Defensive Buffs Disk - Is the design implementation meeting the dev's intentions?

Per the Defensive Buffs Disk, Allied units gain buffs (Crit Immunity, Tenacity Up, and Defense Up) for one turn at the *start* of their turn. The result: After the allied unit's turn is over, the buffs expire.

Certainly, these extra buffs still synergize nicely with "Deployable Cooling Systems", "Stacking Offense", etc., and with units like Grand Master Yoda who can share the buffs and extend their duration for multiple turns. But otherwise, the defensive effects of the buffs are limited to mitigating counter attacks.

I wonder if the dev's envisioned this behavior, or if they just reused the Offensive Buffs disk design and didn't fully realize what the result would be? On the surface, it makes more sense to me to gain the defensive buffs at the *end* of the turn, or to gain the buffs for 2 turns so they persist after the turn is over.

Or maybe I'm missing something here?

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