"Cossin;c-1661037" wrote:
2. They SHOULD'VE known ST Han passive would go crazy with Traya in STR, but apparently they didn't and even THREATENED their players with reprimands if they used the "bug". (He was even the login toon for during the release... I wonder why? Nudge, nudge, wink, wink, *facepalm*) He was rightfully indirectly nerfed solely for the Raid. Sorry, in this case I concluded: they really didn't test how well he'd perform or had deadlines to meet (in this case, as the whole community has communicated innumerable times: talk to us! We're more understanding than you think...)
Run Stormtrooper Han in any Rebel or Scoundrel lineup- the factions he's a part of- and it's fine. He generates nice amounts of turn meter, but Traya still goes regularly. It gives good numbers, but nothing insane.
To create the ST Han loop, you had to run Stormtrooper Han in either an Empire/Sith or Nightsister lineup under Darth Vader or Asajj Ventress. A combination that would normally be very strange, and never really cropped up in game before. Testing only goes so far. You don't test everyone with everyone else.
You say they should have known, but no game survives contact with the playerbase. This stuff happens.
A lot of the other crux of your argument is nerfing things after people have invested in them, as if that invalidates their investment. Except the two major "nerfs" are Nightsisters and JTR, who both went from best to slightly less best in their respective niches. Both before and after the "nerfs," the most sensible course of action to prep for the Sith raid is invest heavily in JTR and Nightsisters. Before, we were at a point where a guild could completely clear the Sith raid with precisely two teams. JTRs doing at least 4% damage each to P1 and P2, and Nightsisters putting up at least similar numbers to P3 and P4. Now, you
might need an additional team for P3. These teams are doing just fine.