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6 years ago
"nabokovfan;c-1925865" wrote:"leef;c-1925830" wrote:
I don't really get why your method is preferable over the current method to be honest. Aside from not losing h/p disproportinately when your lowest h/p character takes damages, which arguably is a pro instead of a con, i don't see any upsides to changing how it works.
Downside is obviously that every geo has exactly the same h/p after just one equaliziation, which is silly imo. Also like already mentioned, the lower h/p geos will have more h/p than their max, which is also silly imo.
Think of the concept of hive mind. You're hitting one area but the hive comes after you. You hit one aspect of the squad, they take a little bit of damage, but the hive protects them. If you don't match that concept, then it doesn't work. Right now, the way it's programmed is flawed. I'm not saying it isn't good, I'm saying it isn't what it should be and the intent of the ability isn't working as described or as it should be.
If you truly equalize after each hit, there isn't as great of a chance for the Geos to kill themselves off. It means that you need to have a counter to the strategy and use a specific squad to take them down, something like Traya and Sion/pain have been really successful at breaking down the synergies of the team. It isn't a monumental difference, but we're talking about adding a slight bump to their suirvivability, which definitely comes at a cost.
They Last a lot longer, but there isn't one part of the squad that is much stronger than the other. Yes the brood, the alpha, sun fac act as the tanks, but that doesn't mean they alone are the ones that have the most health and protection, they are a tank in the sense that they take the damage while the others feed health and attack.
Using the strategy of taking out GBA and the squad falls apart is no longer viable, because it is one massive health pool. Hit above this damage mark or they will not die at all.
I would really really hate having a dinner conversation with ^ guy
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