Forum Discussion
I highly doubt they're going to do anything about the raid at this point, they're more likely working on the next raid. That said, I do agree with you. Almost immediately since the raid launched, players have been complaining about the ludicrous amounts of RNG and the overtuned enemies, some, even you yourself a few times, have even offered their own suggestions on how to make the raid playable and enjoyable on the one side and still challenging on the other. I could list a few of those, and even one or two of my own ideas that I came up with just while reading your post:
- Alter the bonus turn modifier. Make it so that only the regular B1s can get bonus turns. Don't include the STAPs, the DDKs and the Command Droid.
- Make the bonuses from the fleet attacks more impactful and permanent. For example, the 1st bonus could make it so deal additional true damage during your turn, the 2nd bonus permanently disables the modifier it was used on, the 3rd gives you the Moral buff until the end of the battle instead of just two turns.
- Reduce healing. Make it so that B1s, DDKs and STAPs can only heal for health, and only the Command Droid can heal them for protection.
- Make the Hero/Faction bonuses more impactful. I'm not expecting Maul, for example, to be able to one-shot enemies right away, but the bonuses we have are pathetic, especially compared to those in the Krayt raid.
- Remove the bonus turn modifier and replace it with something else. Have something like "Enemies cannot gain bonus turn meter or recover health and protection".
- Do not reset TM at the start of each wave. This is especially frustrating during the Maul battle. You get 100% TM with Maul or Sidious, and suddenly the next wave shows up, you have your TM reset and have to wait what feels like an eternity while the entire enemy goes before you. Enemies appear to have increasing HP and Prot with each wave and the damage from Maul takes a long time to actually be noticeable, so it's not like we'll be able to kill off the entire enemy team if we start with full TM.
- Reduce the assists from DDKs. It could just be me, but the DDKs are supposed to have only a 35% chance at assisting, yet it seems more like 90%.
- Fix the bugs. Protection Disruption can still be inflicted on Gungans. DDKs and the Command Droid have bugged cooldowns. Whatever else.
- Remove/reduce some of the enemy stats. Higher Critical Avoidance, Defense, Health AND Tenacity with each tier, along with the bonuses they gain after Enrage? Not fun. You can still have those stats increase, but by tens, i.e., 10%, 20%, 30%, so on, instead of 20%, 40%, 60%, etc.
There are probably more, but those are just the ones that come to mind right away. The point is, there are so many things that CG could do to improve QoL in the raid, and even the game as a whole, while still making things challenging, but they don't. There is little to no communication about anything these days, every update comes with at least two or three bugs, there are month-old bugs that are still not fixed, they make so many things depend on RNG instead of actual skill, the whole P1-Levi-Dagger thing, what else. If I've said it once, I'll say it again, the only reason I play this game is because it's Star Wars, otherwise I'd have quit by now.
About SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.
77,530 PostsLatest Activity: 10 hours agoRelated Posts
Recent Discussions
- 4 hours ago