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- They could do something to make it more strategy based. "Fixing" the speed secondary issue won't make anyone quit, especially if they invested a lot of money in the game.
There has to be a solution. How many people have to say something before it's at least addressed? Why is my team with god-awful stats now winning with a hodgepodge of mixed-matched junk mods just because of the speed secondaries and nothing else? - For raids, it is less the case. I find health on par with speed. You score will be as high as how long you can survive.
- +1 to all
"Mithrawnuodo;876023" wrote:
"Neo2551;876018" wrote:
For raids, it is less the case. I find health on par with speed. You score will be as high as how long you can survive.
Potency in Rancor.
Health/protection for tank.
Seems more in line with the original intent, honestly.
Not saying speed should be nerfed.
Just saying everything else needs to be relevant, as to how to do that...
I really don't know.
Speed is just too important based on the quantities we get. Getting an extra 1,600 health from a mod isn't worth losing 3 speed and going after your enemies. If the other bonuses from mods could live up to the potential of speed it'd be a totally different scenario. If my health mods gave me an extra 16,000 health I'd be able to survive their first hit while I lack the speed to go first, but I wouldn't get wrecked. These numbers are just kind of random, but could be potentially accurate with the amount of glass cannons this game is producing.- I don't think it's a bad idea if they buff up the other mod attributes to match up to speed, but Raids and Arena would have to somehow get a re-balance for it to be effective.
"Vertigo;876039" wrote:
"Mithrawnuodo;876023" wrote:
"Neo2551;876018" wrote:
For raids, it is less the case. I find health on par with speed. You score will be as high as how long you can survive.
Potency in Rancor.
Health/protection for tank.
Seems more in line with the original intent, honestly.
Not saying speed should be nerfed.
Just saying everything else needs to be relevant, as to how to do that...
I really don't know.
Speed is just too important based on the quantities we get. Getting an extra 1,600 health from a mod isn't worth losing 3 speed and going after your enemies. If the other bonuses from mods could live up to the potential of speed it'd be a totally different scenario. If my health mods gave me an extra 16,000 health I'd be able to survive their first hit while I lack the speed to go first, but I wouldn't get wrecked. These numbers are just kind of random, but could be potentially accurate with the amount of glass cannons this game is producing.
True, going after your ennemy is almost always a bad move. But in raids, speed from your opponent is fixed and the benefit of the 1,600 could mean topple and heal at 100% again or just end your run (especially in JE)."Vertigo;876039" wrote:
"Mithrawnuodo;876023" wrote:
"Neo2551;876018" wrote:
For raids, it is less the case. I find health on par with speed. You score will be as high as how long you can survive.
Potency in Rancor.
Health/protection for tank.
Seems more in line with the original intent, honestly.
Not saying speed should be nerfed.
Just saying everything else needs to be relevant, as to how to do that...
I really don't know.
Speed is just too important based on the quantities we get. Getting an extra 1,600 health from a mod isn't worth losing 3 speed and going after your enemies. If the other bonuses from mods could live up to the potential of speed it'd be a totally different scenario. If my health mods gave me an extra 16,000 health I'd be able to survive their first hit while I lack the speed to go first, but I wouldn't get wrecked. These numbers are just kind of random, but could be potentially accurate with the amount of glass cannons this game is producing.
By the way, a tanky glass canon is worse than a speed glass canon ;) Look at Boba lead Bounty hunter team. An 88 with 48k health is annyoing.
Playing in such a match feels like you're trying to have a game of chess, but your opponent just keeps saying "Whoa, whoa, it's my turn now.. Okay, my turn again... and again... And again...and again....And checkmate. Alright, your turn."
I chuckled.
thank you sir.- If only it were true for just other secondaries!
I'd give up the set bonus in a blink for a +3 speed bonus, and the main stat for not much more!
And with Zader - Tie Pilot, we're squarely back into Poe-style "Who goes first takes the match", so I think all that matters for Tie Pilot is to go before the other one, everything else is negligible. - They should just half the speed bonuses from mods, it would then make them less desirable. Would you then choose a mod with 7 (halved from 14) speed secondary or a mod with +6% crit, then makes it a harder choice
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