Thermal detonators need to be reworked

For such an intricate part of teams like jawas or the potential they have with bounty hunters they are far too unreliable and easily avoided or dispelled. These need to be either unable to be dispelled as a debuff or unable to be resisted to be viable. Maybe this comes in the way of a jawa zeta ability but right now wasting 2 turns for moderate damage from an ability that only sticks 50% of the time and can be cleansed at any moment is useless. Thoughts?

Replies

  • MrGrips
    521 posts Member
    I think the most exciting thing to do with detonators is make them "risky" (since they can be dodged, resisted, or cleansed) but with a worthy cost. Make them do more damage or inflict a powerful debuff like stagger or something. Then use characters like zam to help trigger them.

    Btw I think the devs changed the offense stats to give bonus potency to detonators. Should really help them land(?). And also worth noting, bounty hunter detonator teams arent too bad as they are anyway.
  • Are they really as bad as you say? Nudge that 50% down to 15-20% unless you're throwing them at the rancor. They're essential for jawas because scavenger can AoE pop them and inflict debuffs, and bounty hunters can have them popped one after another and have incredible potency for them to stick, so for these two teams that need them the two turns for damage is a moot point. They can't be countered and do more damage to high health toons (pretty much the two types of toons that you'd want to save for last). Every debuff other than zVaders dots can be cleansed.

    Obviously they aren't the greatest attack, but you guys are making it seem likes its Barris' basic. They are no where near as bad as everyone makes them out to be
  • ScotBott
    166 posts Member
    Totally agree with OP. Been running boba lead with zam and greedo and sometimes adding jawa e as he can add thermals every turn. They need a little more oomph...
Sign In or Register to comment.