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10 years ago
"Mynd;572367" wrote:
I disagree with raising mod power. I assume you're talking about T5. If these were the final stats for T7, then cautious maybe. I fully supported the mod nerf and I'm generally happy where it stands now.
Also, disagree with putting protection behind health, as that doesn't make much sense to me, it's meant as a shield. Your argument for putting protection behind health sounds exactly like the argument for why protection came to exist in the first place.
I have wanted to see Heroes with abilities that nullify/buff/regen/heal/bypass protection, so that's more important to me.
@Mynd I wasn't particularly confident on the mod numbers, it was more that I felt they were currently weak especially compared to their difficulty to obtain and level. I wanted to throw something out there as a starting point for discussion and the numbers I put up are what felt right to me. Of course and balance changes should be playtested and numbercrunched for balance.
For protection, the stated goal we to reduce 1 turn kills. Flipping protection to be behind health should not change that in any way, it just allows healing and certain trigger skills to be usable from turn 1 of a battle rather than only after all protection was removed. In case it wasn't clear, the total effective HP would remain unchanged, but a character would be defeated when they ran out of protection, rather than health. You could still add skills / effects that did bonus damage to protection, healed protection or interacted with protection in interesting ways.
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