Forum Discussion
6 years ago
"leef;c-1925966" wrote:"jhbuchholz;c-1925874" wrote:"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.
So, if I mod Brood Alpha for health and he's at 80k and mod the rest for speed leaving them around 40k health would they all equalize to 80k on the first opponent move?
if i understand the OP correctly your team would equalize to 53.3k across the board.SpoilerBrood 80k + brute 80k + spy 40k + poggle 40k + soldier 40k + fac 40K = 320k / 6 = 53.3k
From what i can gather the issue the OP has is that if you hit a lower health toon, the higher health toons lose more health than there was damage dealt to the lower health toon due to the equalization based on percentages.
extreme example:
All geos are at full h/p. Everyone of them has 100k h/p except for soldier who only has 10k h/p.
If you hit soldier for 5k damage he will have 50% h/p left. After they equalize all of them will have (5*100% + 50% / 6 = ) 91.7% h/p. So effectively you've done (8.3k * 5 + 0.83k = ) 42.33k worth of damage with a 5k hit.Spoiler100% - 91.7% = 8.3%, 8.3% of 100k is 8.3k damage per 100k h/p geo and 8.3% of soldier's 10k is 0.83k.
So in one a 5k hit becomes 42k spread across the team and the other your healthiest character (usually a tank) loses 27k health without being attacked.
Guess I'm fine with either since there are good counters to both. Therefore I'd prefer no change.
About SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.
78,054 PostsLatest Activity: 11 seconds agoRelated Posts
Recent Discussions
- 60 seconds ago
- 50 minutes ago
- 3 hours ago