Forum Discussion
6 years ago
"Hortus;c-1980375" wrote:
Can you provide some math which proves this "significantly less" claim, counting not only high-end players? And don't forget to include other factors in calculation - with Negotiator exclusively in GET2 store it would be very misleading to blindly mark it as gear source; overall amount of characters we need to gear (with analysis of character chains - you can't gear Malak without gearing a load of other toons); and so on.
If gear flow was built in a way where we need different gear for different power levels, it would be much less problem. But instead we have a situation where we need to choose what to do - put rare piece on G9 char or put this piece on G12 char. And every update puts additional pressure on exactly same gear pieces.
Until heatsinks, all the scrap is from excess gear. In other words not relevant.
To get to R7, you need a total of six holoprojectors (120 salvage total), a couple G12 pieces, and a G12+ piece. To go from G12 to G13 you need three G12 pieces, two G12+ pieces, plus an additional 200 pieces of heatsink level salvage and the injectors.
The amount of relevant gear to go from R0 to R7 is less than the amount of relevant gear to go from G12 to G13, and that's setting aside the fact that G12 to G13 requires specific gear, not whatever's convenient (holoprojectors for heat sinks notwithstanding).
"jklep31;c-1980567" wrote:
Krashxxxx summed it up completely:
"Play for fun or pay to win. You cannot play to win"
I've even paid what is a lot for me, but there's no way I can keep up without dropping >100/mo. That barely qualifies as a guppy in this game.
>$1000 per year to *try* to get "my" tiny replicas of fantasy cartoons to get ahead?!? I'd rather spend that money on real life.
You cannot win at Galaxy of Heroes. The game does not have a win condition. It's not a matter of paying or not.
The question becomes what is your measure of success, and is it reasonable?
If your goal is to be number one in squad arena, that is not a reasonable definition of success. There are ten thousand people to the arena shard. Whether or not paid advantage is part of the equation, odds are you personally will never be number one. If your definition of success is being number one out of ten thousand, then you are using an unreasonable definition of success. Very few people will ever achieve it, no matter what. That's not CG making the game pay to win. That's just force of numbers.
Meanwhile, here I am. Free to play, yet for the first time ever I'm finishing on the leaderboards on the regular, which I think is doing pretty darn good. No, I'm not coming in first, but being top fifty in a ten thousand person shard seems like a fair standard of "winning" to me.
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