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8 years ago
"danflorian1984;c-1081209" wrote:
The point is that they break the tactical part of the game simply because they perform the roles of multiple toons, usually better than them.
For example you never have to choose between a cleanser, a healer or an attacker to put in your last spot in your team, like every other faction has to, if they even have toons that can perform all these roles separately.
I disagree with that argument. If there is one spot left, you need to put in Baze OR Chirrut. Also ST ist the only toon who can heal, taunt constantly and spread buff immunity. No other toon does that. So how do you decide which combination is breaking a portion of the game and which doesn't?
That is why I would totally disagree with that definition of the tactical part or at least with its relevance. I dont care if some toons are good or better as long as they can be beaten with enough teams and therefore you have a tactical decision to make which team to develop and what faction to focus on and you can be competitive with that. That is at least my, imho more practical, approach to assess what is game breaking and what is not.
That is why imho in the last few months there was one decision by CG, that made all the following released toons a joke until R2 arrived, and that is that dreadful Sith faction pass. Talking about game breaking, Zaul ended Rebels, Empire, Troopers and Phoenix the instant they were released and forced every player to go Zaul or his counter and brought randomness back to the game. THAT is breaking most tactics imho.
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