Character Strategy-Nightsister Reworks

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Replies

  • Kozispoon
    3245 posts EA Staff (retired)
    Hmm! Seems there was a smidge from Asajj's basic that was ovrlooked- and no wonder, its so wee. I'll be updating the original post.

    Here’s the missing bit from the Asajj section.

    Basic: Cruel Strike
    • Deal Physical damage to target enemy with a 50% [up from 35%] chance to Stun for 1 turn.
    Thank you for your patience 8D Forum Guidelines
  • Teague wrote: »
    When is this going live? And how do we get Talzin?

    As a full 7 stat NS owner, I'm quite excited!!

    7f7.gif

    We should have more details with our next game update. Based off the feedback from players with previous events, we hope to address as many questions as we can to set all of you up for spoopy success.

    <3
  • Teague wrote: »
    When is this going live? And how do we get Talzin?

    As a full 7 stat NS owner, I'm quite excited!!

    7f7.gif

    We should have more details with our next game update. Based off the feedback from players with previous events, we hope to address as many questions as we can to set all of you up for spoopy success.

    Am I detecting a Halloween Event for Mother Talzin and Nightsisters?
  • You should also add seperatists to ventress leader ability to give them synergy and maybe daze the primary target on her aoe because just defense down is ehh
  • SnakesOnAPlane
    4363 posts Member
    edited October 2017
    So basically in a nutshell: The NS rework is just as amazing as the Empire Trooper rework. Typical awesome update from CG, all while still delivering excellent customer service. I don’t know how they do it?! :D

    P.s. I’ve spent 30k with this game. Rich people’s lives matter! :p
    SnakesOnAPlane
  • The whole point of the new Dots is to work well with Mother Talzin Lead where Nightsister’s gain 5% turnmeter whenever an enemy resists a Dot. It might not see useful at first glance, but is very helpful.
  • Smapty
    1260 posts Member
    So basically in a nutshell: The rework is just as bad as the Empire Trooper rework, and MT is the only worthwhile character out of them still. Typical awesome update from CG, all while still delivering excellent customer service. I don’t know how they do it?! :D

    P.s. I’ve spent 30k with this game. Rich people’s lives matter! :p

    @SnakesOnAPlane It remains to be seen...
    The synergy of a full NS squad could be pretty irritating to battle... lots of TM manipulation, healing, resurrections & assists.
    I thought the lack of a taunting tank might hinder them but honestly with all the potential resurrects I think it won't even matter... Maybe even make them more frustrating once you start killing them off...
    I'm sure it can be beaten on defense just like anything else but I think it's going to be a pretty annoying team when maxed out

    Trooper rework wasn't all that bad... especially compared to where they were previously. They still are pretty fun and although they aren't a "top tier" team they can do well in some aspects of the game. Their biggest issue is the lack of a cleanse & dispel... both of which the nightsisters have available...

    I'm gonna throw some resources at the nightsisters and see how they fare... they certainly look interesting with this rework and the addition of Talzin

    (P.S. I'm right up there with you on money spent in this game... you can't take it with you right?)
  • Anavel_Gato
    371 posts Member
    edited October 2017
    You can still field one or two strong arena characters with execute power to block the rezzing. Thinking top tier death trooper, DN, maybe boba. Used efficiently (like on Talzin, Daka) could blow a massive defensive hole open.

    Also, Asajj still doesn't seem powerful enough. It's late so I may not have all the adjusted stats right in my head. If she's still bottom 5 base speed, even the TM gain synergy may not be enough. Seems like, to be most effective and stay buffed she NEEDS the other NS to keep dying (and rezzing) to get most TM gain and buffed dmg.
  • Seems that the only move that didnt get touched was Talia's leader, which is strange considering that Dakas did (50% hp is no joke, but underwhelming compared to Asajj and Talzin no?)
  • MmoProNick
    244 posts Member
    edited October 2017
    Also, can someone explain why Acolytes desc. Says she has "some enemy debuffing" when she inflicts no debuffs at all? Another issue is that Talia doesnt have cooldown info stated, would be awesome if the cooldown of her heal got reduced (5 turns is just a tad ridiculous)
  • SolidStripes
    580 posts Member
    edited October 2017
    MmoProNick wrote: »
    Also, can someone explain why Acolytes desc. Says she has "some enemy debuffing" when she inflicts no debuffs at all?

    I'm guessing it was considered at the time that her cleanse "debuffs" enemies. Like defense down on allies is similar to offense up on enemies.
  • Just a minor point. For anyone who is color blind, green (or red) text looks almost exactly the same as black (it appears as grey). In the future, please consider using italics, bold or simply brackets to denote changes. Thanks.
    In game name: Lucas Gregory FORMER PLAYER - - - -"Whale blah grump poooop." - Ouchie

    In game guild: TNR Uprising
    I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
    *This space left intentionally blank*
  • Smapty wrote: »
    I'm gonna throw some resources at the nightsisters and see how they fare... they certainly look interesting with this rework and the addition of Talzin

    (P.S. I'm right up there with you on money spent in this game... you can't take it with you right?)

