Empire Zeta Suggestions

Just a warning, some of these will be just Zetas, some will replace Omegas (I'll say when they do). I was gonna avoid doing that, until I realised just how few Empire characters have abilities that max at 7.
Emperor Palpatine:
Emperor of the Galactic Empire -
Addition: "Additionally, debuffs that Empire allies inflict are uncleansable until their next turn."
Reasoning: LS, Rebels especially, have a whole lot of cleanses right now. Between GK, Barriss, R2, etc. it's very hard to keep debuffs on them. Instead of going so far as to utterly invalidate cleanses like some people *cough* Talzin *cough*, this just makes it so you can keep debuffs on people long enough to get some use out of them.
Crackling Doom -
Addition: "If 2 or more enemies are afflicted by Shock, it spreads to the lowest health enemy who doesn't already have it."
Reasoning: It takes an extreme amount of set-up for EP to get to that huge power-spike once he's got 3-4 enemies Shocked. This basically just makes it a possibility, instead of a dream Palpatine had while he was snoozing in his chair before Vader and Luke arrived.

Tie Fighter Pilot:
Evasive Maneuvers -
Replacing Omega: "+3% Foresight chance. For each buffed Empire ally, gain 10% speed."
Reasoning: Because, let's be real honest, TFP reaching extremes of >500 Speed would be hilarious, and it lends into his image as the fastest character in the game who chips away at enemies with lots of relatively-weak attacks.

Shoretrooper:
Stand Guard -
Replacement+removal: "+3% turn meter gain." "...Whenever an Empire ally uses a special ability..."
Reasoning: Ooh, isn't that freaky. A zeta that removes a word! Seriously, though, this is the best way I can see of making Shore a relevant tank so, if Empire teams do return to the meta, they don't do it with GK protecting them. It gives him insane levels of tankiness, but he's still countered by the same things.

Royal Guard:
Force Pike -
Replacement: "+15% damage. If Emperor Palpatine is present, or the target is a Rebel, the stun cannot be resisted."
Reasoning: Long-awaited EP synergy and actually making Royal Guard useful weEEEeeEEeEEe!
Imperial Phalanx -
Replacement: "Cooldown -1. Gain 100% turn meter."
Reasoning: Unless you're an AI, you'll likely never use this ability right now. A stun is almost always better. So, just something to make it worthwhile.

Magmatrooper:
Line of Fire -
Replacement: "Hits 3 additional enemies. Cannot be countered."
Reasoning: This is really underwhelming right now. It should feel like a madman with a LMG firing wildly into a group of enemies.
Hazard Training -
Replacement: "+5% Tenacity and +10% turn meter gain. Empire allies gain 35% turn meter when Magmatrooper resists a detrimental effect or suffers a debuff."
Reasoning: Because AOE debuffs are mean, and Magmatrooper won't allow it. Now, you'll have this nutcase throwing grenades at you, and all his team unloading on you, because you were mean and debuffs are mean and you should feel bad.

Feel free to add your own suggestions below.

Replies

  • This is feedback, not strategy.

    So, moved to Feedback/Characters.
  • Emperor palpatine
    Leader zeta-add: all leadership bonuses now affect empire and sith equally. All leadership disadvantages affect Jedi and rebels equally.
    This is a powerful, yet oddly balanced zeta. This would let palpatine have both empire and sith with identical leader bonuses;
    Giving 20% turnmeter, healing, additional potency, and additionally give reduced evasion/potency for Jedi/rebels.
    This makes palpatine a very legitimate leader option, and simultaneously makes both empire and sith viable.

    Crackling doom zeta-add:
    Palpatine has +10% health for each debuffed enemy. Additionally, after palpatines turn each debuffed enemy loses 3% turnmeter for each of their debuffed allies. This turnmeter removal cannot be prevented.

    Thrawn:
    I know, he’s powerful enough as is...but...
    Change to legendary strategist:

    Grand admirals command: dispel all debuffs on thrawn and target ally. Give target ally 100% turnmeter and take 75% of their existing turnmeter and restore 40% protection.
    If ally is empire, additionally swap 100% of turnmeter, and reduce that ally’s cooldowns by 1.

    Why? It’s enough of seeing more dark side characters on light side teams than on dark side teams; and virtually never the other way around. This makes thrawn more powerful where he should be, and limits his global overpoweredness.

    Krennic
    Immeasurable power zeta-add:
    All empire allies receive 10 armor penetration and 10% critical damage for each debuffed enemy, and additionally 5% offense and 10% critical damage for each rebel enemy.


  • You might want to check out the zetas rework that I did with EP and RG
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