Demoralizing Blows (level 7) - Deal Physical damage to all enemies and inflict Damage over Time for 2 Turns. This attack inflicts an additional Damage over Time effect on Critical Hit.
Debuff doesn't even land (owing to his 0 potency) nor is 1 or 2 Damage Over Time "demoralizing" at all even if they land.
My suggestion:
Demoralizing Blows (level 7) - Deal Physical damage to all enemies with 75% chance each to inflict Potency Down, Tenacity Down, Critical Hit Chance Down, Speed Down for 2 Turns. This attack inflicts Health Down on Critical Hit.
(Disclaimer: above is my own opinion.)
Guys, what is your opinion?
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Like someone already pointed out; if you add too much to his skills then he becomes OP. His self heal alone is almost unmatchable. It's only balanced because of his low health pool.
- Guild Leader of Dantooine Gentlemen's Club
Sow doubt: Non-damaging AOE stun
Force Lightning: AOE special damage with a chance to stun
Redirection (pass the blame): Single target buff-remover, which also puts a 1 turn taunt on one of your characters.
Exactly.
In case you have not yet reached end game and top 10 in arena, I can assure you with my humble experience that he is bad in Arena: Developer nerfed his potency to 0% because of players' complaint about difficulty in Galatic War, not to mention he has become more and more incompetent in Arena as level cap goes up because his damage is far from scaling up with that of damage dealers (such as GS) while he has the lowest health in game.
Cons:
1. His Negative Status Effects don't even land, not to mention Damage Over Time and Healing Immunity are not competent in Arena even if they land.
2. His damage is incomparable with that of damage dealers (such as GS) and even lower than that of some non-damage dealer (such as Captain Phasma).
3. He has the lowest health in game.
Pros:
1. Has +35% dodge against Jedi: Partially irrelevant in Offense battle in Arena because Jedi enemy not necessarily choose to attack him and mostly irrelevant in defense battle in Arena because most players do not choose to attack him with Jedi heroes nor is he a threat at all to leave out because of his low damage and his inconsequential Effects (Healing Immunity and Damage Over Time) as in Arena.
2. Apply healing immunity: 0 potency thus rarely apply (not to mention it's not competent in Arena even if it applies).
3. Apply DOT: 0 potency thus rarely apply (not to mention it's not competent in Arena even if it applies).
4. Generate 20% health whenever anyone dies: generating 2000 health after someone dies is inconsequential as heroes are encountering 5k+ damage up to 15k+ damage for a single strike in end game.
5. Leader Ability (+14% Critical Hit Chance and +20% Critical Hit Damage): the total of +19.8% increase in damage output for the whole team is much inferior to the overall ability of Captain Phasma (up to ~50% increase in damage output for the whole team along with ability effect and status effect from Basic Attacks of the whole team)
In conclusion, he is inferior in Arena and needs to be fixed so that he can be competent in Arena.
(Nevertheless, we spend 27 days of our finite life to farm him to 7* not because so that we can put him on a bench or have one more toon to do DS missions, but because we want a overall competent toon that can do well everywhere especially in Arena. Developer should never drastically alter the stats and abilities of the toons to make them not or less competent after we spend lots of time (weeks and months) of our life acquiring them, which I think is a definitely a violation.)