    @Smapty, so true! Good stuff.

    SnakesOnAPlane
  • Hello everybody. A quick intro, and then I'd like to answer a few questions for y'all.

    I'm a Game Balance Specialist here at EACG (yes, we actually do attempt to balance the game before new characters and game modes are introduced). I love my job here at CG, and the GBS team works hard alongside the designers to make this the best game we possibly can. I'm glad so many of you love it as much as we do.

    Now onto those questions:
    • Also, since plague is removed when a character reaches full life, if someone like CLS uses an ability that both heals and debuffs, does the heal occur first, thus removing plague and allowing the other debuffs to be removed, or does the debuff happen first, fail, and then the heal happens which removes only the plague debuffs?
      If the healing comes from health steal, it will not heal until after the attack deals damage. So in the case of R2’s Combat Analysis Zeta’d health steal mechanic, only Plague would get cleansed after a critical hit tops off the character’s health. For abilities like Ackbar’s cleanse/heal, it cleanses first, then heals (because a conditional in the augment of the heal is based on number of debuffs cleansed). So Plague will be the only debuff cleansed. Captain Han’s heal is similar in that it cleanses first, then heals (in order to get around Healing Immunity and Shock).
    • Talia's Harrowing Assault says that if she's not at full health when she uses it, she immediately uses Draining Strike. Since that is her basic, am I to understand that, that would proc a res/assist from Mother Talzin's lead?
      Talia’s Harrowing Assault, when used below full health, will trigger Talzin’s leader ability for a revive assist.
    • Also, on Talia's Water of Life ability, you've highlighted the part that says that other allies gain 30% turn meter, but her ability already currently provides 30% tm to other allies? Was this changed to something other then 30%, or should that part not have been highlighted?
      The 30% Turn Meter is unchanged; it should not be highlighted.
    • On Asaaj's ability 'Strike Fear' you marked the 3 turn cooldown in green, but that ability already has a 3 turn cd?
      Asajj’s Strike Fear cooldown has not been adjusted. It is still a 3 turn cooldown.
    • Was that CD changed to 2, or 4, or is it staying the same and just shouldn't have been highlighted?
      See above.
    • What happens if Ahsoka gets plague? Does she just die?
      Ahsoka Tano (Fulcrum) cannot dispel Plague (or other debuffs while Plague is on her), so she does not take 10% damage from her unique. Instead, Plague does 5% damage (per stack) directly to health on affliction and at the start of her turn. If at some point she is fully healed, she will lose all stacks of Plague and her unique will kick in to dispel the remaining debuffs at the end of the current turn.
    • What about unique debuffs like Fracture? If someone is both Plagued and Fractured, does this mean they won't lose Fracture when Thrawn takes his next turn?
      Plague does not prevent debuffs from expiring naturally after their duration has run out, or from other expiration mechanics, such as Fracture. Plague only prevents the “Dispel” effects from allied abilities. Fracture will expire when Thrawn’s next turn begins.
  • If Mother Talzin will arrive swgoh and all abilities of the Nightsisters will be changed, I hope EA will bring to us more Nightsisters, e.g.:
    • Karis: https://swgoh.gg/characters/karis/
    • Naa'leth:
    https://swgoh.gg/characters/naaleth/
    http://starwars.wikia.com/wiki/Naa'leth
    (you know both of the assassination with Asajj Ventress to Count Dooku alias Darth Tyranus):
    https://www.youtube.com/watch?v=yyiDDQYPUIs
    • Luce: https://swgoh.gg/characters/luce/

    and some (undead) Nightsister Zombies to Halloween:
    https://www.youtube.com/watch?v=WyXPiysXY7E
  • Hello everybody. A quick intro, and then I'd like to answer a few questions for y'all.

    I'm a Game Balance Specialist here at EACG (yes, we actually do attempt to balance the game before new characters and game modes are introduced). I love my job here at CG, and the GBS team works hard alongside the designers to make this the best game we possibly can. I'm glad so many of you love it as much as we do.

