My ideas for other character reworks

H_B0MBZ
292 posts Member
Alot of toons are in this game but are not receiving much love. I made these reworks to help some of the lesser used toons become viable again.

If you like any of these ideas please pass them along. Also if there is a specific character you would like me to rework please post it below.

Here we go!

CUP: (non lethal crowd control)-special: deal physical damage to all enemies with a 70% chance to inflict tenacity down for 2 turns.

(Non lethal specialist)-unique: CUP gains 30% potency. He gains 20%TM whenever he inflicts a negative status effect. In addition CUP also gains 30% potency for every negative status he has applied.

Why: CUP is slow and has low potency and no synergys. Being able to self buff potency and make his stun proc often will make up for his slow speed. Providing tenacity down will also help in giving his allies better chances to apply status effects as well. This way though he has no faction but now is viable in any faction.

ASAJJ: (strike fear)-special: dispel all positive effects from all enemies and all allies recover 25% of ASAJJ max health. ASAJJ recovers an additional 9% max health for each effect dispelled away, and has a 50% chance to remove 10%TM.

(Rampage)-unique : whenever an ally or enemy is defeated ASAJJ gains offense up, crit chance up and speed up. With 25% chance to gain 35%TM.

Why: assaj has the worst AI in the game. Giving her the ability to heal teammates will make her and her AI viable again. Also awarding her speed up on ally or enemy death will make her more deadly if left alone.

DARTH MAUL:(power of hatred)-unique: darth maul has 75% chance to revive with 50% health. On self revive Maul gains offense up,crit chance up and speed up.

Why: darth maul has lowest health and speed. He is probably the easiest toon to kill. Giving him a revive with bonus speed would actually give him a chance to become a nightmare, the way he should be viewed, and that of a cromium toon as well.

JKG:(2nd unique)- whenever a jedi falls below 50% health JKG will taunt for 1 turn.

Why: jedi are weak right now and have the most disadvantages. Giving jkg a taunt will perfectly tie in with her unique and offense down abilities. This will give jedi a nice edge and actually make jkg worth gathering shards for.

MAGNAGUARD:(electrostaff assault)-basic: deal physical damage with 60% chance to inflict offense down for 2 turns. If attack is evaded, magnaguards next attack does double

(Relentless assault)-unique: increase counter chance to 85%

Why: magnaguard has always been the weakest droid. He is slow and doesn't hit to hard. He has unique abilities that help him when his moves are evaded. Giving him double damage on evade works in perfectly with his move set and assures you that though he is slow each of his attacks will be deadly.

LOBOT:(calculated aggression)-basic: deal physical damage to target with 80% chance to inflict defense down. If enemy already has a negative status effect Lobot has a 55% chance to also to stun target.

(Optimize )-special : dispel negative status effect from all allies. Lobot, rebels and droids gain 15%TM for each effect dispelled away.

(Cloud computing )-leader: rebel and droid allies gain 28 speed and 15% potency

(Parallel processing )-unique : Lobot gains 10 speed and 5% tenacity for each droid or rebel ally.

GENERAL VEERS: (daring attack)-basic: deal physical damage to target enemy with 55% chance to give all empire allies speed up for 2 turns.

(Ruthless assault )-special : deal special damage to all enemies with a 55% chance to inflict ability block for 1 turn. This attack deals 5%more damage for every empire ally that is alive.

Why: veers is empires weakest link. Giving veers the chance to give his slow empire allies speed up is a huge plus. Also giving him a bonus to his AoE will turn it from lackluster to amazing.

What do you all think? Congrats if you made it through my long post.

