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TargetEadu's avatar
TargetEadu
Seasoned Ace
4 years ago

Conquest 13 [MERGE]

Conquest 13 is here. Thoughts? Opinions? Threads that will be merged anyways?

120 Replies

  • "Winterwolves;c-2338246" wrote:
    "Whatelse73;c-2338235" wrote:
    For DR in Sector 3, consumables don't appear to be working at all for that node. I looked at the node specifics and there's nothing to indicate the team is immune to anything, but I added the ability block and 159% tenacity consumables and my teams at over 200% tenacity got debuffed with everything and no ability blocks on any DR team members. Please fix that. (One picture is the start of the match with DR, the other is a shot of the next match that I started after I just moved on to the next feat to complete.)





    DRs normal kit converts ability block and stun to ferocity.

    The modifier applied heal immunity, which can't be resisted.

    Nothing to see here. Move along.


    re-read DR's kit, so be it.

    I didn't say "one debuff" I said debuffed with EVERYTHING. As in every debuff the team threw out stuck to my teams, multiple teams. So, not "nothing". A little something at least. Over 200% tenacity should count for something for players, not just for the AI.
  • "Whatelse73;c-2338254" wrote:
    "Winterwolves;c-2338246" wrote:
    "Whatelse73;c-2338235" wrote:
    For DR in Sector 3, consumables don't appear to be working at all for that node. I looked at the node specifics and there's nothing to indicate the team is immune to anything, but I added the ability block and 159% tenacity consumables and my teams at over 200% tenacity got debuffed with everything and no ability blocks on any DR team members. Please fix that. (One picture is the start of the match with DR, the other is a shot of the next match that I started after I just moved on to the next feat to complete.)





    DRs normal kit converts ability block and stun to ferocity.

    The modifier applied heal immunity, which can't be resisted.

    Nothing to see here. Move along.


    re-read DR's kit, so be it.

    I didn't say "one debuff" I said debuffed with EVERYTHING. As in every debuff the team threw out stuck to my teams, multiple teams. So, not "nothing". A little something at least. Over 200% tenacity should count for something for players, not just for the AI.


    Ferocity: +8% potency per stack.
    Badstilla unique: Badstill and Drevan +50% potency
    Sector 3 Final node: +70% stat bonuses.

    My Badstilla has 90% potency with just a potency cross. You'll need to mod for tenacity as well for any hope of a resist.
  • "Winterwolves;c-2338255" wrote:
    "Whatelse73;c-2338254" wrote:
    "Winterwolves;c-2338246" wrote:
    "Whatelse73;c-2338235" wrote:
    For DR in Sector 3, consumables don't appear to be working at all for that node. I looked at the node specifics and there's nothing to indicate the team is immune to anything, but I added the ability block and 159% tenacity consumables and my teams at over 200% tenacity got debuffed with everything and no ability blocks on any DR team members. Please fix that. (One picture is the start of the match with DR, the other is a shot of the next match that I started after I just moved on to the next feat to complete.)





    DRs normal kit converts ability block and stun to ferocity.

    The modifier applied heal immunity, which can't be resisted.

    Nothing to see here. Move along.


    re-read DR's kit, so be it.

    I didn't say "one debuff" I said debuffed with EVERYTHING. As in every debuff the team threw out stuck to my teams, multiple teams. So, not "nothing". A little something at least. Over 200% tenacity should count for something for players, not just for the AI.


    Ferocity: +8% potency per stack.
    Badstilla unique: Badstill and Drevan +50% potency
    Sector 3 Final node: +70% stat bonuses.

    My Badstilla has 90% potency with just a potency cross. You'll need to mod for tenacity as well for any hope of a resist.


    How do you know bastila on defense in sector 3 has a potency cross?

    If OVER 200% tenacity doesn't keep even some debuffs from getting stacked on my team, why bother giving us consumables? Just get rid of consumables if they're going to be useless. The boss nodes should be where they are at least somewhat effective. (Of course my GL's are getting outsped and lapped, but that's a whole 'nother point)
  • "Whatelse73;c-2338257" wrote:
    "Winterwolves;c-2338255" wrote:
    "Whatelse73;c-2338254" wrote:
    "Winterwolves;c-2338246" wrote:
    "Whatelse73;c-2338235" wrote:
    For DR in Sector 3, consumables don't appear to be working at all for that node. I looked at the node specifics and there's nothing to indicate the team is immune to anything, but I added the ability block and 159% tenacity consumables and my teams at over 200% tenacity got debuffed with everything and no ability blocks on any DR team members. Please fix that. (One picture is the start of the match with DR, the other is a shot of the next match that I started after I just moved on to the next feat to complete.)





