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CT52557's avatar
CT52557
Rising Newcomer
21 hours ago

New Bad Batch Captive Mechanic

I managed to get all five new bad batch members to relics F2P, and I've been having a ton of fun with them but I've noticed a few issues. I'm not sure if this is an instance of the ability having a discrepancy between the description and the function, but I've noticed a few things with how their captivity works that doesn't line up with the description in Omega (Fugitive)'s unique "Odd Little Clone". 

First was when I tried to use them to beat a solo Ahsoka Tano in TW, because of Ahsoka's lead Crosshair took true damage each time he gained bonus turn meter, but this true damage drained his health until he got captive, which doesn't seem like it should have happened from the wording in the kit. Omega's unique reads "the first time each ally... would be defeated:" and Ahsoka's leader ability reads "Whenever an enemy... gains bonus Turn Meter, they take True damage, which can't be evaded (this damage can't defeat enemies)." I wouldn't bring this up, but Revan's "Savior" reads "The first time another Jedi ally would be reduced to 1% health..." and Magnaguard's "Relentless Assault" reads "The first time Magnaguard reaches 1% Health..." so the game does distinguish between these two types of 'savior' mechanics evidently, and yet it thought Crosshair would be defeated by something that cannot defeat enemies. My assumption is that it is written with defeated language but currently functions with 1% health language, but I could very well be wrong.

Second, and arguably the bigger issue, a few times different Bad Batch members have died at the beginning of their captivity period. I've noticed this twice now, first it happened to Omega (Fugitive) when she got Deathmark from a Third Sister in Grand Arena and second it happened to Batcher maybe 15 minutes ago when I tried them on a Jabba in Squad Arena, Boushh hit Batcher with the AoE and Batcher died immediately, no captive. Both times there were multiple other members of the squad not in captivity.

Sorry if this was too much text, I just wanted to validate my concern. My hope is that (if there is an issue and I'm not crazy) the code would get fixed to match the in-game description and not the other way around, because these guys are really fun to use but it does **bleep** watching them die without ever getting a chance to escape captivity.

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