Executrix's Executive Order needs to be addressed

I'm one of the 9 people in this game who uses Tarkin as a fleet commander, and I think there is a serious flaw with his kit design. On Executrix's first turn he has 2 abilities available to use (excluding reinforcing if necessary), a single target attack and an AOE attack. Compare this to Endurance and Home One, both of which have 3 available attacks: single target, AOE, and ally buffing ability.

Why does Executive Order need to start on a cool down, and why is that cool down a whopping 3 turns? This isn't a game-changing ability by any means, and definitely not warranting such a long pre-use cool down. It's completely unbalanced, since by the time I can finally use it I'm almost always in need of reinforcements instead, and Ackbar is only 1 turn away from using his cleanse/heal/buff for a SECOND time.

Want some parity in the fleet arena? Reduce his CD. It doesn't even need to be available first turn if it is too powerful, but a pre-use 3 turn CD is insane.

Posted Feb 21, 2017, 4:26 PM UTC

35
_0zz•

Well Im another Executrix user :) tie fighters are already too fast and too powerfull in the first turn. Combine it with offense up and TM gain in their second turn. And game will be over in third. While yea CD could be a bit less. I rarely need second executive orders at all. Fights are generally over right after squadron attack.

PS: there are 3 Executrix users in my shard, at top 50. I can hardly imagine there are only 9 around in entire game ;)

2
Kiryuin1990•

Yea there are probably like 12

1
BIG_SteadyMOL ELIZA EMPIRE •

Checking in as one of the nine. I think I'm fine w how it is now but I wouldn't turn down less cd.

2
tintheslope•

His ultimate is probably the best one, so I wouldn't really complain the other things.

2
Sloths19OP•

Ultimate's don't matter if you can't survive long enough to use them. The effects of the ability in question don't matter much when they're only being applied to a few ships in 4 turns into match.

1