Forum Discussion
8 years ago
"Omeah;c-1133242" wrote:"Acrofales;c-1133230" wrote:"Omeah;c-1133212" wrote:
Um, you guys haven't played this game ever? ALL buffs ALWAYS expire at the end of the character's turn, never at the start of it...
Darth Maul's stealth doesn't. It expires at the beginning of the turn and gives advantage. Meanwhile Teebo's stealth from Scramble Tactics expires at the end of a turn. So it's not obvious at all. Buffs can expire at the beginning of turn when CG feels like it. It looks like that should be the case here... yet it isn't.
My bad, there's ONE exception, which is a zeta leader buff. Yeah, now I understand how confusing it is
Actually, there's more. But that was the one that came to mind.
"kristian1311;c-1133265" wrote:
When I reading Thrawn's abilities my first thought on the basic was if you hit a taunting tank with it the speed up will make his taunt expire sooner.
Still trying to figure out the ability block. The fact that it applies speed up first, then switches to ability block that "can't be resisted" means I think you'd be able to apply ability block through tenacity up. Say Rex opens with cleanse/tenacity up, you hit GK with Thrawn's basic and he'll end up ability blocked even though he has tenacity up. I don't know, I don't have him so I haven't been able to try anything yet.
Making his kit complicated fits his lore but means the AI will be terrible with him.
Of course there are combos that make this downside either irrelevant or a plus. But the AI is bound to just toss it on some toon that you definitely don't want moving fast (such as Rex). If the point was to make AB "irresistable" and go through tenacity, the speed up bit seems wholly unnecessary and overly complex. Just give him an irresistable AB on basic (just like Vader's AB cannot be dodged (but can be resisted)), and remove all the complicated stuff that the AI will mess up.
And given how much of a clusterf... the AI for Thrawn is already (apparently), this is definitely not going to help.
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