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DK_Raid_Violator
5 years agoRising Veteran
"Its_not_a_moon;c-2230628" wrote:"Bulldog1205;c-2230614" wrote:"Its_not_a_moon;c-2230597" wrote:"CG_SBCrumb;c-2230566" wrote:"Morgoth01;d-241768" wrote:
Just checking, but the consumables which last 2-4 battles, is that going to last for 2-4 battle attempts or 2-4 completed battles?
I.e. if we consume a consumable to test out if that will allow for team X to succeed, how much of a risk factor would that be?
The consumables are only used on completing a battle with a win. Losses do not run down the battle counter for consumables. Similar with Stamina, its only depleted if you win.
Woah so if we dont win the match we don't lose stamina just energy, cool
I don't like this. This means playing RNG until you get the result you want becomes an optimal strategy, and that makes me want to bang my head against the wall. When losses are impactful, the game design has to reflect that.
This is like the silliest complaint I have ever heard all these years, and this is coming from me lol. How is this bad, it's like saying hey did you mess up the fight? Here do it again without any penalties. Or is this battle too easy for ur team or too difficult? Simply back out and use something else and keep that team at full strength
No, it's a valid point Bulldog raises. It's all/mostly about psychology.
Imagine you stand before at node with a really difficult team, think Secrets Shadow hard with high RNG factor.You have 2 top teams left, one that can beat it easily, but then you get low on stamina, and a team that might win 1 out of 20 battles. With this implementation, using the weak team is valid strategy. But it will be a pain - and players like me will do it.
I will prefer events tuned for something else - or very low RNG at least.
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