CG_SBCrumb wrote: »Hi Holotable Heroes,
We are finally ready to launch the changes to zFinn in the next update. Previously, I mentioned that we found some additional issues since Tophat’s last post around zFinn’s kit and that we would need to take another pass to fix the infinite loop in Phase 3 of the Sith Raid with zFinn and C-3PO. We had shared a possible solution earlier, but while the changes TopHat discussed prevented infinite loops in Phase 3, in further testing we realized we inadvertently added a new trivializing loop to Phase 1, so we have made some additional changes from the reworked kit you originally saw here.
In order to address the Phase 1 problem, we needed to make more extensive changes, which we feel impacted Finn’s core identity. For that reason, we will be refunding the materials spent to upgrade his leader ability. Whatever you personally invested in Finn’s Leader ability will be refunded (with the possibly confusing “we are sorry for the inconvenience” generic message) to your inbox.
These changes took a while for us to finalize and thoroughly test, so thank you all for your patience. We feel we have landed on a set of changes that keep Finn as a strong character while removing the infinite loop from the Sith Raid. Hopefully our continued communication on the issue helped you plan ahead appropriately and understand the diligence the team has undertaken to solve this interaction.
Stay tuned for the update notes coming later this week!
Finn’s Reworked Kit:
Final changes highlighted in green
Basic - Crack Shot
Description: Deal Physical damage to target enemy. This attack deals 2% more damage for each time the target has been struck by it (max 20%).Final Text: Deal Physical damage to target enemy. This attack deals 10% more damage for each time the target has been struck by it (max 100%).
- Upgrade 1: +5% Damage
- Upgrade 2: +15% Damage
- Upgrade 3: +5% Damage
- Upgrade 4: +3% More Damage
- Upgrade 5: +5% Damage
- Upgrade 6: +5% Damage
- Upgrade 7: +15% Damage and +5% More Damage
Changes: Lowered the scaling damage (down from 20%). Capped the amount the damage can be scaled (100%).
Special 1 – Hold the Line
Note: No changes since last version.
(Cooldown changed to 3 turns base)
Description: All Resistance allies recover 5% Health and Protection. Finn gains Advantage, Defense Up, and Taunt for 2 turns, and dispels all debuffs from all allies.
Final Text: All Resistance allies recover 20% Health and Protection. Finn gains Advantage, Defense Up, Taunt, and Determination for 2 turns, and dispels all debuffs from all allies.
- Upgrade 1: +1% Health and Protection recovery
- Upgrade 2: +2% Health and Protection recovery
- Upgrade 3: +2% Health and Protection recovery
- Upgrade 4: +2% Health and Protection recovery
- Upgrade 5: +3% Health and Protection recovery
- Upgrade 6: +5% Health and Protection recovery
- Upgrade 7: Finn gains Determination for 2 turns
Determination: Whenever any other Resistance ally falls below 50% Health, Determination expires and Finn Taunts for 2 turns. If that ally was Taunting, it is dispelled. When Determination expires, Finn gains Retribution for 2 turns.
Special 2 – Takedown
(No changes to cooldown)
Description: Deal Physical damage to target enemy with a 70% chance to Expose them for 2 turns and a 70% chance to Stun them for 1 turn.Final Text: Deal Physical damage to target enemy, Expose them for 2 turns, and Stun them for 1 turn. This attack deals 50% more damage for each time the target has been struck by it (max 500%).
- Upgrade 1: +5% Damage
- Upgrade 2: +15% Expose and Stun Chance
- Upgrade 3: +5% Damage
- Upgrade 4: +5% Damage
- Upgrade 5: +15% Expose and Stun Chance
- Upgrade 6: +20% Damage
- Upgrade 7: This attack deals 50% more damage for each time the target has been struck by it (max 500%)
Changes: Lowered the scaling damage (down from 60%). Capped the amount the damage can be scaled to (500%). No longer does double damage to Raid Bosses.
Leader - Balanced Tactics
Description: Resistance allies have +30% Defense, Offense, and Potency, and other allies have half that amount.Final Text: Resistance allies have +60% Defense, Offense, and Potency, and other allies have half that amount. If an enemy is damaged by a Resistance ally, for each Expose on them: That enemy loses 5% Turn Meter for each Resistance ally, all Resistance allies gain 3% Turn Meter for each Resistance ally, and their cooldowns are reduced by 1.
- Upgrade 1: +5% Defense, Offense, and Potency
- Upgrade 2: +5% Defense, Offense, and Potency
- Upgrade 3: +5% Defense, Offense, and Potency
- Upgrade 4:+5% Defense, Offense, and Potency
- Upgrade 5: +5% Defense, Offense, and Potency
- Upgrade 6: +5% Defense, Offense, and Potency
- Upgrade 7: If an enemy is damaged by a Resistance ally, for each Expose on them: That enemy loses 5% Turn Meter for each Resistance ally, all Resistance allies gain 3% Turn Meter for each Resistance ally, and their cooldowns are reduced by 1
Changes: Zeta triggers for each instance of Expose on an enemy.
Replies
Nerfing is fine.
Only if you have low level C3p0...and that will probably get fixed soon.
Point is..not a huge deal.
True.. But they refuse to admit that terrible raid design and lack of internal testing with 3POs release brought us to this point. Finn wasn't able to solo phase 3 before the release of 3PO, all of a sudden once 3PO is introduced Finn can solo phase 3. Almost seems like 3PO is the problem don't you think? Since he was a P2P toon though they cant nerf 3PO so they hide behind the claims that Finn is the only problem.
Raid design is fine...you can't anticipate every interaction. C3p0 is a new toon..makes more sense to nerf the old one that is hardly used anymore.
Idk if the language is tongue in cheek or for legality reasons.
At least the zeta is being refunded.
Still dont like it.
Ah yes and that is a great fix because it's not like CLS can also solo phase 3 using a very similar team..
And you're right, they cant anticipate every interaction. Maybe they should have some sort of program where a certain group of players get to test out the new characters and theory craft for an issues. You could even call them game changers if you wanted to. Shame a program like that isn't in place huh.
I know you are excited about the release of Darth Revan but he has nothing to do with this
I hate revan, and refuse to even farm him.
At least we getting a refund for another Character Gutting, after they destroyed HK and made HK terrible.
Actually, using SRP, you can still use a max level C3...
I don't agree with nerfing, but it had to be done and
Allowing us to decide if the new mechanics of Finn are worth a Z comparing with everything else that is currently on the game vs when we originally decided to put the Z has the same logic of you nerfing cause you couldn't predict future interactions with what is currently in the game vs when the Z was designed
And now that Darth Revan teams need 5 Z's, I really appreciate every single math from wherever it may come!
Nobody really cares about the Rancor. Especially since it's simable now. The devs did say that they were fine with how the Finn team could solo the tank raid mostly on auto. That's the one I'm really concerned about.
Same
Give Treya an unstoppable tenacity increase per hit, and that would change so much on this raid.
How many other things would that break? Just curious. There are other setups for p3