I have no interest in arguing about how good or bad either kit is, or either team is. Especially since DRevan teams are still being experimented with. They are definitely useable. But I just want to point out something I personally don't think is an enjoyable design element. SEVERELY crippling your own team is not a good idea.
GG kills is own team with stacking damage. That's too much. B1 never gets to build up any stacks of his buff because GG kills him off as fast as he regenerates without the enemy having to do anything. And eventually GG does crippling damage to his whole team as his health increases. It's a cool concept that he is selfish, and sacrifices his teammates for his benefit. It fits with the character too. It's just too much. If he only damaged a couple of his allies each turn instead of the whole team there would be at least a chance for B1 to build some stacks of his buff. And if GG took a set percentage of his allies health (not a constantly increasing amount) it would be manageable. But it's too detrimental to be fun.
Similarly, DRevan is easily crushed on defense, and decent on offense. Probably in a similar class to GG. The debuff he gives his team completely wipes out their ability to take a hit. It's too much in my opinion. Even god modded DRevan teams are down a character before they get a single move against JKR teams. Then they give themselves a much bigger defense penalty than they do offense boost. It's a neat idea, but it's too much. DRevan should give a smaller defense penalty than offense boost. His team is slower that the current meta. It has zero TM boost. They are just sitting ducks against JKR teams like everyone else. They don't need such a big detrimental effect inflicted on themselves. Again. Cool idea, just tuned too high.
Treya and Palpatine both hurt allies for selfish reasons, but it's not enough to cripple their own team. Maybe someone else likes that, but I think it takes a lot of enjoyment out of the game. And I think we're going to be stuck with a 90% JKR meta (or the watching paint dry meta) for the foreseeable future, because anything else that has come out since keeps getting overturned self crippling abilities.
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Honestly, all they'd have to do is remove the speed from his leadership and he'd be 100x more manageable. The whole reason DRevan can't hold on defense is because JKR can just be like "lol markd" before DR has a chance to do anything.
I definitely agree that JKR makes a big problem. I do think there are creative ways to design around that, and counter him though that don't require a nerf. My main point is just that JKR kills you fast enough. He doesn't need help from my own characters.
I have nothing against "win before you kill yourself" teams, it's something fresh if done right. The problem is that JKR still overshadows everything else and sets unreasonable bar for other teams. And also the B1 - GG interaction is a real stinker...
JKR came with increased dmg when attacking out of turn and getting protection back but that made their attacks to be OP+++ against anything else other than traya.
As said above - GG gets more hp and dmg at the expense of his allies' hp+protection - DR gets more offense but reduces his team's defense
Where is the negative part in JKR's kit?
Agreed! They might tune it before it’s all said and done. If you have DR and you want to compete against JKR, you better have an insanely fast DR. Fastest one on my shard is 328.
I think testers should be hired.
Fingers crossed 🤞 🤞
This big time. There are already Dark Revan G12 teams in my old shard top 50.
The real problem is Jedi Knight Revan being crazy OP. Remove that, and GG and DRevan teams balance nicely with other teams such as CLS, Traya etc. It is the sick JKR stranglehold that is bad design
Same here in every single event mode except the one that matters the most...arena. JKR still the dominant king.
ppl be complaining about getting OHKO on marked..... but DO NOT COMPLAIN when DR permaOHKO'S your JKR and then HK starts OHKO'ing ppl.....
gimmie a break
In extensive testing thus far, the enemy only Marked Darth Revan once...and that was my very first battle, before I put the Zeta on it. I suspect JKR is hard-programmed to look for it, and if not found Mark Darth Revan -- if found, anyone else will do.
I've seen HK take it, SiT, Sass, Marauder, and Fallen Bastila...but not once has my DR taken a Mark since giving him the Zeta. It's either insanely good RNG or cheap coding...but either way, you want to fix a DR squad against JKR?
Make the Zeta apply to his Sith Empire team so long as he's their leader or so long as he's alive. I mean, the Zeta is under an ability called Conquerer for Sith's sake. It's hard to Conquer anything when your army is so easily taken out.
It’s interesting how players can figure out fixes for the team but the devs couldn’t. I’d like to hear from @CG_Carrie or @CG_SBCrumb if DR is truly working as intended or if a fix is on the way. Because currently my DR is sitting at G8 and there’s very little incentive to focus on him and his team if JKR is still the dominant force in arena.
meh maxxed DR teams i fought in arena were OHKO'ing jedi left and right....
you guys complaining OMG how come I went to bed on 1 and woke up not on 1 anymore...ripppppp.
people wanted a team that could beat JKR they got it...but nope can't be immortal so it's no good.
JKR is just so bad that it dominates 90% of the arena for a reason. I think DR kit is fine but very limited to Sith armoire faction. I’d rather have more room and theory crafting again rather than very specific team lineups chosen by the devs
Teams that counter teams. Strong single target will still eviscerate them -- as they should. The squad will still need to be geared up to be truly and most effective.
It's the fact that Jedi Knight Revan has absolutely no downsides that's the problem. He's just give give give to his entire team with little thought behind how it would affect anything, and now nearly six months down the line we're still at the same place we were when he was released.
Of course, one might argue that the fact a character needs some kind of downside to make a character 'balanced' is a bad thing, but where's the fun in that though? You're limiting yourself doing that, so debuffs and reducing mechanics are an interesting way to go.