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Focused Feedback: Hero Balance

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Replies

  • Lee1981
    1998 posts Member
    People bring up lore and immersion way too often. It's damn game man, not a film. No one should be so adamant that ST heroes can't ever play on PT maps or OT maps. That's restricting the severely limited content of this game even further. That's the last thing this game needs.

    What the difference is between this game it's immediate predecessor is that the maps on this game do not promote helping the objective, and when they do it's congested areas and choke points that lead to collisions in all the same places.

    Whats so funny is the folks talking about realism and "the chosen one" have zero evidence of his strength in the films. On top of that, no Jedi/Sith sat there eating blaster shots "charging up" a force power to blast everyone back. It doesn't even make sense.

    I used to play the game, I never got on the forums. Now after so many showdowns with Anakin I'm on the forums and not in the game.

    His repulse is about 1000x Luke's... His pull does a load more damage than Kylo's. He has a grip that can AOE 40 meters. Its hysterical. I mean its fun pubstomping on him and all but anyone with a lick of common sense realizes this isn't ok. I wouldn't want the heroes brought up to that level, it would break the game. It's already an issue for GA. HvV it is somewhat more manageable but you need a team to really group up on him and be on point if he's any good. The only weakness Anakin has are overconfident, cocky players. Anyone with the skills and sense will play it cool and farm a lot of kills and stay at full HP.

    In many ways he can be compared to Luke. Luke's repulse is garbage in comparison. On top of that Anakin's strike has a great knockdown compared to Luke's garbage strike. This is problematic because the only defense vs Anakins powers is to block and see if he'll pop his abilities or if he's on CD. If you sit there and block awhile he'll just Q you and knock you down and get 1-2 strikes for free while you're standing up. It's pretty much a death sentence. If you don't block he'll do a quick repulse and knock you down, Q you and kill you.

    Let's play out the scenarios...

    Best Case: you block and he repulses, you have a chance. At that point you have the upper hand, unless his grip is charged, in which case he has the high ground.

    Ok situation: You block and he Q strikes, but you dodge it. The problem here is you'll want to engage immediately for a counter swing, but he may have repulse charged you'll get knocked down anyways. Anakin has the high ground.

    Bad situation: You block and he Q strikes you, you go down and he takes a few swipes at you for 70% of your health and you dodge away. Anakin has the high ground.

    Terrible situation: You don't block, you immediately get repulsed, Q striked and Die.

    In all these situations Anakin is in control and on top. You might be watching for Kylo's freeze, but thats all you have to worry about. This is an insane amount of mind play to hopefully beat him. Kylo is a decent counter to him if you catch him in a freeze, but he can still get out of it and escape with a freeze E combo if he's good.


    I think the Heroes should feel unique with their own strengths. I'd be interested in Anakin more as a Dark Side lightsaber killer, but he shouldn't be so all around. Currently he's top tier vs gunners & saberists.

    In reality Obi-Wan should be the one destroying the infantry and deflecting passively. Soresu vs Djem-So.

    Dooku/Anakin should be top tier lightsaberists, ok vs gunners.

    Obi-Wan should be a lot more forgiving vs gunners than he is currently.

    He's cone angle of blocking blasters should be wider with less stamina drain from gunners with super accurate reflect.

    Admittedly they found a fun combination of powers on a Jedi. Most of the lightsaberists feel rather boring to play. They don't really have a lot of tools in their kit and they don't feel like they have a playstyle. Kylo is probably the most fun because done right he can be devastating. The Hero's feel ho hum in comparison.
    Since when did Ani have a repulse
  • Ps4VaderMain
    211 posts Member
    edited March 20
    In GA, If nothing else changes ever! Remove the ability for heroes to increase nearby troopers health like Finn can with Big Deal or Yoda can with presence. It is completely outrageous and unfair. You have troopers who have almost as much health as heroes. The other team can do nothing against this. The ONLY one who should be able to increase troopers health is an officer.
  • Change anakins 2 TRASH 360° AOE abilities this is causing MAJOR unbalance in GA.
    Even a nerf would help but imo Heroic might needs to go. Why cant anakin have a saber throw instead this at least requires a little skill to aim!
    I am sooo disapointed in the lack of creativity for these 2 abilities there is hardly a point in playing GA with a villan because no matter how well you do there will ALWAYS be an anakin player that inevitable kills you by pushing 1 button.
    Pathetic state of balance atm.
  • Is there anything being done about Grievous losing his ability to attack or block after performing Claw Rush or Thrust Surge?
    Don't click unless you want to know the truth....
  • The specialist's stinger pistol shouldn't stack damage from the same pistol. That is ***** design imo and absolutely effects hero "balance" in GA.
  • Change anakins 2 TRASH 360° AOE abilities this is causing MAJOR unbalance in GA.
    Even a nerf would help but imo Heroic might needs to go. Why cant anakin have a saber throw instead this at least requires a little skill to aim!
    I am sooo disapointed in the lack of creativity for these 2 abilities there is hardly a point in playing GA with a villan because no matter how well you do there will ALWAYS be an anakin player that inevitable kills you by pushing 1 button.
    Pathetic state of balance atm.

    Agree especially with how buggy block is at the moment. Died to Anakin today as Vader had just under 400hp while blocking in a crucial part of a Ga game.

    All the skill less Anakin had to do was press one button while 1 guy with a Vanguard stupidly shot him in the head multiple times to get half the team dead.
  • Eddie7417 wrote: »
    Not sure if bug or intended... Vader has no stamina after 'Focused Rage'. He should go back to full stamina after it. Like Rey does to her Insight. Would overall buff Vader... and give him 150 damage on choke or just give it damage reduction 30-40%

    Completely agree. Fix this please Dice!
  • MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    Agree that is completely broken!
  • MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.
  • Balancing the Hero's to work in both game modes is an impossible task...

    I am not an expert in playing games, but even I can see that if you buff the heroes to work properly in Heroes and Villians then those heroes are going to break the game play in Galactic Assault.

