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MasterSeedy's avatar
MasterSeedy
Seasoned Ace
4 years ago

A use for Accuracy

This game needs a use for accuracy that goes beyond just negating evasion chance. There's no toon that calls out for an Accuracy arrow full time. In fact, the normal response to evasion heavy teams is simply to inflict burning or otherwise negate their evasion chance.

What if instead you took the real life feel of accuracy and worked a character off of that. In real life, if you are very accurate, you're also more likely to deal devastating blows, things which in the game are represented by critical hits.

If you introduce a character which gets +10% Accuracy against unstealthed targets, and then gains +1% CC and +1% CD for every 1% by which their accuracy exceeds the target's evasion, you get the feel of a toon with strong precision combat skills (sniper, ninja, whatever depending on the range), but you ALSO get a strong reason to drop an accuracy mod on that character full time.

Likewise, you can have a leader that encourages accuracy, with a basic +10% bonus, but who then shares their personal accuracy to their subordinates (assuming they have the right synergy). Put those 2 toons on a squad with someone that has evasion down and you have both a general ability to fight evasion based teams (I have seen Maul teams popping back up in GAC, and such teams are certainly relevant early on) plus a stellar ability to create huge critical hits when facing non evasion teams and jacking the Accuracy of both leader and sniper/ninja up as far as possible.

Another option is the concept of "cover fire". Give another character (possibly with synergy to the previously discussed leader and attacker) a zeta unique that reduces any counter chance by the amount that their accuracy exceeds an enemy's evasion. This character should have no inherent accuracy bonus if they have synergy with the leader discussed above. They could, though, still stack on another Accuracy arrow. That would give people motivation to find 3 good Accuracy arrows, all with good speed secondaries, but probably prioritizing different secondaries once you've dealt with speed. A Tank would be a good choice of character for the cover fire ability, for instance, and would want defense, health, or protection secondaries, while your attacker would want Offense and CC% secondaries. Or you could go for hyperrealistic and have the reduction in enemy counter chance apply only when the cover fire character is available to attack out of turn (meaning not dazed or isolated or stunned or feared or whatever). Then high tenacity would become a desirable secondary on that Accuracy arrow.

This certainly isn't necessary for the overall game health, of course, but every time I see another Accuracy mod I just think there should be something more to do with them. Allowing a very few, specially chosen and balanced, attacker characters to manifest Accuracy as an increased chance to critically hit, and increased lethality of those critical hits makes thematic, role playing sense in game and adds a novel mechanic that converts a resource that is currently very little used into one that is coveted, even if for only a few purposes.

Critical Avoidance, after all, isn't widely used (primarily because Advantage is too easy to get and makes Crit Avoidance useless), but getting a few good CA arrows is now an important part of building one's mod inventory for many of the players who are attempting the KAM mission.

I'd like to see Accuracy valued in a similar way.

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