Hi Holotable Heroes,
There were a bunch of good questions recently about the Clone Troopers and how their kits exactly work so I sat down with a couple designers to clarify. We also have two changes that we are making to the kits before release: Fives’ description for his Unique 2 isn’t clear that it’s a heal and we also found an infinite loop with Echo and Cody in PvP & PvE.
KIT QUESTIONSHealth Increase from Rex’s Leader Ability
Rex’s leader ability states the following: "Clone Trooper allies and 501st allies have +20% Max Health. This increase is doubled for 501st Clone Troopers and halved for other allies." It’s a bit confusing but here’s a quick breakdown of how much extra health each faction will receive.
- 501st only: +20% Max Health
- Clone Trooper only: +20% Max Health
- 501st Clone Trooper: +40% Max Health
- Everyone else: +10% Max Health
Cooldown Reduction from Rex’s Unique Ability
Rex’s Unique, Captain of the 501st, does not affect his own abilities. It specifies that
OTHER 501st Clone Trooper and will not impact the cooldown of Aerial Advantage,
FINAL TEXT(UPDATED): (ZETA) All 501st allies have +4% Speed for each 501st ally present at the start of battle.
Other 501st Clone Trooper allies reduce their own ability cooldowns by 1 at the start of each of their turns.
Rex’s Zeta(s)
We had initially posted that both Rex’s Leader and Unique 1 had Zetas. He only has one Zeta and it’s on the final level of his Unique. This was an older version of the kit that slipped through our reviews. Our apologies for the confusion.
Echo’s Crit Chance
We had another question regarding Echo’s Unique, Domino Squad and does it allows 501st Clone Troopers to double dip to receive double the critical chance. No, 501st Clone Troopers still only receive a 20% critical chance boost from Echo’s Unique, Domino Squad.
Echo's Unique 2 for reference:
Domino Squad (formerly named "By the Book")
Kit Reveal Text: Clone Trooper and 501st allies have +20% Critical Chance. When an enemy evades an attack from a Clone Trooper or 501st ally, Echo deals damage to them equal to 20% of their Max Health, which can't be evaded.KIT CHANGESFive’s Tactical Awareness
We decided to change the description of Fives’ Tactical Awareness after several questions from the community on how it is affected by Healing Immunity. This effect is prevented by Healing Immunity but “Set to 100%” doesn’t clearly communicate that it is considered a healing effect. We will be changing the description to accurately reflect this interaction:
Unique 2: Tactical Awareness
“FINAL TEXT: (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, their Health is set to 100% and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.”
We will be changing it to:
"FINAL TEXT: (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle."Echo’s Supporting Fire Changes
We discovered during our final QA process that there was an unhealthy turn meter gain loop involving Echo, Cody, Clone Sergeant Phase I, Rex, and either Chief Chirpa or Han Solo. Under ideal circumstances with particularly favorable random outcomes Cody could gain more than 100% Turn Meter and loop consecutive turns. Even in non-ideal circumstances the squad would be able to take many more turns compared to their enemies.
These kinds of conditionally infinite or near-infinite turn meter gain loops are unhealthy for the game, and we strive to avoid these issues when balancing characters. As a result, we need to make some changes to the kit rework we announced this week to protect the gameplay experience. Our goal with this change is to keep Echo as a frequently assisting Clone ally but prevent the excessive amount of turn meter that occurs even in the worst case RNG scenarios.
We are lowering Echo’s Basic ability’s Turn Meter gain from 25% (kit reveal) to 15%. However, we’re keeping his updated version of “Copy That” the same which should result in an overall higher amount of Turn Meter gained on average.
We do not intend to refund the ability materials as we consider Echo’s overall kit to be improved.
