Darth Sidious Rework Idea

Ichiraikou
302 posts Member
edited December 2019
Darth Sidious
Dark Side, Sith, Separatist, Attacker, Leader
Brutal attacker that takes pleasure in seeing both his allies and his enemies suffer and fall.

Deathstroke (Basic)
Deal Physical damage to target enemy and inflict Healing Immunity for 3 turns. This attack deals 10% more damage for each debuff and each stack of Armour Shred on the target.

Demoralizing Blows (Special) (Cooldown: 3 turns)
Deal Physical damage to a random enemy. Repeat this 3 additional times. Inflict Defence Down for 3 turns on all damaged enemies. Enemies that are hit more than once are inflicted with Armour Shred until the end of battle.

Unlimited Power (Special) (Cooldown: 4 turns)
Dispel all debuffs from self and target other ally and call that ally to Assist. Then, Shock target enemy for 2 turns, deal Special damage, and Daze them for 3 turns. If target other ally is a Sith or Separatist, they dispel all buffs from target enemy and inflict the opposite debuff, if any, for 2 turns.

Masterful Manipulation (Leader)
All units can’t gain Foresight or Tenacity Up.
Whenever any unit other than Darth Sidious is damaged by an attack, they lose 5% Tenacity (stacking, max 50%, can’t be Resisted) and all Sith and Separatist allies gain +2% Offence and +2% Potency (stacking, max 150%) until the end of battle.
Whenever Darth Sidious is attacked by an enemy, all enemies lose 2% Offence (stacking, max 50%, can’t be Resisted) and all Sith and Separatist allies gain +2% Speed (stacking, max 50%) until the end of battle.

Sadistic Glee (Unique, Zeta)
When any unit is defeated, Darth Sidious recovers 12,5% Health, 25% Protection, and gains 50% Turn Meter. These effects can’t be Prevented.
Darth Sidious has +35% Accuracy and +35% Evasion. In addition, he gains Max Health and Max Protection equal to his Potency Percentage.
Post edited by Ichiraikou on

Replies

  • Absolutely fantastic in raids. I think you could have something where he gains Max Health or infinitely stacking potency, which would increase his Max Health and Protection, and reduce the TM gain so it isn't too overpowered. His Defense and Crit Avoid doesn't make much sense to me thematically. You could use evasion instead, but that's just an idea.

    For Demoralizing Blows, can you define "random enemies"? How many of them? Two rounds of damage to every enemy that it strikes, so it gets past foresight too?

    Unlimited Power cooldown could be shifted up to 4 if you want more balancing, the power is pretty dang strong.
    Definitely not necessary but if you're worried about keeping it very balanced, then that's an option but it's pretty great already.

    Well done!!!
  • Ichiraikou wrote: »
    Darth Sidious
    Dark Side, Sith, Separatist, Attacker, Leader
    Brutal attacker that takes pleasure in seeing both his allies and his enemies suffer and fall.

    Deathstroke (Basic)
    Deal Physical damage to target enemy and Inflict Healing Immunity for 3 turns. If the target already has Healing Immunity, this attack deals 50% More Damage. This attack has a 50% chance to Ignore the targets armour, doubled if the target is debuffed.
    I feel like you could leave out either the +50% damage or the 50% chance to ignore armor, otherwise it’s too much damage.
    Ichiraikou wrote: »
    Demoralizing Blows (Special) (Cooldown: 3 turns)
    Deal Physical damage to target enemy twice, and Deal Physical damage to random enemies 2 times. These attacks inflict Damage Over Time and Expose for 2 turns and can’t be Evaded or Countered.
    Not a bad ability, but how come you changed it from an AoE? And also how many enemies randomly take damage twice?
    Ichiraikou wrote: »
    Unlimited Power (Special) (Cooldown: 3 turns)
    Dispel all debuffs on target ally and call them to assist. Then deal Special damage to target enemy, shock them for 2 turns, and Stun them for 1 turn. If the target ally is a Sith or Separatist, they dispel all buffs on the target enemy and both attackers have +100% Health Steal during this attack. This attack can’t be Evaded or Countered.
    Not sure why the attack needs to not be counterable if it inflicts stun which prevents counters. He has so much potency that the stun should rarely ever get resisted.
    Ichiraikou wrote: »
    Masterful Manipulation (Leader)
    All allies gain +50% Defence and +50% Critical Avoidance. When any unit other than Darth Sidious is damaged by an attack, they lose 5% Tenacity (stacking, max 50%, can’t be Resisted) and all Sith and Separatist allies gains +2% Offence and +2% Potency (stacking, max 100%) until the end of battle. When Darth Sidious is damaged by an attack, all Sith and Separatist allies gain +2% Speed (stacking, max 50%) until the end of battle.
    The defense and critical avoidance doesn’t really fit him imo. Since his kit is so focused on damage, I think it should be changed to something like offense and critical damage. The stacking speed might also be worthy of a zeta.
    Ichiraikou wrote: »
    Sadistic Glee (Unique, Zeta)
    When any unit is defeated, Darth Sidious recovers 10% Health, 20% Protection, and gains 50% Turn Meter. These effects can’t be Prevented. Darth Sidious has +35% Evasion, +35% Accuracy, +50% Potency, gains Max Health equal to his Potency Percentage, and gains Max Protection equal to half his Max Health.
    Looks like a good ability. Two of his abilities can’t be evaded though so I don’t think you need the accuracy boost.
    Ichiraikou wrote: »
    I might have made him a tad too powerful.... But is a fun starting point either way anyway. As always, tell me what you think.

