Vasari Jarrasul Evacuator ability way too strong!
Published on Wednesday, February 5, 2025 By
I played a game with AI today 3v3 and the enemy vasari AI spammed a number of Jarrasul Evacuator capital ships with a ship ability called Gravity Warhead which is way way too STRONG. It's way too strong.
-72% max speed debuff and 48 seconds of phase jumping disable for not just one ship, but my ENTIRE FLEET in the gravity well.
My entire fleet couldn't jump out because of this single lone vasari capital ship disabling phase jump. That's way too strong!
I could use Advent Unity Recall but the problem is, my home planet is in another star system, so by the time I get back to the same gravity well, my two non-Advent AI team fleets were destroyed because they couldn't phase jump out of the gravity well.
And with their fleets destroyed, my single fleet vs 3 AI fleets, we basically lost the game....because of that vasari capital ship ability Gravity Warhead.
And here's the clincher, you could chain multiple Jarrasul Evacuators Gravity Well ability one after another, so it's an never ending phase jump disable.
Never mind that a single capitol ship has an ability that only a phase inhibitor planet structure or originally a Advent Starbase ability "Mass Disorientation" which could disrupt phase jump could do. Now you have a capitol ship doing what only an Advent Starbase in Rebellion could do. That changes the balance way too much. It is way too strong.
This ability needs a drastic change. Some suggestions to balance it out here can be:
- Change Gravity Warhead so it can only target one ship (frigate, cruiser, Capitol Ship) but have Titans immune. There should be no reason why a Capitol Ship can have such a huge debuff impact on Titans of all things.
- 48 second duration is too long. No ship can survive 48 seconds in a gravity well under sustained fire. That means that Gravity Warhead is an automatic guaranteed kill of any ship including capitol ship. The duration would have to be maybe 20 seconds or less.
- Once cast on a ship, that ship becomes immune to further Gravity Warheads so as to prevent indefinite chaining to keep a ship permanent disabled.
Given how strong this ability is, and the fact I experienced having my entire fleet phase jump disabled for 47 seconds in a gravity well, the Antimatter cost of Gravity Warhead being 60 Antimatter is way too low. That's so broken.
Anyway, that's my feedback on my recent game. I hope you all had a great holiday and thank you for providing continuous updates on this gem of a game. I appreciate your time and effort making this game great. ![]()
