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IMMAKIWI1218's avatar
5 years ago

Stormtrooper Han nerf

Let me start by saying that Stormtrooper Han appears to be a well balanced and solid character for any squad, however, there is a big concern I have with his Bluff ability when maxed, especially when facing a squad of superior strength. Stormtrooper Han quite simply is an unable to be killed when facing off against a squad like a Geonosian squad. I just finished a squad arena, and fought a squad with Admiral Ackbar, Yoda, Barriss Offee, Stormtrooper Han, and Princess Leia (not Hoth). All of which I assume to have been maxed. I was able to quickly and easily dispatch every single character. However, Stormtrooper Han, despite strikes against him dealing well over 100-175k dmg from a single blow from my Geonosian spy, dealt no lasting dmg to him. Never once breaking the threshold of his protection pool. Despite the brood alpha leading my squad, despite blocking all of his abilities, blinding, staggering, knocking down offense and exposing then striking with silent strike or the Brute’s staff strike, nothing worked. He gained his protection back at an alarming rate. For 3:30 I fought one single Stormtrooper Han with a maxed out and high gear Geonosian squad which should have been able to quickly dispatch him. I don’t believe any single character should be able to take on an entire squad, not damage any of them, and survive. The idea that either Stormtrooper Han is so powerful as to single handedly best an entire Geonosian squad undamaged despite the large blows being made either speaks to his bluff ability needing a rework to rebalance his overwhelmingly powerful tank status, or a rework needs to be done on the Geonosian characters which either further increases their dmg synergy, or allows for one of the characters (perhaps the Geonosian Spy or Soldier) to inflict health block. It’s the only way that this character won’t come across as invincible to an opposing Geonosian squad. The only other thing I can think of in terms of how to balance Stormtrooper Han would be to make his Bluff ability only active while other squad members are alive. If the entire squad is killed, then his unique bluff ability will either be reduced, or deactivated upon defeat of the rest of the squad.
  • Geo's dont need Traya to walk over either EP, Scion, DN, Thrawn with Fallen Bastila keep them pinned down so tight they hardly get a chance to take anyone out, used this against Many R7 bugs and toss my Traya in with Maul lead to deal with random teams in GAc or TW. As for ST Han concern, here is my thoughts "stop nerfing toons!" He does nothing wrong, a speedy tank that's about it let him be.
  • "GrandMasterVanto;c-2100094" wrote:
    Geo's dont need Traya to walk over either EP, Scion, DN, Thrawn with Fallen Bastila keep them pinned down so tight they hardly get a chance to take anyone out, used this against Many R7 bugs and toss my Traya in with Maul lead to deal with random teams in GAc or TW. As for ST Han concern, here is my thoughts "stop nerfing toons!" He does nothing wrong, a speedy tank that's about it let him be.


    Necro much?

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