    Now onto those questions:
    • Also, since plague is removed when a character reaches full life, if someone like CLS uses an ability that both heals and debuffs, does the heal occur first, thus removing plague and allowing the other debuffs to be removed, or does the debuff happen first, fail, and then the heal happens which removes only the plague debuffs?
      If the healing comes from health steal, it will not heal until after the attack deals damage. So in the case of R2’s Combat Analysis Zeta’d health steal mechanic, only Plague would get cleansed after a critical hit tops off the character’s health. For abilities like Ackbar’s cleanse/heal, it cleanses first, then heals (because a conditional in the augment of the heal is based on number of debuffs cleansed). So Plague will be the only debuff cleansed. Captain Han’s heal is similar in that it cleanses first, then heals (in order to get around Healing Immunity and Shock).
    • Talia's Harrowing Assault says that if she's not at full health when she uses it, she immediately uses Draining Strike. Since that is her basic, am I to understand that, that would proc a res/assist from Mother Talzin's lead?
      Talia’s Harrowing Assault, when used below full health, will trigger Talzin’s leader ability for a revive assist.
    • Also, on Talia's Water of Life ability, you've highlighted the part that says that other allies gain 30% turn meter, but her ability already currently provides 30% tm to other allies? Was this changed to something other then 30%, or should that part not have been highlighted?
      The 30% Turn Meter is unchanged; it should not be highlighted.
    • On Asaaj's ability 'Strike Fear' you marked the 3 turn cooldown in green, but that ability already has a 3 turn cd?
      Asajj’s Strike Fear cooldown has not been adjusted. It is still a 3 turn cooldown.
    • Was that CD changed to 2, or 4, or is it staying the same and just shouldn't have been highlighted?
      See above.
    • What happens if Ahsoka gets plague? Does she just die?
      Ahsoka Tano (Fulcrum) cannot dispel Plague (or other debuffs while Plague is on her), so she does not take 10% damage from her unique. Instead, Plague does 5% damage (per stack) directly to health on affliction and at the start of her turn. If at some point she is fully healed, she will lose all stacks of Plague and her unique will kick in to dispel the remaining debuffs at the end of the current turn.
    • What about unique debuffs like Fracture? If someone is both Plagued and Fractured, does this mean they won't lose Fracture when Thrawn takes his next turn?
      Plague does not prevent debuffs from expiring naturally after their duration has run out, or from other expiration mechanics, such as Fracture. Plague only prevents the “Dispel” effects from allied abilities. Fracture will expire when Thrawn’s next turn begins.

    These kind of responses are what the community love to see! Honest, straight forward communication. Thank you so much ChowdaTots! Hope to see more responses from you in the future! Great to hear about yur job as well! See you on the forums!
  • @CG_ChowdaTots man I loved that response, I just hope it becomes something more frequent, I know many people here just posts random stuff and complains without any constructive comment or real doubts but those that can be important, pls take the time to answer them, just like you did (Y)
  • @CG_ChowdaTots
    What about passive dispels on stealth? Will ally just stealth and keep debuffs? Would this break stealth if debuffs cannot cleanse? Will it cause a bug?
  • STRIKEBOMB
    1232 posts Member
    edited October 2017
    I'm a Game Balance Specialist here at EACG (yes, we actually do attempt to balance the game before new characters and game modes are introduced).

    I want to beleive that, I really do, but then I remember times where Commander Luke was around 80% of all teams used in arena at the top 50 or so. And then I think to myself "how could they have possibly thought this was balanced in any way?"
  • You can still field one or two strong arena characters with execute power to block the rezzing. Thinking top tier death trooper, DN, maybe boba. Used efficiently (like on Talzin, Daka) could blow a massive defensive hole open.

    Also, Asajj still doesn't seem powerful enough. It's late so I may not have all the adjusted stats right in my head. If she's still bottom 5 base speed, even the TM gain synergy may not be enough. Seems like, to be most effective and stay buffed she NEEDS the other NS to keep dying (and rezzing) to get most TM gain and buffed dmg.

    +speed from a NS leader ability plus up to 75 speed based on enemy buffs means she can be super fast.
  • scuba
    14034 posts Member
    You can still field one or two strong arena characters with execute power to block the rezzing. Thinking top tier death trooper, DN, maybe boba. Used efficiently (like on Talzin, Daka) could blow a massive defensive hole open.

    Also, Asajj still doesn't seem powerful enough. It's late so I may not have all the adjusted stats right in my head. If she's still bottom 5 base speed, even the TM gain synergy may not be enough. Seems like, to be most effective and stay buffed she NEEDS the other NS to keep dying (and rezzing) to get most TM gain and buffed dmg.

    +speed from a NS leader ability plus up to 75 speed based on enemy buffs means she can be super fast.

    Yeah @Anavel_Gato 194 - 209 starting speed with out mods. She will be pretty kitten fast. Add in 50% stun chance on basic and potency boost from MT she looks like will have a great boost with MT lead
  • scuba wrote: »
    You can still field one or two strong arena characters with execute power to block the rezzing. Thinking top tier death trooper, DN, maybe boba. Used efficiently (like on Talzin, Daka) could blow a massive defensive hole open.