    In the GA game mode the majority of the players are troopers. To balance the hero's like I have seen in posts here will ruin their experience basically the troopers become fodder for the heroes. (if they are not having fun then why play?) If they were to balance the hero's to work in GA then they will be broken in Heroes and Villains.

    I think that the only way to balance the heroes for GA and HnV is to use the star cards. With Star cards that are only usable to the specific game mode a player is in. So if you are playing GA then you would have a set of star cards that are specific to GA. The star cards designed for HnV mode would be locked out. They can either use the existing star cards that aren't used very much/worthless or they could introduce star cards specific to the game mode.

    They could do this in two ways:

    1. Use the existing card layout but just have star cards that apply to the game mode you are in. Replacing the Star
    Cards that are rarely used/worthless. They would have to deactivate the cards meant to be used in the other game
    mode. I think this would be the least amount of work due to:
    - Just use the existing code and change the star same star card slots
    - Only new code they would need to add is to lock the star cards not meant for the current game mode.
    - The down side to this that I see is that we lose star card option. We still have the same number of star cards but
    they are split between two game modes
    2. Add star cards for each game mode. Each Game mode would load with unique star cards to choose from. This
    would give us the same amount of cards but they would depend on what game mode you were in.


    This way they can make the heroes with base line skills and attributes and let the players customize their hero through the start cards. Then they only have to play with the star card buffs instead of messing around with the Heroes base stats. Also the base stats would be a good reflection of what the developers envision the hero to be. Take Anakin for instance; he is designed to be superior to all, so his base stats still could be higher than the rest of the heroes, but because of the star cards he could be customized and limited to how superior he is in GA, but be a destroyer in HnV's.

    Right now GA is not as enjoyable as it was. The heroes are getting buffed more and more... It's taking more and more troopers to be able to take them down. It is just not fun being road kill for hero players at the moment...

    A good example is last while playing on Kamino; we were in the last phase for the Droids and taking the last room. It was a good fight and the battle was still up in the air and likely going to be an overtime decision with who knows the winner, but really fun. We were just about out of the tunnel with 15 tickets left. Out pops Anakin and takes that 15 to 4 in one swift motion. I know everybody says just run... But run where?? His ability range is so big you can't out run it and being stuck in the tunnel you have to press forward. There just wasn't an option to get away ( we were at the end of the tunnel and wouldn't make it out of the tunnel if we turned around) and we couldn't damage him. So what was turning in to a great climatic ending was destroyed in seconds because of a super ability that we can do nothing about nor recover from.

    Using the Star Cards allows the correct buffs for the current game mode.

  • Big difference in GA compared to HvV. HvV certain heroes can be great then suck at the same time in GA. Like Phasma. You can top the leaderboard with her in HvV often if played right with her droid. And it's a great if not perfect counter to Anakin. But she's atrocious in GA unless theres a good few officers around you refreshing your abilities or giving you no blaster heat.
  • awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.
  • awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    What he is trying to say I believe is that it stacks damage over time which is ridiculous. Each shot can do damage but the sting effect should not stack. That is broken there is literally nothing you can do to not die as a hero.
  • MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.
    Don't click unless you want to know the truth....
  • Evo911
    267 posts Member
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    Stinger is only with specialist, and I see really few of it. I'm using it from time to time and it is not easy to deal with, you have to have the heroes in line and needs significant amount of shots, heroes with sabers can protect themselves, and often you are quickly killed. To kill a hero with that you need really to go behind and take big risk. And you need a lot of shots to deal hundreds of damages. Stinger is often more a weapon dealing some damages that will make the hero retreating the time the damages stops. But honestly thinking that you will run with the stinger and kill like that heroes is not true.
    Also when i'm a hero this is really unlikely that i'm hurt by stinger. Was killed due to a stinger 1 time on 50, and because I was low on health.
    Killing a full health hero with a stinger is unlikely.
    This weapons is part of the weapon variety and is well integrated.
  • Improved my idea of anakins rework on his abilities

    My idea for Anakin ability rework

    Passionate strike rework:
    a jump attack that works like grievouses thrust surge that breaks enemy’s blocks by taking away all of their stamina for 2 second
    And does 200 damage to enemy’s that don’t block

    Instead of pull dominance:
    A ability that gives Anakin zero stagger when hitting enemy sabers letting Anakin be like yoda and grievous for a period of time
    Damage output of saber stays the same and saber swing time also stays the same

    Force slam:
    This picks up enemys and throws them toward the ground with a hard slam
    This would have a damage output of 200

    Retribution:
    A warning or lower damage
  • Evo911 wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    Stinger is only with specialist, and I see really few of it. I'm using it from time to time and it is not easy to deal with, you have to have the heroes in line and needs significant amount of shots, heroes with sabers can protect themselves, and often you are quickly killed. To kill a hero with that you need really to go behind and take big risk. And you need a lot of shots to deal hundreds of damages. Stinger is often more a weapon dealing some damages that will make the hero retreating the time the damages stops. But honestly thinking that you will run with the stinger and kill like that heroes is not true.
    Also when i'm a hero this is really unlikely that i'm hurt by stinger. Was killed due to a stinger 1 time on 50, and because I was low on health.
    Killing a full health hero with a stinger is unlikely.
    This weapons is part of the weapon variety and is well integrated.

    You must not play on PC then. Literally every specialistcarries that pistol and I promise you, aside from Bossk, it is virtually a death sentence for any hero with its ridiculous damage stacking. 4 specialists each landing multiple shots with a stinger will drop a hero like a rock in seconds.
  • MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.

