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
Empire allies are still removing TM through dodge, even though the ability CLEARLY states that the enemy must be DAMAGED to remove TM. This is either an embarrassing oversight since it was released the same time as QGJ's foresight zeta, or even worse - it's WAI and the ability is worded poorly. Is anyone else aware of this?
This isn't a post complaining about how OP new zeta abilities and characters are; I'm fine with adapting and I like how the devs are trying to make healing great again. However I think it's fair that with all of this added healing, the timer should be increased. I want to challenge these new Kenobi, Barriss, and Chirrut teams because I actually have fun in arena and like to try new strategies, but it is starting to get frustrating when I'm able to play these teams well but still draw. Every time. If the devs want to keep introducing characters with 5 paragraph essays describing their abilities, then fine. Just have the foresight to realize that 5 minutes is no longer enough.
With HK's leader ability droids gain 50% TM on a critical hit, however ive been noticing that this isn't always the case. If a droid is called for an assist (let's take 86's assist as an example) but the target has already been killed by the primary shooter, the droid called for an assist will not generate TM on a crit. Has anyone else noticed this? Is this WAI?
I run a droid team with JE in arena and hang in the top 20 so I'm typically facing maxed out squads. I've been seeing a lot of Han Solo's lately so I decided to boost my JE's tenacity with mods to help resist the stun, however I just have not been seeing any difference in the stun proc. The 2 regular Han's I face have potency of 42.08%, whereas my JE has 53.6% tenacity. I still get stunned EVERY time I play on offense, so I'm beginning to think that boosting his tenacity is a waste of time. Do I need a tenacity-potency difference of more than 15% to even see a difference than if I had no tenacity at all?
Posted on the forums as well but figured I'd see if anyone else is experiencing this here too. I've been using a droid team for a long time but I only noticed this AI issue very recently. IG-88 is no longer using his AOE move at any point in a battle. I've only tested this in Arena so I don't know about PvE or GW but I don't care as much about those. This is not the same issue that all characters seem to have on AI where they won't use AOE if an enemy is taunting.
As you can see, JE went first and raised everyone's TM. Jawa went second with an AOE (and a couple convenient stuns), and now 88 should be ready to rapid fire the enemies and gai
We all know that Ewok Elder's tribal healing ability has been bugged for months. CG also knows this. I've looked in the forums and this has been one of the longest, unresolved bugs in the game, which makes it even more frustrating since he's a long, painful farm AND since DOTs can kill now. I honestly can't understand how this has been ignored for so long. If I ignored a known problem like this at my job for so long id be fired in a heartbeat. You can tell me that the developers have been instructed to prioritize other issues this whole time but frankly at this point it shows me they just don't care.
Additionally, I've now noticed a bug with EE's revive in the raids. When a non-deathmarked
The smaller gear components that you need to craft in order to craft larger gear don't accurately contribute to the stats awarded by the parent gear. For example, in crafting the Mk 2 Czerka Stun Cuffs I am required to first craft the Mk 2 Ther-Sonn Thermal Detonator, an item that provides:
+5 speed
+10 Physical Damage
+3 Tenacity
However, the parent gear that requires the detonator only provides me with +3 speed.
This just doesn't make sense to me and seems rather arbitrary.
I have 2 male gliders that are about 2 years old, although I've only had them for a year. We are definitely bonded and I have a spare room that I'll watch TV or read in while they run around. Lately they've both been going around to the back of my neck and pawing around through my hair. My girlfriend has watched them do this (since I can't see behind me) and she says they're also nibbling and licking my scalp while they do it.
It doesn't hurt and my guess is that it could be a sign of affection through grooming, but I wanted to make sure that this wasn't an issue. For instance maybe they're eating chemicals in my shampoo, etc. Anyone else experience this?
I want to buy a pop-up tent so I can play with my 2 gliders in a smaller environment, and was hoping someone might have a good one they could recommend. Everything I've been seeing online seems too big for what I need/have space for.