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- @Kyno the new change actually hinders any strategic development and it encourages spending. I get you need to encourage spending. I applaud it but let's not confuse that with strategic development. Ties were irritating people who got a huge advantage in a mismatch and you have rewarded them by taking any strategic advantage out of play.
"Notnukin;c-1481929" wrote:
Kyno the new change actually hinders any strategic development and it encourages spending. I get you need to encourage spending. I applaud it but let's not confuse that with strategic development. Ties were irritating people who got a huge advantage in a mismatch and you have rewarded them by taking any strategic advantage out of play.
I truly believe that the beat f2p are some of the best strategists out there. Doing more with less is the goal, that takes strategy.
As always if you want to spend you have an advantage, but this doesn't force spending it forces strategy, balance of O and D, getting the correct matchup ,developing counter teams and an overall top level strategy that will get you into the back wall with more fire power than the other guy. This can all be done without $$.
I believe that many people confuse $$ with strategy, but more along the lines that you are stating, not that they can overcome the former with the latter. IMHO.- 35 teams for each sectin is stupid. Too much teams in defense.
All other add are nice, but the fun definitively gone with those 35 def squad. Now it's a pain. "Boba_The_Fetter;c-1466892" wrote:
+1 banner for successful defence. That's literally all they needed to not affect TW in any way other than when a tie occurs
^this.
We finally had a strategy down and now its changed. Old strategy didn't fair well in new setup and we actually had an even matchup. Take for example the banners you get for placing a ship squad, why do you receive fewer banners for not filling all reinforcement slots? I've never seen an arena battle go longer than having 2 reinforcements emerge, so why penalize a player for taking game play into consideration when setting a defense????- We need 35 squads per territory. This is hogwash. Assuming everyone does their fair share, everyone needs 5.6 squads for
offensedefense, 1.4 fleets, and the ability to kill just as many. Basically boils down to 60 decked out heroes and all the ships, pilots, and commanders.
Why even bother? 2.5 years in and I have 42 characters at g11+, now I need at least 20 more at that level to be effective in TW. Probably more than 20 because let's face it, many characters just cannot compete with the newer ones. If I ever get there, they will just change the rules again. Pointless exercise in futility.
Our guild participation is at an all-time low for this TW.
Silver lining: at least we get to fight a bunch of JTR, CLS, and Maul teams over and over and over again. It is content I guess. - I don't care because we have no chance against the guild with 30m GP more than us. The point system is irrelevant. ;)
- Why are we not getting some explanation?
"RevanComingSoon;c-1483360" wrote:
"TVF;c-1482941" wrote:
I don't care because we have no chance against the guild with 30m GP more than us. The point system is irrelevant. ;)
In my opinion it is relevant in that this matchmaking bug is likely due to the new TW QOL update
I'm pretty sure that's not the point but ok.- @TVF @RevanComingSoon
No, it's not ok !!
=D - 35 teams for each area at the 120 mio GP bracket is way to much.
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