Forum Discussion

hsof777's avatar
8 years ago

Boba execute messing up everything

So boba executed 86 and rey killed 88. I tried to revive 88 with je on the next turn but he didn't come back.

My best guess is rng chose 86 for the revive and bobas block made it not work.

Anyway that this can get fixed and have things that can't be revived taken off the list of potential revives so it won't roll dud on j.e. And other automatic revivers?
  • There is no guessing game. One of your droids got wrecked with revive immunity and if you have 2 dead your percentage of successful revive went to 50%. With assists there is a much greater affect on balancing leaving that the way it was. For Boba, it all depends on how far they want to take his very specific anti-revive ability.

    You are trying to compare two very different mechanisms, one of which is much more complicated in terms of balancing taking in to consideration the many stun and assist toons and the way those assists and stuns work on a toon by toon basis.
  • I think both EE and JE should get fixed, their revive has nothing to do with execute. You can execute the toon you don't want coming back but it should not make one toon completely useless. One move JE and other is taken away... and who uses EE for anything else... well he has hes uses.
  • scuba75's avatar
    scuba75
    Seasoned Rookie
    "HokieFiend;859152" wrote:
    There is no guessing game. One of your droids got wrecked with revive immunity and if you have 2 dead your percentage of successful revive went to 50%. With assists there is a much greater affect on balancing leaving that the way it was. For Boba, it all depends on how far they want to take his very specific anti-revive ability.

    You are trying to compare two very different mechanisms, one of which is much more complicated in terms of balancing taking in to consideration the many stun and assist toons and the way those assists and stuns work on a toon by toon basis.


    But the mechanics are not that complicated and in the basics are similar.

    QGJ assist call



    JE patch up


    Both have select random from ally dead/alive perform action.
    Assist call tells the query to ignore characters that are stunned or dazed. Revive could just as easily have the query ignore revive immunity with "where doesn't have tag revive_immunty"

    Again both should consistent
    Random from dead/alive and doesn't have TAG perform action.
  • I agree. It could work that way, but they are two very different things. There is a more far reaching balancing problem with stuns/assists. Boba is a toon with a very specific ability designed to make it hard on revive toons. It all boils down to how far they want to take that ability. It doesn't render a revive toon completely useless. It does gimp the revive which it was intended to do.

    In the end, the outcry is from facing a toon people know is designed to counter what they are using and refusing to adjust. If CG thinks that Boba's execute is too OP against revive toons they'll change it.
  • scuba75's avatar
    scuba75
    Seasoned Rookie
    "HokieFiend;859181" wrote:
    I agree. It could work that way, but they are two very different things. There is a more far reaching balancing problem with stuns/assists. Boba is a toon with a very specific ability designed to make it hard on revive toons. It all boils down to how far they want to take that ability. It doesn't render a revive toon completely useless. It does gimp the revive which it was intended to do.

    In the end, the outcry is from facing a toon people know is designed to counter what they are using and refusing to adjust. If CG thinks that Boba's execute is too OP against revive toons they'll change it.


    The thing is going forward we may see more characters like this, prevent revive, there is only one now. Better to get it resolved now than later.

    if it is wai fine come out and state that, but again this has been an ongoing issues in raids (same mechanic just different character doing it in a different place) and Boba is the first playable characters that causes the issue. I think there will be more because it is a great mechanic/ability. Stopping revive is already a gimp now adding on rng for revive of other characters is a further gimp. Boba will be just as powerful with changing revive, as it in no way is a change to him. I have not run into this issue in arena but I do see it as an issue.
  • "HokieFiend;859181" wrote:
    I agree. It could work that way, but they are two very different things. There is a more far reaching balancing problem with stuns/assists. Boba is a toon with a very specific ability designed to make it hard on revive toons. It all boils down to how far they want to take that ability. It doesn't render a revive toon completely useless. It does gimp the revive which it was intended to do.