    Completely untrue. Play on PC and find out for yourself.
  • I think that Anakin is op. Besides the frustrations I meet being wiped by him over and over, I base my observation on the number of time I see him get the 1st place. Even if it's me playing him. Earlier comments mentioned the fact that you need low skill to be op with him and I agree and I am a living proof since I got to first place the first time I took him. I know this is relative to who you play with and against but overtime, reality becomes obvious. I actually feel uncomfortable playing him now because it goes beyond the reasonable imbalances. Maybe the point is to let us see how strong Anakin was before Darth Vader. He clearly lost something on the way to the dark side. 4th ability would be nice but it would certainly throw us out of hero balance for a while.
  • Evo911
    267 posts Member
    MerovechI wrote: »
    Evo911 wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    Stinger is only with specialist, and I see really few of it. I'm using it from time to time and it is not easy to deal with, you have to have the heroes in line and needs significant amount of shots, heroes with sabers can protect themselves, and often you are quickly killed. To kill a hero with that you need really to go behind and take big risk. And you need a lot of shots to deal hundreds of damages. Stinger is often more a weapon dealing some damages that will make the hero retreating the time the damages stops. But honestly thinking that you will run with the stinger and kill like that heroes is not true.
    Also when i'm a hero this is really unlikely that i'm hurt by stinger. Was killed due to a stinger 1 time on 50, and because I was low on health.
    Killing a full health hero with a stinger is unlikely.
    This weapons is part of the weapon variety and is well integrated.

    You must not play on PC then. Literally every specialistcarries that pistol and I promise you, aside from Bossk, it is virtually a death sentence for any hero with its ridiculous damage stacking. 4 specialists each landing multiple shots with a stinger will drop a hero like a rock in seconds.

    Correct. I'm on PS4 Europe. Really not feeling this at the same level than you.
    Assuming the damage level is the same on PC and PS4...
  • MerovechI wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.

    Completely untrue. Play on PC and find out for yourself.

    Difference of platforms does not make a balancing issue.
    Don't click unless you want to know the truth....
  • MerovechI wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.

    Completely untrue. Play on PC and find out for yourself.

    Difference of platforms does not make a balancing issue.

    Yes it does. PC players are way better at aiming. That is where all the good players are at.
  • Eddie7417 wrote: »
    Not sure if bug or intended... Vader has no stamina after 'Focused Rage'. He should go back to full stamina after it. Like Rey does to her Insight. Would overall buff Vader... and give him 150 damage on choke or just give it damage reduction 30-40%

    It's not a bug.Vader would be to Op if he would get his stamina back like Rey
  • Eddie7417 wrote: »
    Not sure if bug or intended... Vader has no stamina after 'Focused Rage'. He should go back to full stamina after it. Like Rey does to her Insight. Would overall buff Vader... and give him 150 damage on choke or just give it damage reduction 30-40%

    It's not a bug.Vader would be to Op if he would get his stamina back like Rey

    No he would not be. How would he be OP?
  • F8RGE wrote: »
    For this Focused Feedback thread we want to hear everything that you have to say on Hero Balance. We know this is a topic that many of you feel passionately about.

    When detailing your feedback, please ensure that you make a note of whether it's in relation to Galactic Assault or Hero Modes.

    Who do you think is balanced right now?
    Who do you think is too strong?
    Who do you think could do with a bit of a buff?

    Look forward to reading what you have to say!

    I'll skip the question on who's balanced since that will be answered by process of elimination. As for the rest, I'll answer in broad strokes, with some suggestions on specifics where I can.

    Too strong:

    Anakin Skywalker - Should be obvious by now, with his tanky health, high damage (including a combo that will OHK many villains and is extremely difficult for them to counter), and two AOE abilities. His only saving grace is that his presence makes things much more balanced in HvV (forces the villain team to up their game), but this idea of relying on one hero to re-balance things is just bad design.

    Emperor Palpatine - This one is qualified only by the fact that it has to be in the hands of a skilled player who is also benefiting from the games OP netcode effects on players with high latency connections. Under these circumstances, Palpatine is extremely difficult to hit or pin down, even with heroes, never mind regular troops.

    The solution I'd prefer rather than tinkering further with Palpatine's mechanics, is to change the latency tolerances for matchmaking players into games, and to change the netcode so as to not provide a reward for laggy connections ( including region swapping - no one should be able to prioritize matchmaking into games where their ping is 248 ms!). Making the game fun for one player with a bad connection at the expense of up to 20 others is a bad idea, and this sort of fix would help the game in many other areas too.

    Needs a buff:

    Luke - The only thing he has going for him is his speed, and unfortunately that's not worth much. His abilities are buggy to the point that they often seem to fail when you need them the most. And, even when they work they are pretty underwhelming, particularly compared to other heroes and (especially) villains. One big problem is that right now, with the blocking and firing while down bugs, knockdowns don't mean as much as they should (his push is very useful on some maps, when it works). In addition, his health and damage both lag behind other lightsaber users. He seems like he should be fun to play, and admittedly most players don't seem to want to adjust their play style to fit his strengths (to be clear: hit and run, and/or protect teammates), but even when you do the results are typically insufficient.

    Darth Maul - Used to be viable, but Anakin has finally tipped the balance from one where he could still be effective, to the current state where he is more often hopelessly vulnerable than not. As with Luke, speed is his main strength, but its not worth much in a game where Anakin can pull him to the ground and then easily keep him there until he's dead. His re-balance should be based on whatever Anakin can still do after he assuredly gets nerfed. Might be time to give him a block of some sort.

    Yoda - His presence is a big asset in GA, but his other abilities/numbers aren't enough to give him a fighting chance against most villains. Might be time to let him block lightsabers, and he should definitely be able to turn Palpatine's lightning attacks against him after charging up with them.

