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10 years ago
That sounds... really good. As a pretty new player I've moved from the basic characters the game gives you (ie you are given a balanced mix of a tank, an attacker, a healer for each side) into the range where people have the depth of collection to choose there own setup. You would think when you get into that nice deep pool where everyone has a reasonable amount of options you would see a few different meta teams, some counter meta teams, and some semi-successful and even actually successful experimental teams.
I bought the dark side starter pack and the Barriss pack so I was able to level competitively and place highly in my shards arena (currently lvl 51 and I place around rank 4 to 9 at payout time). It's pretty telling to see that every team in arena runs all damage or all damage and a Poe. There's basically no variance at all. Even Poe isn't really a tank, he's a 1 turn shield and a meter debuff. He's a support in this system. I run Phasma, Sid, QGJ, GS and Lumi, which is 4 attackers and a support as well, and I can't really change or experiment if I want to keep my rank (Phasma, because I don't have or want Poe). The characters other players run may change superficially, maybe droids, maybe some chromium only characters, but its always 4 attackers and 1 support or just another attacker.
As I got a bit more involved in the game I started looking at the numbers to see how things worked. You already detailed it out so it doesn't bear repeating, but armor is the next best thing to useless, which in turn makes armor pen and advantage equally useless. That's a truly befuddling design decision. I don't know if your armor solution is the absolute best, but its certainly better than whats in place and much easier to implement than an entire overhaul of how damage/armor works.
The health and damage changes seem like no brainers and good increments to start with for a change. Should make a much wider variety of characters and squad archetypes playable, great post!
I bought the dark side starter pack and the Barriss pack so I was able to level competitively and place highly in my shards arena (currently lvl 51 and I place around rank 4 to 9 at payout time). It's pretty telling to see that every team in arena runs all damage or all damage and a Poe. There's basically no variance at all. Even Poe isn't really a tank, he's a 1 turn shield and a meter debuff. He's a support in this system. I run Phasma, Sid, QGJ, GS and Lumi, which is 4 attackers and a support as well, and I can't really change or experiment if I want to keep my rank (Phasma, because I don't have or want Poe). The characters other players run may change superficially, maybe droids, maybe some chromium only characters, but its always 4 attackers and 1 support or just another attacker.
As I got a bit more involved in the game I started looking at the numbers to see how things worked. You already detailed it out so it doesn't bear repeating, but armor is the next best thing to useless, which in turn makes armor pen and advantage equally useless. That's a truly befuddling design decision. I don't know if your armor solution is the absolute best, but its certainly better than whats in place and much easier to implement than an entire overhaul of how damage/armor works.
The health and damage changes seem like no brainers and good increments to start with for a change. Should make a much wider variety of characters and squad archetypes playable, great post!
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