    In the end, the outcry is from facing a toon people know is designed to counter what they are using and refusing to adjust. If CG thinks that Boba's execute is too OP against revive toons they'll change it.

    "Boba is a toon with a very specific ability designed to make it hard on revive toons." Following that line of thinking, Maul's AoE Daze is specifically designed to make it hard on assist-calling toons. And yet assist mechanic skips Dazed toons when the RNG toss up happens.

    Again, there is a parallel between assists (calling stunned/dazed toons) and revives (reviving executed toons). Both mechanics should work the same. Since assists has already been patched, I wouldn't be surprised if revives was due for a fix too.
  • You can't compare the two. AoE effects like Maul's and EP's mass stun create a much larger scope of balancing issues. You can't just say one ability should work exactly like the other. Boba's execute revive mechanism is a clear and direct counter to revive... that's it. Stun and daze have other benefits and the stun/daze/assist change was to keep things in balance. It will all boil down to how they see it with revive. They could very well see it as too OP. Throwing a wrench into the revive RNG with execute seems appropriate to me with such a specific counter ability.
  • scuba75's avatar
    scuba75
    Seasoned Rookie
    "HokieFiend;859253" wrote:
    You can't compare the two. AoE effects like Maul's and EP's mass stun create a much larger scope of balancing issues. You can't just say one ability should work exactly like the other. Boba's execute revive mechanism is a clear and direct counter to revive... that's it. Stun and daze have other benefits and the stun/daze/assist change was to keep things in balance. It will all boil down to how they see it with revive. They could very well see it as too OP. Throwing a wrench into the revive RNG with execute seems appropriate to me with such a specific counter ability.


    I think the difference is that you see this as a balancing issue I see it as a bug where the Dev's missed this part that it might try to revive a character marked as immune to revive, they miss things all the time and only tend to look at them again when we the players bring up possible issues.

    IMO it is bugged, on a purely mechanical aspect, because there are other abilities with the random ally wording that have skips for those other random ally.

    Not looking at balance. Abilities should be consistent, if one that selects random ally skips an ally that would be useless to apply that effect on then any ability that selects a random ally should skip an ally that would be useless to apply that effect on. Nothing to do with balancing, but consistency.

    Changing abilities for balance is what description changes are for.

    Again the stun/daze assist change was not for balance, it was a fix because it was "silly" meaning not wai/bug

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/15965/q-a-2-24-2016


    Are stunned characters supposed to be called upon for an ally assist?
    It’s also silly and it’s also something we’re working on fixing.
  • Oh they definitely miss things all the time and I think they apply what people see as "AI cheating" sometimes to cover some things up. I don't think you can separate the two in some instances with what people see as a bug and balancing though. They aren't very good about wording on things either which doesn't help the problems.

    It's very difficult to keep everyone happy in a game like this and it's very difficult to keep a somewhat sane balance. I'm sure the dev team run into unrealistic deadlines which make things worse... I'm all too familiar with that. Sometimes I wonder if they would eventually blow things up, homogenize the toons and let the players tweak them as they wished.

    I would still say that people shouldn't look at another ability's functionality as a comparison. You have to take balance and intent into consideration on any of this. They probably saw the assist issue as "silly" because they realized immediately the more far reaching affect it had. Execute/revive may very well be unintended as well but it seems reasonable to me that execute would work as it is due to the reduced scope and intent. It may be a bug...maybe not. I think for a toon/ability with such a specific counter it's reasonable for this to be declared WAI.

    They really need to get some better unit testing in place. It seems like they rely on the player base too much to identify things... or QA people who may not even play the game and are looking at test scripts which could just as easily be "off" or incomplete. As a developer myself, I know it's not an easy job sometimes due to circumstance. Good game though despite the obvious paywalls and money-based decision making. Happy gaming!
  • Yea JE's revive has had a few problems for while. I used to run droids with Jawa sometimes to switch things up and whenever he died JE tried to revive him lol