    Blaster heroes (in general) - Assuming there are forthcoming tweaks to HvV combat (and a nerf for Anakin), I'm hoping that something can be done to re-blance most blaster heroes (blaster villains are all pretty good - even Phasma who's the best Anakin counter in the game). In general, blaster heroes are too vulnerable to lightsabers and force powers, especially on console where TTKs are lengthened due to the difficulties in landing head shots (compared to PC). One of the worst feelings in the game is to have your special hero abilities negated because Vader's choke or Dooku's shock takes you right out of your shoulder charge or wookie slam, and now you're damaged and even more vulnerable than before. Other examples: Leia's shield only protects against blasters and explosives and is easily turned into a death trap for her and her teammates, Leia's grenade and Lando's smoke are of limited effectiveness, Fin's too slow to stay out of danger when using Big Deal, and Chewbacca has too little health (and no viable Heal on Kill card) for someone who's so easy to hit and supposed to be a tank.
  • MerovechI wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.

    Completely untrue. Play on PC and find out for yourself.

    Difference of platforms does not make a balancing issue.

    Yeah....you bet it doesn't. Keep telling yourself that...it'll never be true, but by all means, carry on.
  • Eddie7417 wrote: »
    Not sure if bug or intended... Vader has no stamina after 'Focused Rage'. He should go back to full stamina after it. Like Rey does to her Insight. Would overall buff Vader... and give him 150 damage on choke or just give it damage reduction 30-40%

    It's not a bug.Vader would be to Op if he would get his stamina back like Rey

    Please explain why! Because if that is intended then it's actually not worth using at all in Ga because after 'Focused Rage' then you become an 'easy target' until finally your slow stamina bar goes back up.

    But Rey who is not even a real Jedi can get all her stamina back after her almost 25 swings per duration... seems balanced...
  • Has anyone noticed that certain heroes have WAY better cards than others that do the same thing?

    I'm not talking about the health cards, because I know people like Anakin and Dooku got slightly better ones. I'm talking about lightsaber stamina cards and things like that.

    Specifically, heroes like Kylo and Yoda have stamina reduction cards that reduce the amount of stamina they lose when performing an action such as a block or striking with their lightsaber. However, characters like Obi-Wan and Count Dooku also share these types of cards, but their cards cover both blocking and attacking and have a higher stamina reduction effect as well.

    For example, Obi-Wan's Perfect Defense card is better in every way than Yoda's Lightsaber Mastery card because Perfect Defense reduces the amount of stamina lost while blocking AND attacking by 40%, whereas Lightsabery Mastery only reduces the amount of stamina lost while attacking by a mere 15% at epic (if I remember correctly).

    Clearly, some heroes have very outdated cards, and I think they should be buffed or at least reworked again before the Devs decide to make any buffs or debuffs to the heroes themselves. Seriously! I feel like if a few glitches were patched and some outdated cards were changed, the game would feel a lot more balanced. Hopefully...
  • I think you should remove all abilities and give every hero one ability that activates by pushing one button. That ability should obliterate the entire server, GA, HvV, doesn't matter. Kinda like Anakin.
  • Nebula
    19 posts Member
    edited March 23
    Excellent concepts by @ZmanGames & @AbyssWatch3r @F8RGE
    Double post - see below.
    Post edited by Nebula on
  • ZmanGames wrote: »
    Obi-Wan:

    There are changes that can be made to buff Obi-Wan's block in GA without making it overpowered in HvV.
    1. His lightsaber block needs to give him 90% damage reduction from explosives.(This is for GA) The explosive damage reduction can be significantly lower against villains with explosive abilities.
    One of the reasons that blocking is near useless in GA is because it is ineffective against explosives.

    2. His deflections need to do a little more base damage, and his critical deflection card needs to apply to all deflections rather than just ones from defensive rush.(This is mainly for GA)

    3. Defensive rush needs to allow you to aim with your aiming controls rather than movement controls, and needs to allow you to aim on both the x and y axis. In other words you need to be able to aim like you normally can with defensive rush(This is mainly for GA but can apply to situations in HvV)
    Currently, the aiming is stuck on the x-axis and tied to the left stick/keyboard rather than the right stick/mouse. This means that as of now, Obi-Wan's defensive rush is basically a weaker version of Rey's rush and can't even be used for it's intended purpose. With the proposed changes, defensive rush would not only be much more effective, but much more unique, and would be able to be used as intended.

    4. Defensive Rush needs to be able to block force abilities(This is for HvV)

    5. Mind trick needs a buff in general, it is far less effective than Rey's and barely lasts a 3rd of the time. It at least needs a buff in the duration department. Because if anything, Rey's mind trick should last the amount of time Obi-Wan's currently does and Obi-Wan's mind trick should last as long as Rey's currently does, given that Rey's is far more useful than Kenobi's. Obi-Wan's mind trick should at least get a duration increase(This is mainly for HvV)
    Dooku is already in a good spot for the most part, change #1 and #4 is a necessity, but the others are small changes he could get that would just improve quality of life and game play experience.
    Dooku:

    1. Expose weakness needs to give high damage reduction, because in GA all it does is expose Dooku's weakness to vanguard.(This is mainly for GA)

    2. Dooku's duelist ability should add time on kills, similar to killstreak vanguard or kill streak infiltration. The reason for this is because Anakin can kill all infantry(except Heavy) with 1 lightsaber swing without the use of any abilities, Dooku can also kill all infantry(except heavy) with 1 lightsaber swing but requires Duelist to do this, to give Dooku a small buff in GA this change could help.(This is for GA)

    3. (This is an idea to highlight Dooku's ability to use force lightning and give him a little more versatility and is equally for both GA and HvV).

    If LB(Dooku's lightning stun button) is held down for a second rather than tapped, Dooku could extend his hand and use force lightning at long range like Obi-Wan's all-out push. Constant force lightning could do damage over time like Palpatine's. This would drain Dooku's stamina.(The main reason for this would be that many players were disappointed in Dooku's force lightning and how it couldn't be used more like it was in the old games, this would also give Dooku more versatility as he currently only has close range abilities.)

