Forum Discussion
9 years ago
"Kyno;912585" wrote:"ImYourHuckleberry;912571" wrote:"warmonkey;912446" wrote:
Personally I think having a zeta that takes so long to get and is a permanent part of a toon after you equip it and with constant changes that may or may not happen to how the ability works and is used that they should be removable like mods. ESPECIALLY if it's on a leader ability.
CG would never agree to removable zetas, but I like the idea.
Now I really like the idea of when you make a decision in game it has consequences such as it's on your toon forever after you equip it. So I like idea behind zetas. My problem is you can't be releasing these things that aren't in their final unbuggy state when they are so powerful in game, until they aren't.
This, QOL needs to be addressed before an update. This is a glaring weakness. But if done would prevent the backlash.
Put a cost of 5 zetas to remove a zeta. It could work."ImYourHuckleberry;93756" wrote:
How am I supposed to build up my toons if the rules on zeta skills keep changing?
(i.e. Now health immunity blocks protection regeneration). My bad for not seeing that one coming, or is it?
Constantly is a bit much. 2 zeta changes, one description, one bug.
Changing healing immunity wasn't a change to zetas. There are very few toons that inflict this ability. I don't agree with this change but that's a different thread.
I am hoping this all works out in the end. I like the idea of zetas, but this does make it hard to manage.
I'm working on a list of zeta changes, but the HI impacted more than just Boba, so I think it's more than 2 or 3 zeta changes.
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