    DRs normal kit converts ability block and stun to ferocity.

    The modifier applied heal immunity, which can't be resisted.

    Nothing to see here. Move along.


    re-read DR's kit, so be it.

    I didn't say "one debuff" I said debuffed with EVERYTHING. As in every debuff the team threw out stuck to my teams, multiple teams. So, not "nothing". A little something at least. Over 200% tenacity should count for something for players, not just for the AI.


    Ferocity: +8% potency per stack.
    Badstilla unique: Badstill and Drevan +50% potency
    Sector 3 Final node: +70% stat bonuses.

    My Badstilla has 90% potency with just a potency cross. You'll need to mod for tenacity as well for any hope of a resist.


    How do you know bastila on defense in sector 3 has a potency cross?

    If OVER 200% tenacity doesn't keep even some debuffs from getting stacked on my team, why bother giving us consumables? Just get rid of consumables if they're going to be useless. The boss nodes should be where they are at least somewhat effective. (Of course my GL's are getting outsped and lapped, but that's a whole 'nother point)


    Just saying my poorly modded badstilla is 90%. Their badstilla is going to be easily over 200% during her turn with at least 6 stacks of ferocity after you gave her a free one. My point is don't try and out tenacity a team that is built for potency before the conquest soup-up.

    Not all consumables are useful in all cases.
  • perfidius44's avatar
    perfidius44
    Seasoned Newcomer
    4 years ago
    "Harakein;c-2338297" wrote:
    The LV at the end of phase 4 is simply another piece of 'great' game design.

    Don't get me wrong, a challenge isn't bad, but for me was here the 'challenge' to get the frenzy stuff... and because RNG Jesus isn't my friend, I have to wait a longer time for this to get it for crystals in a shop.

    Most of the time, as already said a trillions of times, the devs never ever play their own game with a 'normal' player rooster.


    Hard Conquest isn’t supposed to be completed by what you call a ‘normal’ player roster (I’m not sure what’s a normal roster for you as it’s pretty subjective, but it’s probably a roster who doesn’t have jmk+cat). With the help of disks, consumables and theorycrafting you may sometimes punch up. Maybe you find your limit in this conquest with your current roster.
  • ne_alenska's avatar
    ne_alenska
    Rising Newcomer
    4 years ago
    Stuck on sector 5 JMK, how to beat him? I have SLKR & JML only
  • "Jared;c-2336305" wrote:


    Got stuck like this and had to wait for the timer to run out.


    My tablet has locked up many times like that against Ewoks, i just force crash the app and reboot my tablet..............I've been timing and counting how long the AI does counter attacks and chain attacks. Ewoks have the record of attacking for almost a whole 2 minutes before I got an attack in.
  • ccmoose's avatar
    ccmoose
    Seasoned Ace
    4 years ago
    Wrapped up last night after 15-17 refreshes. Should have stopped refreshing way sooner XD

    This was a significant improvement over C10-12 in my opinion. And that would make it the first Conquest season that wasn't worse than the previous in a long time (ever?). It still has flaws, but it was less grindy, had more than one effective disks setup, and I liked the 2-step global feats.

    I think I can do the next one in 12-13 refreshes if I play well and stay organized.
  • Get ready for the disk list to be massively different in the next conquest though. I don't expect to see any of the stacking for gaining buffs, or stacking/recovery for out of turn attacks, as the crit hit ones that were supposed to be in look like they replace all of those.

    It almost looks like we got the inverted list, like the coder put the activate flag on the disks they were supposed to deactivate. Hopefully it won't be that bad though.

    I won't be surprised if conquest 14 is quite a different experience.
  • Mostly this was a better conquest. However, Lord Vader was stupidly hard and required very specific things to pass. I didn't have the correct GL and/or squad so I got brick. Very frustrating and it resulted me in getting a whole box less than normal. The Ewok freeze is still broken too. It's too bad that a mostly good conquest was marred by an entire phase being locked for a large amount of other wise strong players. At least the reward wasn't as good as other conquests either so I didn't miss out on as much.

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