7 years ago
Continued Character Revamps Please for TW
This thread is a (maybe not so simple) request for a few revamps for the purpose of running effective and balanced Territory Wars. SWGOH currently has created a "state of the game" in which certain zetas and squads make 4 out of 5 toons of a player's roster ridiculously obsolete. I get there needs to be a meta -- and that metas help drive sales, which keeps the game progressing and keeps everyone happy.... that's fine. Meta away, it's kind of fun.
The problem is that each new meta just presents us all with an opportunity to blanket an entire zone in TW. It's standard practice now to Emperor Palpatine a zone, JTR a zone, Ballista a zone, or Nightsister a zone. It's standard practice because it works so dang well. Turn-meter gains are usually the determining factor for setting up a defense and you can bet they work like gangbusters if you don't have a counter squad.
Huge issue though --- There simply are not enough counters to these squads and what counters there are, tend to be extremely specific.
And that's the crux of the problem. The devs have basically created more turn-meter gain, epic defense, hard to kill squads, than they've provided us with counters to these teams. The quality of toons and turn-meter gain / prevention is far outpacing the quality of potential counters. That makes TW a pain. It's rare that a guild will have 24 specific counter squads to 24 Ballista squads, or 24 Bounty Hunter squads, etc. So invariably, your guild will end up throwing a dozen attempts (or maybe four imperial probe droids) at a squad because you simply ran out of the specific counter team needed for that enemy.
Anyway, enough rambling. Update Jawas with zetas that give turn meter. Update Clones to remove turn-meter more effectively. Update Sandpeople with more immunities. Take a fun toon, like say Farmboy Luke, or Clone Wars Chewie, or Lobot, or even something like a Young Han Solo -- and make them just a little bit more useful. Even maybe a tiny bit useful.... because as it stands, if they don't effect turn-meter in some way, or carry with them some kind of immunities, they are totally and utterly useless.
Actually, to be honest, it feels like 85% of our rosters are useless in TW.
The problem is that each new meta just presents us all with an opportunity to blanket an entire zone in TW. It's standard practice now to Emperor Palpatine a zone, JTR a zone, Ballista a zone, or Nightsister a zone. It's standard practice because it works so dang well. Turn-meter gains are usually the determining factor for setting up a defense and you can bet they work like gangbusters if you don't have a counter squad.
Huge issue though --- There simply are not enough counters to these squads and what counters there are, tend to be extremely specific.
And that's the crux of the problem. The devs have basically created more turn-meter gain, epic defense, hard to kill squads, than they've provided us with counters to these teams. The quality of toons and turn-meter gain / prevention is far outpacing the quality of potential counters. That makes TW a pain. It's rare that a guild will have 24 specific counter squads to 24 Ballista squads, or 24 Bounty Hunter squads, etc. So invariably, your guild will end up throwing a dozen attempts (or maybe four imperial probe droids) at a squad because you simply ran out of the specific counter team needed for that enemy.
Anyway, enough rambling. Update Jawas with zetas that give turn meter. Update Clones to remove turn-meter more effectively. Update Sandpeople with more immunities. Take a fun toon, like say Farmboy Luke, or Clone Wars Chewie, or Lobot, or even something like a Young Han Solo -- and make them just a little bit more useful. Even maybe a tiny bit useful.... because as it stands, if they don't effect turn-meter in some way, or carry with them some kind of immunities, they are totally and utterly useless.
Actually, to be honest, it feels like 85% of our rosters are useless in TW.