This is one of the only ship mechanics I enjoy personally. I find that it adds another layer of strategy as there's a ticking time bomb you're battling against (especially true in the case of fights versus Mace). And I think it'll help shake up a meta still overly reliant on first turn moves.
I highly doubt they'll ever rebalance existing characters to have abilities that start on cooldown, but they can certainly introduce it for future toons. It'll also naturally be helpful to tanky teams that can be expected to keep everyone alive for several turns (Empire, Jedi, Jyn Rebels). Just for example, lets introduce Mother Talzin and give her the Witch's Revenge ability, which will heal everyone up to full health and protection and then deal damage to the enemy team based on how much was healed.
An alternative would be especially powerful attacks that require a charge up sequence of a turn or two, that could be interrupted through certain debuffs such as stun or daze. This would be the perfect ability for a droideka - it'll gain defense up and evasion up for a turn as it rolls out and then unleash a devastating barrage.
Post your best ideas in the thread, and lets try to make 2017 SWGOH a bit more dynamic!
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Reason this works in ship battles is that you cant target mace
If people know someone is a time bomb Wiggs will take care of it long before it goes off.
Why not for kylo they add something along these lines
Special: blind rage
This ability starts on cool down (2) Deal physical damage to target toon that does +20% damage for each passed turn before using this ability. If target toon is killed deal 50% of that damage to another target toon and also take 50% damage.
How is this mechanic different that typical anti-wiggs/lando/anakin/rey strats?
With all those toons people build strats on how to kill them before they can use their specials (or reduce damage).
One big downside to countdown abilities is the characters would be severely limited in Arena which everyone seems to judge most characters against. Most matches don't last long enough, maybe with Chaze that will change but /shrug.
I know another game, now gone, that had a character like this. However, with him, you only got to have him and your character, for a 2v3, so he was never used since his "has a large health pool" was null in PvP, the only place it'd be useful.
Actually you know nothing.
@OP +1
Savage Opress Overpower special: this attack does massive damage and can't be evaded (at ALL health and protection levels). This special begins on a cool-down (3-4 turns maybe).
This would give incentive to attack Savage and not leave him for last (like we all do), and would make great use of his TM-gaining unique
We're actually bounty hunters now.
Do or do not there is no try: starts on cool down for 3 turns. All allies gain 100% TM tenacity up offense up and crit chance.
Yoda's unique: when damaged Yoda heals 15% of his teams remaining health.
Ability starts on cooldown for 4 turns: Luke revives STH to full health and protection even is STH has been defeated. STH gains 100% TM and resets all cool downs.
Who will come next?
I recon we'll see a fair few maybe a Darth Revan cooldown move
Lol @ all the people saying this was a bad idea, and now it has been done.
*CD can be increased by CLS/Red 5 attack.
Absolutely broken. He's already a pain to Finish, and you want to make him a higher priority than the other broken sith on his team, DN? Terrible idea.
To take it to another level give mother talzin a unique (zeta) that recovers 75% of dmg received before her witchs revenge is used and 25% of that is given to all nightsister allies.
Abilities that start on cooldown have already been introduced so trying to deny this is ignorance, its gonna happen. Furthermore it most certainly adds strategy and depth to the gameplay.
Well, Rezzing always was Nightsister's main gimmick.