Replies

  • Zombie961
    1819 posts Member
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    CUP; while I agree that he should mainly focus on applying debuffs and not doing much damage "non lethal takedown/crowd control" the part where he gets 30% potency for each debuff he does seems like a bit much I'd much rather just have him do a large variety of debuffs such as his AoE being similar to HK's where it can apply a variety of debuffs but a small chance to do each (stun, speed down, offense down, etc) and also taking a lot of punishment as they're stated to have been very tough "Coruscant cops in the underworld were known to be burly and hardened officers as they worked in the cutthroat environment of the planet's lower levels. They wore heavy leather and metal armor...to protect them from the many dangers they encountered from the criminal elements of the underworld,"
    Asajj; I agree with the speed up but I think if they don't buff up her speed maybe at least her damage
    Darth maul; absolutely agree I would also be in favor of a flat speed buff since it Doesn't make sence how he's the slowest in the game yet he's largely an evasion based character (both leader and unique grant evasion up)
    JKG; why not just tag it on to her current unique? That's what they did with Royal guard
    Magna guard; Magna guard is actually pretty good if you pair him with an HK lead and Jawa engineer, the top droid user on my server uses him and he's consistently in the top 20
    Lobot; while I do agree Lobot could use a buff/rework he seems to similar to ackbar, I do enjoy the basic rework but perhaps of a speed and tenacity up, maybe a potency and possibly offense up to go with with his cybernetics " but it allowed him to make quick calculations, and he used this ability to help Lando determine the risks of missions they underwent" and sinces he's calculating the odds perhaps a way to grant him and his allies foresight could work
    Veers; while I do like the additions added (although if he's speeding up his whole team with his basic the chance for it to go off should be lower) veers' main problem is that his stats are awful, he has one of (if not the) weakest AoEs in the game, mediocre health, a leader abilty that's a downgraded version of vader's and apart from his leader has 0 synergy with empire characters
  • H_B0MBZ
    292 posts Member
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    Zombie961 wrote: »
    CUP; while I agree that he should mainly focus on applying debuffs and not doing much damage "non lethal takedown/crowd control" the part where he gets 30% potency for each debuff he does seems like a bit much I'd much rather just have him do a large variety of debuffs such as his AoE being similar to HK's where it can apply a variety of debuffs but a small chance to do each (stun, speed down, offense down, etc) and also taking a lot of punishment as they're stated to have been very tough "Coruscant cops in the underworld were known to be burly and hardened officers as they worked in the cutthroat environment of the planet's lower levels. They wore heavy leather and metal armor...to protect them from the many dangers they encountered from the criminal elements of the underworld,"
    Asajj; I agree with the speed up but I think if they don't buff up her speed maybe at least her damage
    Darth maul; absolutely agree I would also be in favor of a flat speed buff since it Doesn't make sence how he's the slowest in the game yet he's largely an evasion based character (both leader and unique grant evasion up)
    JKG; why not just tag it on to her current unique? That's what they did with Royal guard
    Magna guard; Magna guard is actually pretty good if you pair him with an HK lead and Jawa engineer, the top droid user on my server uses him and he's consistently in the top 20
    Lobot; while I do agree Lobot could use a buff/rework he seems to similar to ackbar, I do enjoy the basic rework but perhaps of a speed and tenacity up, maybe a potency and possibly offense up to go with with his cybernetics " but it allowed him to make quick calculations, and he used this ability to help Lando determine the risks of missions they underwent" and sinces he's calculating the odds perhaps a way to grant him and his allies foresight could work
    Veers; while I do like the additions added (although if he's speeding up his whole team with his basic the chance for it to go off should be lower) veers' main problem is that his stats are awful, he has one of (if not the) weakest AoEs in the game, mediocre health, a leader abilty that's a downgraded version of vader's and apart from his leader has 0 synergy with empire characters

    Thank you for the suggestions they are very well thought out. I'm mostly stumped with lobot because he's a rebel but he does nothing that would help rebels and why would you choose lobot over Ackbar. Same goes with droids, why would you give up leader spot to him when hk47 and jawa egineer do his job better. Currently lobot doesn't have a spot on Either team and does need something special.
  • Gokan
    91 posts Member
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    Great suggestion. Now all that needs to happen is for ea to read this haha. But yeah these characters need buffs and more characters as well
  • Aero
    2972 posts Member
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    As an owner of a gear 10 Veers, I approve. Especially making his AOE dependent on his own team rather than the enemy.
  • Lisker
    69 posts Member
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    Oh how I would love a good reworked General Veers. I had an idea of reworking Boba Fett to have some Empire synergy sorta like Ploo koon with clones. He worked for the Empire in the movies, and even the comic books. I think it would be unique and fun.
  • Big_Boss
    2326 posts Member
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    Were is Boba?!?!? Lol please Boba needs it
  • Big_Boss
    2326 posts Member
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    @Boba_The_Fetter this man is insulting you he did not do a rework idea for Boba lol :joy:
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    Big_Boss wrote: »
    @Boba_The_Fetter this man is insulting you he did not do a rework idea for Boba lol :joy:

