Well, I come to you again, wise sages of the forum. I wish to see more character diversity, and so I have dedicated a half hour of my life that I will never get back to this thread. It's another one of those "buff these toons" threads, this one featuring Mace Windu, and the lowly Jedi Knight Guardian. Two characters I don't even own. Devs seriously, if you actually read these, feel free to send me a pm saying nice job Escape, you're so cool escape! Or well, I'll settle for a thumbs up emoji in the comments! Or any comment
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Alright, let's get started with Jedi knight guardian currently the most useless Jedi.
Jedi Knight Guardian - She has very high health, and middling speed, it's currently 86, I'd like to see it hit 100.
Basic Ability: Deal physical damage to target enemy, with a 50 percent chance to inflict offense down and a 60 percent chance to inflict ability block. Deals 10 percent more damage
Special ability 1: Deal physical damage to all enemies with a 40 percent chance to stun. Two turn cool down. Does about 3,000 damage compared to the 2,100 right now(according to swgoh.gg, great site).
Special ability 2: Taunt for two turns, and gain tenacity up for two turns.
Unique ability: Gain 5 percent hp and speed for each other living Jedi ally and defense up and speed up while affected by any negative effects.
Mace Windu - my favorite toon character in the show, however I don't own him because he's poo.
Basic Ability: Deal physical damage to target enemy. If mace is above 50
percent health, increase the damage of this move by 50 percent. If Mace is below 50 percent health mace gains 70 percent of the damage done as health. This attack now deals 10 percent more damage.
Special ability: Mace windu dispels all positive buffs on the target, and inflicts evasion down, and exposes the target.
Special Ability 2: Inflict unavoidable damage to the target with an additional 50 percent chance of a critical hit. 3 turn cool down.
Leader ability: Jedi allies gain 15 percent health, and 10 percent critical chance, and half that for all other allies. Jedi's recover 5 percent health each time they inflict a critical hit.
Unique Ability: Shatterpoint! A cool guild I hear; Mace windu has a 70 percent chance to gain speed up, and 40 percent chance to gain offense up at the start of each of his turns. If any sith enemies are present Mace windu has a 80 percent chance to expose one of them. He does not however expose random enemies anymore..
But yeah that's it guys, two toons reworked. They're currently both a laughing stock and the bud of a good portion of my jokes. However with this rework, Mace windu will be feared in the arena and Jedi knight guardian can play a support role on Jedi teams. Let me know what you guys think.
@EA_Jesse, this is totally easy and fun, I'm sure you guys can do this for all the bad toons... right?
TL;DR - Mace windu and Jedi knight guardian become a lot better and very useful but still can be put in check by Count Doodoo and friends.
@CG_JohnSalera @CG_NotReallyAJedi@CG_Kozispoon @CG_Conduit23
Replies
Don't really have much of an opinion on Mace Windu. Sounds good, though!
- there would be a 40 percent chance to activate the stun,
Then there would be a potency vs tenacity battle and with that would be the chance of it being resisted or inflicted.
But yeah 30 percent is probably better, however I feel no one reads these it's too long lol.
Aoe stun on jkg would be quite strong because she has high potency. That and a taunt might be too much. What if, instead of the taunt ability, all damage dealt to jedi was split evenly between the jedi and jkg. Might be a different way to "taunt".
I think mace looks far too strong. With Anakin lead it looks like he'll hit like a freight train the size of two reys. Obviously without the ability to play test I can't know for sure, though.
I hope your post stays up a while. I've made long posts before that literally no one responded to. Not fun.
Edit: Added Plo Koon.
Mace is really really bad bro. There is no reason whatsoever to use him over Qui gon.
But, that being said, the gap between the fastest and slowest characters in the game is far too big. The fastest can stay at 160+, but the slowest should be somewhere in the 110 range. There's no reason for Rey to be taking twice as many turns as JKG.
Unfortunately, going off recent history of making some generic characters better than our heroes, it would not surprise me if they make JKG one of the most important toons in the game before ever looking at Plo Koon or Kit Fisto
Agreed on the aoe. 40% stun every 2 turns and 3k damage on top seems op. But at the same time all the new pay toons they've been reworking are way more op than that, so idk.
Mace I like. You have some good ideas for him. I think you missed on his leader ability though. He has a good lead ability, he just needs the numbers upped and half applied to other allies.
As for his basic, I think he needs much much more than a 10% damage increase. The whole point is for him to be a high pressure tank that hits really hard with high HP and heals when low, making enemy want him dead quick.
The problem of his basic is that they set his damage as if the 50% boost is always there. So now when he goes below 50% HP he hits so soft that he barely heals. Anakin currently hits harder than Mace does when he has full HP. How does that make sense?
His base damage needs to be set to where it is now when he has the 50% bonus damage and that would fix his basic
Mostly so I won't feel dumb after I finish maxing him and never use him.