Please address potency issues for those characters who require it to be effective. 0-15% just isn't acceptable when a character specializes in debuffs. This is why many characters are un(der) used. Waiting for gear level x just isn't feasible for most players.
Those who immediately come to mind are
Magmatrooper (7%)
Grand Moff Tarkin (9%)
First Order Tie Pilot (0%)
Darth Sidious (0%)
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Replies
That's an idea, as long as all abilities don't work all the time.
That's why they all still have % chances to proc. But upon triggering, everything should have the same chance to actually stick.
I'd be okay with this. Same chance to stick, but tenacity would need to be looked at to ensure balance. You shouldn't be able to resist everything and hit like a Mack truck.
Yes, this should be looked at as well. I think character buffs and leader abilities affecting potency/tenacity could stay too, just remove one, or both abilities from gear.
+Anikin, +Plo Koon
Potency is screwing so many toons' viability.
This list is great:
But I also want to add Nute Gunray.
His bomb never lands because of his silly low Potency.
These characters are basic attack toons. Using their specials is a waste of a turn, because the abilities never land.
Most agreed on comment was probably Darthjay77.. I never understood why abilities had a percent chance to occur only to get screwed over by potency