    4. Fix the glitch where duelist has the normal attack animations if Dooku dashes or jumps while it's active.
    Luke:

    1. Lightsaber damage should be 125 or 130(This is mainly for HvV)

    2. Luke needs a significant damage reduction on his Force Repulse.(This is for GA)

    3. Saber Rush should do 150 damage, allowing it to 1 hit troopers similar to Rey's rush.(This is mainly for GA)

    4. Luke needs a small buff for his health regeneration, if necessary the time it takes for him to regenerate his health can be increased to compensate.(This is for both HvV and GA)
    Vader:

    1. His base health should be buffed to 850-900(This is for both HvV and GA)

    2. Vader's base attack should be buffed to 130-135, this would make focused rage do 150 attack damage.(This is for both HvV and GA)

    3. Vader's choke needs a small range buff(about 15%) as well as a damage reduction and a small damage buff so that he can 1 shot troopers with it.(This is for GA)

    He should be put in a state akin to where he was in 2017.
    Maul:

    1. Give Darth Maul a specialized block.(In GA this would give him a small survive ability buff and allow him to be more aggressive. In HvV this would give him a much-needed defense against force powers and lightsabers, this buff is about HvV way more than it is about GA)

    Darth Maul should get a block which would have quick movement speed , a high spread so that deflection is inaccurate unless at very close range, have very low stamina against blasters and have good stamina against lightsabers.

    Something like this
    giphy.gif

    2. Horizontal lightsaber throw.(Both GA and HvV, but more so GA)

    BLASTER HEROES AND STUNS
    What makes an ability overpowered often isn't how powerful it is, but is having little to no counters. Stuns are a perfect example of this. I think that stuns should get a rework further than changing the stun time, I'll get into it when I talk about buffs and balance changes for specific heroes.
    Lando:

    1. His pistol needs to do significantly more damage as well as do more damage at a range.(For both HvV and GA, but more so HvV)

    It is a sniper pistol and should act more an feel more like it by having less damage falloff and higher damage. If Lando had a decent pistol he wouldn't have to rely on his stun.

    2. Lando's stun should be reworked, it can be powerful but needs counters.(For HvV)

    The main problem with Lando's stun, even post-nerf, is that it has no real counters. Which is one of the reasons it's so frustrating. It needs significantly less range, as the range is insane right now and you don't have to be even remotely accurate to land it, it needs to be able to deflected by lightsabers/shot by blasters. As for the stun itself, it should either A. Behave similar to the shock grenade rather than forcing you to stay still, or B. It should have an animation that causes the player to fall and jolt as they are electrocuted on the ground, then pick themselves up off the ground after the stun is over. This would add some variety/uniqueness to the stuns as they can all be different. This change wouldn't make Lando weak as his blaster buff would compensate for this.
    Iden Versio:

    1. Her Pulse cannon needs variable zoom, similar to specialist sniper rifles.(Both GA and HvV)

    This would give it more versatility and make it a bit more useful, I believe that one of the main reasons a lot of players don't use it in a lot of situations is that its zoom only works well for very long range engagements.

    2. Her stun should be changed so that the player on the receiving end sees an icon on their screen of the stun droid and the direction it is coming from, this way players will have a better chance at dodging the ability.(For those that don't know, her stun can be avoided if dodged right before the droid shocks you) Right now the only indication of her using the droid is her voice line, which in the middle of a loud fight won't be able to be heard. With her stun being easier to counter, it can also have its duration reverted to its original.(For HvV)

    Phasma:

    Captain Phasma is in need of a complete rework, these changes make her more useful in all modes.

    As of now, she has a high fire rate blaster that is inaccurate the trigger has been held down for a period of time, and it does very low damage, worse damage than many blasters available to regular troopers.(CR-2, TL-50, etc.) Her blaster has a scope with variable zoom, making it seem like it should be able to be used at long range but it is far too inaccurate to be able to be used effectively in that manner. The "high spread to accuracy" from holding down the trigger mechanic punishes players with good reaction times as snapping to your enemy on sight won't kill them as fast as it would with any other gun, couple that with the terrible damage and the problem is only made worse. This is also a terrible mechanic to pair with a blaster that is intended to have long-range versatility.

    1. The changes that must be made to her blaster are as follows:

    A. Her blaster should have the same fire rate as the normal F-11D, there is no blaster villain in the game with a fire rate like this, and her current fire rate is very similar to Iden's but with much lower damage and a mechanic that hurts game play with it. Changing her blaster's fire rate would make it feel more unique than its spread mechanic.

    B. Remove the spread mechanic, this only punishes players who have quick reaction times and makes her blaster very bad at long ranges, making the scope and variable zoom pointless.

    C. When the scope is double zoomed, the blaster should do higher damage at the expense of a lower fire rate.

    Changes that should be made to her abilities:

    2. Staff Strikes: This should be changed to a weapon she can swap to, when in use Phasma will receive a decent damage reduction and small speed increase, it would essentially have the same attack mechanics as a lightsaber. It can still have 3 uses, but 1 use will replenish on a kill with the staff.

    3. Survivor: This could also give teammates a damage increase for a short amount of time, this would make sense given she instructs her teammates to charge("Go Go Go!") after she uses the ability.
    Emperor Palpatine

    The Dark Sides absolute undisputed powerhouse that can almost single handedly turn the tide of a losing game, end an opposing enemy Hero in seconds, and absolutely decimate whatever threat he’s up against. In raw right hands. He is to the Darkside what Anakin is on the Lightside.

    It’s all primarily due to a meta star card pick that he would honestly be nothing without. We all know it, and near everybody runs them in GA.

    The cards are “Lightning Reach” “Lightning Absorbtion” and “Surge of Lightning”. This combination gives Emperor Palpatine a considerable distance to attack with a powerful current of force energy, and the potential to strike and kill multiple targets with his chain lightning and Heal back to full in the process. Paired with extreme mobility and the ability evade blaster fire while suspended in mid-air he’s very dangerous to all who encounter him.