    Good reworks though. Im not the creative type, but anything is better than a little bit of turn meter on a finishing blow that boba will never get
  • H_B0MBZ
    292 posts Member
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    Big_Boss wrote: »
    @Boba_The_Fetter this man is insulting you he did not do a rework idea for Boba lol :joy:

    I would make a rework of Boba if you want. I already made one of night sister acolyte. I also made ones for old Ben and Dooku but didnt put them down due to the hate it would probably recieve.
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    1+
  • H_B0MBZ
    292 posts Member
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    Boba Fett: (execute)-basic: on critical hit Boba fett recieves 50%TM

    (Death from above)-special : deal physical damage to all enemies. Dispel all positive status effects with a 50%chance to cause buff immunity

    (Leadership ability )-unchanged

    (Mandalorian resolve )-unique : when above 50% health Boba has 30%more defense. When below 50% health Boba receives 30% more offense.

    Why: Boba is slow and doesn't hit hard. I switched his basic to help him attack more on crits which ties in perfect with his leadership ability.
    I made his AoE similar to that of b2s. Because Boba is so slow by the time he uses his AoE the other team will most likely have used all their specials making his AoE obsolete. Giving him the power to remove positive status effects will make sure his slow speed isn't a disadvantage. Lastly Boba revive unique is kind of what he's known for, but I think it doesn't fit his new move set, plus I always viewed mandalorians as warriors who got tougher the harder the challenge became. Because Boba has actually pretty low hp for a tank I think giving him 30%defense will make up for a little of that problem. Same goes for when Boba is weakened he will then hit harder making him a unit you won't want to leave til last.
  • Gravytrain0815
    154 posts Member
    edited July 2016
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    You're Darth Maul idea is the best I've seen.

    I wouldn't call it "Power of Hatred" but still good idea.

    Also I would say -10% revive chance each time he revived so we don't have a constant reviving high dps with speed boost going on forever. Lol.

    That would make him especially valuable on an old Daka team with the other night sisters.
  • H_B0MBZ
    292 posts Member
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    You're Darth Maul idea is the best I've seen.

    I wouldn't call it "Power of Hatred" but still good idea.

    Thank you very much, I just made a rework to Boba fett. Thanks for the support, I appreciate it.
  • medetec
    1571 posts Member
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    Might as well put this here.

    Ventress rework time. Since she is so slow, I wanted to give her a way to ramp up reliably while leaving her base speed unchanged. For this I needed a way to prevent her from just being punished for not being able to act until everyone else has already gone, thus the stealth mechanic. Also given how high her life steal is the heal on Strike Fear is redundant and causing her AI to glitch out, so I removed it entirely in favor of a more beneficial/interesting set of effects.

    Gear 8 switch Mk 4 A/KT Stun Gun for Mk 8 TaggeCo Holo Lens
    Gear 10 switch Mk 6 Chiewab Hypo Syringe for Mk 7 Nubian Security Scanner

    Cruel Strike
    Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns with a 35% chance to Stun for 1 turn.

    Strike Fear 3 turn cooldown
    Dispel all positive status effects and remove 40% Turn Meter from all enemies, then gain positive status effects for 2 turns based on the number of enemy effects dispelled. 1 dispelled: Advantage, 2 dispelled: Critical Damage Up, 3 dispelled: gain 100% Turn Meter.

    Rampage - rename

    Assassin
    Asajj begins the battle with 1 turn of stealth. Whenever any ally or enemy is defeated, Asajj Ventress gains 35% Turn Meter as well as Stealth, Offense Up and Critical Chance Up for 1 turn.
  • H_B0MBZ
    292 posts Member
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    medetec wrote: »
    Might as well put this here.

    Ventress rework time. Since she is so slow, I wanted to give her a way to ramp up reliably while leaving her base speed unchanged. For this I needed a way to prevent her from just being punished for not being able to act until everyone else has already gone, thus the stealth mechanic. Also given how high her life steal is the heal on Strike Fear is redundant and causing her AI to glitch out, so I removed it entirely in favor of a more beneficial/interesting set of effects.