    One the whole it’s not bad, although it does seem a bit powerful right now. I think he should have some specific anti-Jedi stuff somewhere, but I’m worried that might make him a bit too strong. I don’t know. Anyways, great job! :)
  • Ichiraikou
    302 posts Member
    edited May 2019
    @DarthNekros, @DaPowerfulJedi
    Thank you for the reactions and feedback. I've made some changes to the kids based on them and on some things I have been thinking on myself.
    Just gave a damage bonus on the basic against debuffed enemies. Removed other damage bonus and ignore armour instead.
    With Demoralizing blows I realized 2 things: that my wording was confusing and that the damage over time and expose didn't really fit the constantly stacking damage thing that was going on. So I redesigned the ability from scratch. Different debuffs and effects. It now reduces enemy defence, but can be Evaded. (my original intent was something similar to this, not attacking 1 random enemy twice but attacking 2 enemies chosen at random.)
    Changes some wording and increased the cooldown of Unlimited Power. Attack can now also be countered. Nothing fundamentally changed.
    With the leadership I removed the defence bonuses. They did indeed not fit him. However I still wanted a way for him to help his allies survive a bit longer. Seeing as them being damaged also triggers the effects. I also didn't want any more offence bonuses. We have enough damage here thank you. So I went more along the lines of the manipulation and decreased enemy offence instead.
    The unique remains unchanged from the previous version.

    Again not sure whether he is too powerful, thou I do think he is more balanced and more focused right now.
    Post edited by Ichiraikou on
  • Updated the rework slightly. Would love some more feedback so as always tell me what you think.
  • Recently been thinking about this again. So I updated it again with the latest ideas.
  • Honestly, aside from rewording the "3 random enemies" and how that ability works, I think the kit is basically perfect.

    The way demoralizing blows is worded is slightly confusing and not very precise, but it isn't bad, simply room for improvement.

    Otherwise, seriously, this is very good and reflects the character very well, I do believe. I love it.
  • Honestly, aside from rewording the "3 random enemies" and how that ability works, I think the kit is basically perfect.

    The way demoralizing blows is worded is slightly confusing and not very precise, but it isn't bad, simply room for improvement.

    Otherwise, seriously, this is very good and reflects the character very well, I do believe. I love it.
    Tnx @DarthNekros I myself am also very satisfied with it. Thou I can understand your confusion about Demoralizing Blows. The idea of the ability is that it always hits 4 times. This creates the opportunity to hit enemies multiple times, especially if there aren't that many enemies. I have been struggling with how to word that as well so any suggestions and/or help is appreciated.
    Still very glad you liked it.
  • I changed Demoralizing blows description. Currently its:
    Deal Physical damage to a random enemy. Repeat this 3 additional times. Inflict Defence Down for 3 turns on all damaged enemies. Enemies that are hit more than once are inflicted with Armour Shred until the end of battle.
    Still thinking about it but this is the clearest I could think of for now.
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