    That being said he could use some work on some of his other star cards so maybe we wouldn’t see the same Palpatine every game in GA. I'm speaking Primarily of the ones dealing with his stun “Electrocute” because as of now, they’re completely worthless if they weren’t already before with the nerf on it’s duration. Specifically they are “Forked Lightning”, “The Rule of Two”, and “Prime Electrocution”; Increased AoE, Increased Damage to Stunned Targets, and increased stun duration to 3 or more targets stunned.

    With the nerf to stun duration the “Rule of Two” has near no benefit, and Forked Lightning as well as Prime Electrocution were never competitive picks to begin with. As Follows I suggest “Prime Electrocution” be changed to a damage on the stun in intervals of 75, 100, 125, and 150.

    Let The “Rule of Two” Star card be a replenish able 50, 75, 100, 150 HP buff to nearby Villains and palpatine when they are within 20 meters of each other, it slowly decays otherwise.

    Let Forked Lightning make Electrocute Fire off Twice.
    Bossk

    The Trandoshan Bounty Hunter is one of the few Heroes I feel the team got right from the start. He has full HP regeneration. 3/3 working, versatile abilities that help clear points, secure objectives, and inflict maximum damage. A formidable Star Card line-up means Bossk has plenty of options to choose from as well.

    There is only really one thing that needs to change on Bossk and that’s his “Sniper Expert” star card, It’s pretty useless and I’ve yet to see anybody ever use it since launch. The advantage you’d get out of the disabled overheat is virtually worthless at the ranges you’d be sniping at.

    My Recommended change would be “Each Head Shot kill with his relby instantly disables the charge up time on his sniper blasts for a maximum of 5.5 seconds.

    Would definitely be a competitive card to the meta of the 2 Dioxis and the “Multi-Traps” cards everybody else runs.

    The “Unrelenting Predator” Star Card which reduces the CD on his other abilities should be on any kill, not just those while in “Predator Instincts”. It too is a fairly useless-noncompetitive star card.

    The “Trap Arming Speed” card should simply be bonus damage. Non-competitve and has to be paired with “Multi-traps” to be particularly advantageous.
    Vader

    While a powerhouse at launch Vader has fallen from glory since then and is no longer the Hero he once was for clearing out points or really changing the tide of battle.

    “Focused Rage” should grant an inherent 15% damage reduction and augmented further with his “Furious Resilience” Star Card for a total of 40% damage reduction.

    The “Fueling the Rage” Star Card suffers from a DAY ONE BUG that makes any recovered amount of time that bleeds over the max amount automatically disable the ability and put it on CD. This needs to change if the card is ever to be useful. (This bug effects all abilities like this such as Bossks “Ultimate Predator” as well)

    “Force Choke” wouldn’t need damage reduction if it were just fire and forget like the last game. It doesn’t kill anyone out right and leaves Vader too vulnerable to massive damage. If it upsets the balance in HvV make it function as it does now, but only against Heroes. Base 150 dmg.

    Vader’s “Intensified Lightsaber Throw” Star card should simply be a flat increase to Vaders lightsaber throw. It’s still to situational to be worth running in GA over nearly anything else. Perhaps you could also completely rework it into an additional charge for saber throw that deals half dmg or doubles the CD.
    Dooku

    My Recommended Change would be Make the “BLIND SPOT star card increase the range of Dooku’s lightning to a maximum of increase of 8 meters or so.

    Dooku’s expose weakness in Galactic Assault also has an incredibly long animation that immobilizes dooku and leaves him too vulnerable too attack.
    My Recommended Change would be to make the ability a straight buff to Dooku. Anybody within a 12 meter radius takes more damage and is slowed for it’s duration. Killing Targets under it’s influence Heals Dooku an additional Bonus +25 HP and extends the abilities duration by 15%. Targets effected deal less damage to Dooku.
    Grievous

    The Droid General is a formidable foe indeed, but really only relies on his claw rush and “Sith Trained” Star card to do the brunt of his assault. Without of which infantry have a much easier time tying him up with roll immunity due to his slow swing speed, and it becomes exponentially much more difficult to take more than 1 well trained Clone at a time.

    In light of Anakins Damage potential with his increased damage star card, Grievous should have his additional stamina cost lifted off his card.

    “Unrelenting Advance”, still even with your adjustments, is an underwhelming overly situational ability indeed. Even now it still has poor control, and without the ability to move backwards and reposition, it frankly never will. Further increase the forward movement and turn speed a tad amount, 20-25%. Hits with unrelenting advance still don’t trigger Fast enough to prevent enemies from rolling behind you without the use of "Deadly Slashes" star card. You're also still yet an even easier target with explosives and blaster fire alike.

    Since “Sith Trained” and “Beating Heart” (increased Damage and regen) Are so fundamental to Grievous’s most successful playstyle there's simply no feasible reason to ever run these two cards. The ability would still see next to no relevant use unless it receives a buff. With this in mind I believe “Unrelenting Advance” should receive base damage reduction of 40% and Base strikes of 150, it really is realistic considering just how deadly a high rpm lightsaber buzz saw would actually be.

    With that in mind his Deadly Slashes Star Card could be remade into “Droid General” A + 200 HP star card similar to Anakins. 190 dmg on the Advance might be too powerful in Hero modes.

    As For his “Thrust Surge” I think the ability should allow Grievous to retain is 4 sabers for a brief duration to attack with. I’m sure it hasn’t been animated yet, but you clearly have a static pose already made. At any rate this is something every fan wants to eventually see. Having 4 light sabers it what made Grievous such a cool character in the first place.

    We also want to see that green-caped Grievous appearance, I know you had trouble animating it during the claw rush, but perhaps you could simply remove or modify it during the animation. This is the signature Grievous appearance everybody wants to play with.
    Kylo Ren:

    Your buffs to Kylo Ren have been progressively better but He’s just not there quite yet. I’m suggesting a few changes to his stats and some to his star cards.

    What I would do is remake his “Total Control” star card, currently it increases the freezes duration by 50% if 3 or more targets are caught in it, which is still less than what it was before you nerfed it. Turn it into a 100 increased regen threshold card as it’s even more useless now that the freeze has been nerfed.