    Also, Asajj still doesn't seem powerful enough. It's late so I may not have all the adjusted stats right in my head. If she's still bottom 5 base speed, even the TM gain synergy may not be enough. Seems like, to be most effective and stay buffed she NEEDS the other NS to keep dying (and rezzing) to get most TM gain and buffed dmg.

    +speed from a NS leader ability plus up to 75 speed based on enemy buffs means she can be super fast.

    Yeah @Anavel_Gato 194 - 209 starting speed with out mods. She will be pretty kitten fast. Add in 50% stun chance on basic and potency boost from MT she looks like will have a great boost with MT lead

    Cool. Didn't she get some stat boosts like a year ago? She was a slug back on release.

  • @CG_ChowdaTots i fell in love with you.

    can we please get THIS KIND of responses much more often ?
  • Thanks, errybuddy for the warm welcome! Always happy to answer questions that don't violate NDA or give away too much gameplay. Remember, part of why you love this game is likely because you've figured out certain synergies or strategies for yourself. Search your feelings...You know it to be true!

    So, I'll try to walk the line of being helpful, but also not giving away too much. As my dad and a thousand other dads before him used to say while eating a slimy can of sardines, "Give a person a fish, and they eat for a day. But, if you teach a person to fish, they'll eat for a lifetime. Unless all the fish die off...I hadn't really considered that. Also, if you eat a lot of fish, you might get fish breath and that's gross, so maybe just avoid people all together." Something like that. I can't remember, because I was mostly focused on his disgusting fish breath.

    Now, back to more questions:
    • question about talzins leader zeta (i never saw it so if it was asked already sorry)." a random defeated Nightsister ally is revived with 50% Health and called to Assist" if nihilus annihilated a nightsister can they come back for the assist attack only (wont revive of course) or are they s1000% dead and cant come back for that assist?
    Once a character has been Annihilated, there ain't no comin' back. Not even for lil bit to Assist and then die again. The only way around this would be if a character had something in their kit that specifically stated a Revive cannot be prevented. I don't know of any characters in our game that have that ability, because none of them are zombies. I guess Maul has been "dead" and came back, but I digress. The short answer is "no."

    • and for nightsisters- What about passive dispels on stealth? Will ally just stealth and keep debuffs? Would this break stealth if debuffs cannot cleanse? Will it cause a bug?
    Plague makes it so that nothing gets dispelled unless the affected unit is healed to full health first. Then plague falls off, then the unit can be dispelled. I'm not gonna get into what might break or cause bugs, because that's QA's job.
  • Will there be any synergy with Ashoka?
  • Sad that the Nightsisters are going to 100% follow in line with the Ewoks... We get them at 3* for basically free and no farming is needed. Then we have to wait 4 months to get them to where we could actually use them in the modes that require 7* which is pretty much all of them that we are in.

    There is the reason they haven't announced anything... cause they will be super easy to get and useless for 4 months...

    :(
  • MatadorBID
    1 posts Member
    edited October 2017
    Leader: The Great Mother
    Nightsister allies have +50% Potency and +30 Speed. When a Nightsister ally uses a Special ability, they inflict Plague on the selected target for 3 turns, which can't be Evaded. When an enemy Resists a detrimental effect, Nightsister allies gain 5% Turn Meter.
    (ZETA): When a Nightsister ally uses a Basic ability during their turn, a random defeated Nightsister ally is revived with 50% Health and called to Assist, then the revived ally is immediately defeated unless an enemy was defeated (the revived ally can't be revived by this effect again until the end of the next turn)

    Does this passive res-assist affect star rating on mission completion like other rezzes? I wish a 3 star rating only depended on the number of allies left at the end of the battle instead of the same character being resurrected twice dropping it to a 1 star rating.
  • scuba
    14034 posts Member
    MatadorBID wrote: »
    Leader: The Great Mother
    Nightsister allies have +50% Potency and +30 Speed. When a Nightsister ally uses a Special ability, they inflict Plague on the selected target for 3 turns, which can't be Evaded. When an enemy Resists a detrimental effect, Nightsister allies gain 5% Turn Meter.
    (ZETA): When a Nightsister ally uses a Basic ability during their turn, a random defeated Nightsister ally is revived with 50% Health and called to Assist, then the revived ally is immediately defeated unless an enemy was defeated (the revived ally can't be revived by this effect again until the end of the next turn)

    Does this passive res-assist affect star rating on mission completion like other rezzes? I wish a 3 star rating only depended on the number of allies left at the end of the battle instead of the same character being resurrected twice dropping it to a 1 star rating.

    It doesn't drop. It shows it at the end of the battle but if you look at the board you get 3*
  • Ruivussan
    310 posts Member
    edited October 2017
    Edit: Nevermind.

    Have a nice day!
  • Super glad they posted clarifications in this thread.
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