Overall, here are the changes being made to Echo's Basic Ability:
- Changing the amount of Turn Meter gained to 15% Turn Meter gain down from 20% on live and the 25% stated in the kit reveal
- Keeping the condition of "Less than 50% turn meter" from the live version
- Keeping the "Another Random ally" condition instead of the weakest Galactic Republic ally
Supporting FireCurrent Live Text:
Deal Physical damage to target enemy and grant 20% Turn Meter to another random ally with less than 50% Turn Meter.
Kit Reveal Text:
Deal Physical damage to target enemy. This attack deals 15% more damage if Echo has Critical Damage Up. Grant the weakest Galactic Republic ally 25% Turn Meter.
Updated Ability Text:
Deal Physical damage to target enemy and grant 15% Turn Meter to another random ally with less than 50% Turn Meter. This attack deals 15% more damage if Echo has Critical Damage Up.
Echo's Unique 1 for reference:
Copy That (formerly named "Follow-Up")
Current Text: Whenever another ally uses a Basic ability during their turn, Echo has a 30% chance to Assist, dealing 40% less damage. This Assist chance is doubled if the attacking ally is a Clone.
Kit Reveal Text: Whenever another Clone Trooper or 501st ally uses their Basic ability during their turn, Echo assists. Whenever another Clone Trooper or 501st ally critically hits an enemy, Echo's next attack will be a critical hit.
Replies
Putting them back on the shelf for now. Glad I didn't spend gear yet, it almost happened yesterday. So close ...
Thanks for clarifying the rest of the abilities.
That's a pretty significant nerf to his basic.
Everytime I contemplate spending you always remind me why I shouldn't
How exactly does Echo deal this damage? Does Echo use his basic attack or is this just some kind of Palpatine-like Crackling Doom effect?
It sounds like a Nute Gunray-style "5% max health damage when an enemy receives a debuff" mechanic. It just happens if Echo is present.
You could just hack the game, do the infinite loop, and then make your videos 🤷♂️
Then he would be just like everyone else (secretly)
Doesn't change the fact that I am planning on investing more gear/mods into my 501st Clones, but I greatly appreciate the communication for those making decisions about the clones.
Yes. Everybody else secretly hacks the game to do infinite loops to get views on a video. You're right.
Most would argue they do it for the rewards, but ya views are good too.
Which is common practice in development
could you please clarify what the wording imply:
""FINAL TEXT: (ZETA) Fives can't be revived. When another 501st Clone Trooper ally would be defeated while Fives is active, they recover 100% Health and Fives is defeated instead. If Fives is defeated this way, 501st Clone Trooper allies gain his Max Health, Max Protection, Speed, and Offense stats in addition to their own until the end of battle.""
So just to be sure, is it:
1) the "instead" means that the "health recovered" part is a condition. In case of Healing Immunity, the dead trooper stay dead, but Fives is still alive.
or i'm reading it wrong and it's:
2) in case of healing immunity, the dead stay dead and Fives is defeated. 1 blaster shot, 2 dead troopers.
I really hope it's 1) ^^
I am still a bit confused by this statement.
"This effect is prevented by Healing Immunity but “Set to 100%” doesn’t clearly communicate that it i/s considered a healing effect."
How exactly is healing immunity interacting here? Please take this example and flesh it out.
In a fight, Rex gets tagged with healing immunity and then on the next enemies turn, he is hit hard enough to be defeated. So we should expect what here?
1. 5's Tactical awareness is NOT triggered because healing immunity prevents it. Therefore Rex is defeated as normal.
2. 5's tactical awareness IS triggered. The bonuses are given out. 5s is defeated. However, Rex also doesn't gain any health or protection due to healing immunity. (so this is actually a penalty since you lose 5's as well)
3. Something else....
Same as heal over time, except it regenerates protection.
Could someone please address this? I have the same question and this user brings up a good point.
Just wait and see, there's still a few more months to go that will surely have more Clone content. Plus, you forget that the clone Fives' defeats himself for gains all of his offense, health and speed and protection in addition to their own making them even more powerful than Fives and Sarge. Until then: Improvise, Adapt, Overcome