    His “Resiliency” star card is another example of a too situational pick in GA, so I would consider making it a Flat saber Damage increase, and looking at Anakin or Greivous, there’s really no excuse as to why not.
    His Harsh Pull star card should increase his pull damage by 120, 50 is way too low considering What Anakin is capable of. Ren should be the most proficient at it since he first defined it's use in the Force Awakens.

    Additionally, not too long ago you guys added damage reduction to Kylo Ren’s frenzy. It was necessary because at the time it did low damage, had a propensity to swing at air, and there was no way to exit the move. It’s a lot less relevant now since the ability has a max of three strikes and can travel much further distances.

    In the movies Kylo was able to shrug off pain while pressing the attack, making him a ruthless aggressor. To keep in line with this and put Ren at a game changer level I suggest turning his underused “Berserking Tantrum” star card into a Flat damage reduction of a maximum of 30% damage resistance while swinging his light saber with stamina. Increase his base attack stamina by 15%. As a drawback make his stamina replenish slightly more slowly than the other saber users (-35%).
    With These changes in mind Ren definitely would be a force to consider and I think just as powerful at taking points as palpatine or bossk.
    Maul:

    General Stats: +50 HP, +50 HP regen, 130 saber Strikes.

    Since Launch Darth Maul has needed a block, and even more so now. As it stands he simply is no match for any saber user who can block his attacks with no way to penetrate their guard without using his basic attacks, which get him repelled and exposed for free damage. He is also highly susceptible to force attacks and stuns with no way to defend them other than dodging, which is far from a unique defense. This is mainly a HvV issue, but it also arises when he faces Light saber users in GA as well. Coupled with only 100 damage strikes he simply doesn’t have the DPS to win even a saber mash. He will almost 100% of the time lose to any Anakin he Faces, with only slightly better odds against anybody else, relatively speaking.

    Maul Should be highly proficient at blocking light saber strikes, but lacking in defense against blaster fire. Make his relevant ratios the opposite of Anakins.

    Next I would look at Maul’s saber throw. In the movie trailer he uses it to take out a group of patrolling clones. Now, he’d be lucky to kill even one. None of the relevant cards as a result are ever worth running. The “Accelerated Throw” Card in particular which adds 30 damage is pretty much redundant since it still wouldn’t even kill a Heavy in one-shot. Make the damage buff + 50, but don’t even bother if you don’t change mauls throw in the first place

    Make the Saber Throw completely Horizontal, you could then adequately re-shape the hit box so the ability not only see’s more use, but is a more reliable tool in mauls arsenal. I could probably count on my hands the number of times Mauls throw has actually ever damaged me, and I’ve been playing since launch. This ability rightfully see’s little use and it needs to change if mauls ever to step up from being just an average hero.

    Maul’s Dash attack is by far his most reliable move, but I feel the damage is a bit low and it can be dodged or blocked. So with that in mind I’d increase its damage to 130 for each dash attack.

    The Star Card “Fool Me Once” Isn’t a noticeable enough increase to really warrant use unless used to counter the increased Cool Down of his “Flow Motion” Starcard. I’d consider replacing it with this. Being Damaged gives Maul a 20% chance to reset all his Cool Downs.
    Boba

    Boba Fett is essentially denied his Jetpack by any form of explosive shot infantry have access too. To address this I’d say give the knockdown effect on bobas pack a threshold of 80 damage. Increase His base regen to 200 and replace his “Extended Exposure” Star card into a flat added duration to his “For the Hunt” ability, or turn it into “Bounty Hunter’s Resolve” that grants 100 increased health regeneration. Additionally give boba 600 HP.

    Restore the Launch Area of Effect on his barrage, and make his anti-hero rockets into a flat damage or AoE increase. As it stands now his barrage requires far too much accuracy for an explosive projectile, not nearly as useful as it once was in Galactic assault.
    Boba Fett’s “For The Hunt” ability should simply be the Mirror of Rey’s insight.

    His Concussion missile doesn’t hinder his targets enough to grant him that much of a tactical advantage. In addition to further distorting it’s targets vision it should come with a slow or immobilizing effect like the officers old flashbang. 25-50 or so damage should be inflicted to those caught near the blast as well. These changes would actually make the acute concussion star card actually viable instead of the useless pick that it is now.

    His “Death From Above” Star card grants 15% damage reduction while flying with his Jetpack and using rocket barrage. It’s worthless and nobody uses it. Make it a flat damage reduction of 20% when boba’s Jetpack is active.

    His EE-3 is near worthless at long range, and with 150 regen, close range use is just an easy way to hemorrhage HP and get whittled down to nothing. Too many infantry and enforcer blasters simply out class this weapon. So I see an Increase to the base damage of his EE-3 to 138, or 46 damage per blast, trailing back down to 105 past 25 meters.

    Lastly, while “For The Hunt” is active, disable boba’s melee and make the right bumper his zoom. While active He receives no damage drop off on His EE-3 and he gains a passive 10% damage reduction.
    Boba is now a game changer.

    Great concepts ZmanGames & AbyssWatch3r
  • awakespace wrote: »
    bobc222 wrote: »
    Anakin should be stronger because he is the chosen one. It breaks immersion to see weaker side characters killing one of the most powerful beings of all time. Canonically stronger characters should be better in the game and there should be clear tiers, there is no need to bring a character like Captain Phasma who is unremarkable in every way onto par with the emperor.

    You understand on a scale from 0-100 (where 0 is the least powerful and 100 is the most powerful) that this would look something like:

    Palpatine, Yoda = 100
    Anakin, Vader, Luke, Rey = 81
    Obi, Dooku, Kylo = 80
    Maul = 79
    Grievous = 65
    Chewy, Boba, Bossk = 10
    Wookies, Iden = 9
    Han, Lando, Leia, Phasma = 7 or 8
    Enforcers = 6
    Finn, Troopers = 4

    (I know some of you would put grievous higher, but consider that whenever he goes up against a Jedi master he either ends up overmatched and running, or has his magnaguards help him)

    Canon Vader is comparable to Palpatine, and stronger than Yoda. Rey is not on the same level of Anakin, Vader and Luke never.

