So, after the 6* Andrea was (finally) released after much waiting, the reactions to her Legendary form were incredibly lukewarm. The reactions ranged from the disappointed to the not-entirely-unsatisfied, and the community was split between those who considered using her and those outright refusing to use her. What I think the situation could use is some constructive feedback and suggestions for (possible) changes to her. I believe the general consensus to be that she is _under_powered rather than overpowered, so I’ll attempt to dissect her abilities and present some suggestions for changes.
Andrea’s stats aren’t really the issue, but neither are they anything to write home about. She is an ordinary damage dealer: high ATK, low-ish DEF, low-ish HP. The part where I would like to give Scopely some credit in is giving her a somewhat decent DEF value and not going the way of Barker. Again, the stats aren’t remarkable, but they function perfectly well for an attacking character. A way to make them more interesting (not necessarily better, but interesting) would be to nerf her HP in return for higher base DEF, creating a reverse Barker of sorts.
The leader skill is where, in my opinion, Andrea shines the brightest. She is the first ranged ”+40% ATK, Huge AP when Attacking” leader and the first one overall for fully or mostly-F2P players. This is the part of her that should not be changed. To give credit where credit is due, the way Scopely designed her makes her a worthwhile investment even in her current form, but if there’s any part of her that needs changing, it’s…
The Adrenaline Rush
This. I have no words for what must have been going through the design team’s heads when they essentially made this part of her objectively worse than the Epic version’s. 800% Damage to a single target can be… okay. Not fantastic, especially when considering that Tyreese has been a mainstay of ranged teams since he was released, but it’s workable. +20% AP, too, is a somewhat-decent addition to any AR, but not when applied as one of the two only effects. When we put these two together we get a mediocre AR, and when we consider the AP cost of it (85) we get something utterly disappointing.
Where this package falls apart is when you consider the Epic Andrea’s AP cost, 45. She goes from one of the fastest ARs in the game to one of the slowest. One way to mitigate this would be to change the AP cost to 66, joining her up with the other fast rushers and allowing her to snipe targets on the first rounds of combat. Is this lightning-fast strike not the spirit of the eagle (or hawk, rather, considering her new rush’s name)?
Another way to make her AR workable is to boost the +AP effect on it to, say, +50%. This would turn her from an eternal slow hitter to a beast of a sniper that takes some time to fully rev up. You would still have to wait a Tyreese’s worth of rounds to get only half the kills at the start, but she would be a very interesting character on subsequent rounds, provided she is behind someone to protect her. I feel as though this is what the designers intended for her AR to do but simply nerfed it before launch.
Or, as a third option, you could add a tertiary effect to her AR to make it worth the 85 AP wait. It’s hard to say what would mesh here, but a simple +ATK% or +DEF% to n number of teammates could work. Or, perhaps something else. The possibilities are endless.
So, in short, Andrea needs to be buffed. It is arguable whether she is even worth using right now, so the best thing that can be done to her is for her to be given a better AR. Whether it be through lowering her AP cost, by buffing the secondary effect already on her or adding a completely new tertiary effect. There is no doubt in my mind that something must be done, but it is unfortunately not my decision to make what is done (or whether anything is done at all.)
I thank you for reading ’till the end, let’s hope something is done.