, no way. I guess it depends where you rank in arena too. Maybe he is deadly on some competitive level, but definitely not top-10 arena on a competitive server.
  • @Darth_Jay77
    It's really sad. Was hoping he would go from trash at G9, to at least average and a possible fun arena choice at g11. I was wrong. Still is weak. Still has no utility. Still warming the bench until they fix him
  • "Mazurka;433569" wrote:
    @Darth_Jay77
    It's really sad. Was hoping he would go from trash at G9, to at least average and a possible fun arena choice at g11. I was wrong. Still is weak. Still has no utility. Still warming the bench until they fix him


    The positive spin is that we have an Anakin that is ready to roll when the do fix him at least and don't have to start farming him and what not.