    Palpatine, Vader = 100
    Yoda = 95
    Anakin, Luke, = 85
    Obi, Dooku, Maul = 80
    Rey, Kylo = 70
    Grievous = 60
    Chewy, Boba, Bossk = 10/12
    Han, Lando, Leia, Phasma, Iden, Finn = 8/9
    Enforcers = 5
    Troopers = 2

    Fixed.
  • DarthCapa2 wrote: »
    awakespace wrote: »
    bobc222 wrote: »
    Anakin should be stronger because he is the chosen one. It breaks immersion to see weaker side characters killing one of the most powerful beings of all time. Canonically stronger characters should be better in the game and there should be clear tiers, there is no need to bring a character like Captain Phasma who is unremarkable in every way onto par with the emperor.

    You understand on a scale from 0-100 (where 0 is the least powerful and 100 is the most powerful) that this would look something like:

    Palpatine, Yoda = 100
    Anakin, Vader, Luke, Rey = 81
    Obi, Dooku, Kylo = 80
    Maul = 79
    Grievous = 65
    Chewy, Boba, Bossk = 10
    Wookies, Iden = 9
    Han, Lando, Leia, Phasma = 7 or 8
    Enforcers = 6
    Finn, Troopers = 4

    (I know some of you would put grievous higher, but consider that whenever he goes up against a Jedi master he either ends up overmatched and running, or has his magnaguards help him)

    Canon Vader is comparable to Palpatine, and stronger than Yoda. Rey is not on the same level of Anakin, Vader and Luke never.

    Palpatine, Vader = 100
    Yoda = 95
    Anakin, Luke, = 85
    Obi, Dooku, Maul = 80
    Rey, Kylo = 70
    Grievous = 60
    Chewy, Boba, Bossk = 10/12
    Han, Lando, Leia, Phasma, Iden, Finn = 8/9
    Enforcers = 5
    Troopers = 2

    Fixed.

    If we are talking canon then why are Darth Vader and Anakin even alive at the same time. Nah but really talking star wars canon in a videogame is just stupid. That would make all blaster heroes pointless against Vader because he could block anything with his glove. He could choke any non force sensitive hero or trooper and kill them instantly ...
  • Balance this.

  • Eddie7417 wrote: »
    Not sure if bug or intended... Vader has no stamina after 'Focused Rage'. He should go back to full stamina after it. Like Rey does to her Insight. Would overall buff Vader... and give him 150 damage on choke or just give it damage reduction 30-40%

    He does. He automatically gets unlimited stamina while the ability is active, just like Rey.
  • Arcanewarrior
    463 posts Member
    edited March 22
    Balance? HAHAHAHAHAHA







  • Salacious_Me_1138
    2102 posts Member
    edited March 22
    MerovechI wrote: »
    MerovechI wrote: »
    awakespace wrote: »
    MerovechI wrote: »
    The specialist's stinger pistol shouldn't stack damage from the same pistol. That is **** design imo and absolutely effects hero "balance" in GA.

    What would the point of the weapon be then? Why would you shoot someone more than once with it? The way it works now makes sense - the more you hit someone with it, the more damage they take... I do think it's very annoying to be hunted down as a hero by a group of stinger pistol specialists, but what you are proposing is neutering the weapon into pointlessness.

    You follow up with your main weapon to do the bulk of the damage. It wouldn't effect multiple specialists using multiple stingers at once. But ONE specialist using a stinger pistol shouldn't be able to take down ANY hero that costs 4500-6000 bps in seconds. It's absurd.

    They won't unless you're just standing there letting them shoot you.

    Completely untrue. Play on PC and find out for yourself.

    Difference of platforms does not make a balancing issue.

    Yes it does. PC players are way better at aiming. That is where all the good players are at.

    It's easier to aim, not to be confused with "better at aiming"....and you say that's where all the good players are at.

    The "Best" prefer "less challenging".

    Huh....I didn't know.
  • 8 pages of feedback and not even 1 response from Devs and its thairs thread
  • Bc I’ve already heard from someone Anakin is getting a nerf i was thinking you guys should rework passionate strike so its a jump ability and it works from distances. Come on you you know it would be cool, like in the movies

    https://i.pinimg.com/originals/5b/a6/ed/5ba6ed63124245869e55cc4dc0b59086.gif

    https://static.comicvine.com/uploads/original/11124/111245625/5444448-4951283-anakin+kicks+dooku.gif

  • Sam3S wrote: »
    GIVE MAUL A BLOCK !!!

    This above all else when it comes to buffing maul. He should have High stamina against sabers, and dooku level endurance against blasters.
    This is how you teach scrubs:
    xnvLDB.gif
  • Balance? HAHAHAHAHAHA








    @Arcanewarrior please make a specific thread with these videos. Anakin need a nerf. @F8RGE @EA_Charlemagne watch this please and tell us how can it be balanced.
  • L3wY
    57 posts Member
    edited March 23
    Obi-Wan -> buff
    Yoda -> buff
    Anakin -> nerf
    Maul -> buff
    Phasma -> her stun droid needs a nerf

    Other heroes are fine.
    Post edited by L3wY on
    "May the Force be with you...always!"
    ''Do, or do not, there is no try!"
  • L3wY wrote: »
    Obi-Wan -> buff
    Yoda -> buff
    Anakin -> nerf
    Maul -> buff
    Phasma -> her stun droid needs a nerf

    Other heroes are fine.

    What universe do you live in that you think Phasma, the worst hero in the game, needs a nerf. I know it’s hard to kill her sometimes with your laser sword. But being a lightsaber counter is her only purpose. She is hardly unkillable.
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