Forum Discussion
8 years ago
Possible solutions to the Sith raid problem:
1. Give players more control. I'm pretty sure the most detrimental thing to the player experience is the lack of control and our inability to apply anything except for irresistible debuffs like Jedi Training Rey's expose. Currently, tenacity increases by huge chunks whenever the boss takes damage.
In order to allow a larger variety of teams and to make the raid more fun, how about you change the raid boss passives, eg: Change Nihilus passive "The Darkness In Which All Life Dies" to:
"Nihilus is immune to tenacity down and his tenacity is increased by 20% per active debuff on him. Every time Nihilus fails to resist a resistable effect his tenacity is increased by 20% (stacking) until the end of his next turn. Ever time Nihilus is affected by a turn meter removal effect his speed increases by +30 until the end of his next turn."
This change has a few benefits for the player experience:
1. Irresistible effects will not increase Nihilus' tenacity, meaning that a greater variety of debuff-based alternative units can be mixed in with irresistible ability characters.
2. Resisted effects will not further increase Nihilus' tenacity. Having resists increase Nihilus' tenacity causing even MORE resists is just annoying and cripples debuff-reliant characters like zeta Vader leadership.
3. Debuff-reliant characters will be prevented from becoming TOO powerful. For example, a zeta Vader leadership will be able to apply SOME damage over time effects but the more that get applied, the more that Nihilus will be able to resist new applications. This will prevent the super high stack counts you see in the tank raid that make Wampa so overpowered but will give zeta Vader some utility and power. Additionally, with the above wording, the active debuff tenacity increase and the "failure to resist a resistable effect" tenacity increase will stack until Nihilus' next turn meaning if Vader does Force Crush and applies 3 damage over time effects and the slow debuff, Nihilus' tenacity will be increased by 160% until the end of his next turn but it will then reduce down to 80%, due to the 20% per debuff bonus only. This gives Nihilus a high level of tenacity increase when the debuffs are initially applied but will reduce again after Nihilus has made it to his next turn.
3. The combination of +30 speed, increasing tenacity whenever a turn meter removal effect isn't resisted, plus the 5% turn meter gain that happens from the "Fearsome Foe" passive, should all prevent infinite turn meter removal cycles without making resistible turn meter removal effects completely useless.
1. Give players more control. I'm pretty sure the most detrimental thing to the player experience is the lack of control and our inability to apply anything except for irresistible debuffs like Jedi Training Rey's expose. Currently, tenacity increases by huge chunks whenever the boss takes damage.
In order to allow a larger variety of teams and to make the raid more fun, how about you change the raid boss passives, eg: Change Nihilus passive "The Darkness In Which All Life Dies" to:
"Nihilus is immune to tenacity down and his tenacity is increased by 20% per active debuff on him. Every time Nihilus fails to resist a resistable effect his tenacity is increased by 20% (stacking) until the end of his next turn. Ever time Nihilus is affected by a turn meter removal effect his speed increases by +30 until the end of his next turn."
This change has a few benefits for the player experience:
1. Irresistible effects will not increase Nihilus' tenacity, meaning that a greater variety of debuff-based alternative units can be mixed in with irresistible ability characters.
2. Resisted effects will not further increase Nihilus' tenacity. Having resists increase Nihilus' tenacity causing even MORE resists is just annoying and cripples debuff-reliant characters like zeta Vader leadership.
3. Debuff-reliant characters will be prevented from becoming TOO powerful. For example, a zeta Vader leadership will be able to apply SOME damage over time effects but the more that get applied, the more that Nihilus will be able to resist new applications. This will prevent the super high stack counts you see in the tank raid that make Wampa so overpowered but will give zeta Vader some utility and power. Additionally, with the above wording, the active debuff tenacity increase and the "failure to resist a resistable effect" tenacity increase will stack until Nihilus' next turn meaning if Vader does Force Crush and applies 3 damage over time effects and the slow debuff, Nihilus' tenacity will be increased by 160% until the end of his next turn but it will then reduce down to 80%, due to the 20% per debuff bonus only. This gives Nihilus a high level of tenacity increase when the debuffs are initially applied but will reduce again after Nihilus has made it to his next turn.
3. The combination of +30 speed, increasing tenacity whenever a turn meter removal effect isn't resisted, plus the 5% turn meter gain that happens from the "Fearsome Foe" passive, should all prevent infinite turn meter removal cycles without making resistible turn meter removal effects completely useless.
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