    Gear 8 switch Mk 4 A/KT Stun Gun for Mk 8 TaggeCo Holo Lens
    Gear 10 switch Mk 6 Chiewab Hypo Syringe for Mk 7 Nubian Security Scanner

    Cruel Strike
    Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns with a 35% chance to Stun for 1 turn.

    Strike Fear 3 turn cooldown
    Dispel all positive status effects and remove 40% Turn Meter from all enemies, then gain positive status effects for 2 turns based on the number of enemy effects dispelled. 1 dispelled: Advantage, 2 dispelled: Critical Damage Up, 3 dispelled: gain 100% Turn Meter.

    Rampage - rename

    Assassin
    Asajj begins the battle with 1 turn of stealth. Whenever any ally or enemy is defeated, Asajj Ventress gains 35% Turn Meter as well as Stealth, Offense Up and Critical Chance Up for 1 turn.

    On basic maybe apply speed down instead od dan age over time. What do you think?

    Also her unique that applies stealth is something new that could also help with her slowness and it also fits into the night sister build along night sister acolyte. I think you got a good idea there.
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    Darth Maul idea is pure gold
  • medetec
    1571 posts Member
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    H_B0MBZ wrote: »
    medetec wrote: »
    Might as well put this here.

    Ventress rework time. Since she is so slow, I wanted to give her a way to ramp up reliably while leaving her base speed unchanged. For this I needed a way to prevent her from just being punished for not being able to act until everyone else has already gone, thus the stealth mechanic. Also given how high her life steal is the heal on Strike Fear is redundant and causing her AI to glitch out, so I removed it entirely in favor of a more beneficial/interesting set of effects.

    Gear 8 switch Mk 4 A/KT Stun Gun for Mk 8 TaggeCo Holo Lens
    Gear 10 switch Mk 6 Chiewab Hypo Syringe for Mk 7 Nubian Security Scanner

    Cruel Strike
    Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns with a 35% chance to Stun for 1 turn.

    Strike Fear 3 turn cooldown
    Dispel all positive status effects and remove 40% Turn Meter from all enemies, then gain positive status effects for 2 turns based on the number of enemy effects dispelled. 1 dispelled: Advantage, 2 dispelled: Critical Damage Up, 3 dispelled: gain 100% Turn Meter.

    Rampage - rename

    Assassin
    Asajj begins the battle with 1 turn of stealth. Whenever any ally or enemy is defeated, Asajj Ventress gains 35% Turn Meter as well as Stealth, Offense Up and Critical Chance Up for 1 turn.

    On basic maybe apply speed down instead od dan age over time. What do you think?

    Also her unique that applies stealth is something new that could also help with her slowness and it also fits into the night sister build along night sister acolyte. I think you got a good idea there.

    Speed down seems fine, and actually synergies pretty well with stun if it lands. Basically, I felt like her basic needs a little bit extra something given how infrequently she gets to act in most cases. I originally chose a DoT for some mild synergy with Talia, though maybe speed down is better.

    But yeah, the reworked Rampage (Assassin) was the key to it for me at least, letting her survive to use her other abilities and better represent her character from the Clone Wars series without adjusting her base speed.
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    Fun stuff OP. Like the Ventress rework too.
  • Zombie961
    1819 posts Member
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    Going back to boba for a second something I'd recemended is changing the animation for one of his attacks, his basic is he shoots his wrist rocket while his AoE is launching himself in the air to shoot his wrist rocket, it always bugged me (amongst other things) he has his blaster and all his other tools but only uses his wrist rockets
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    Big_Boss wrote: »
    @Boba_The_Fetter this man is insulting you he did not do a rework idea for Boba lol :joy:

    Good reworks though. Im not the creative type, but anything is better than a little bit of turn meter on a finishing blow that boba will never get

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/43266/buff-boba#latest
    You're welcome
    BECAUSE I'M BATMAN - me
  • Options
    Big_Boss wrote: »
    @Boba_The_Fetter this man is insulting you he did not do a rework idea for Boba lol :joy:

    Good reworks though. Im not the creative type, but anything is better than a little bit of turn meter on a finishing blow that boba will never get

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/43266/buff-boba#latest
    You're welcome

    Oh thats a pretty cool idea. I love the flamethrower attack!
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