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9 years ago
"StormTro0p3R_H;239231" wrote:
Dodging is a legitimate defense in a lot of battle games. Many dice games have a 1/3 dodge rate, sometimes even 1/2. The strategy is plan to use more attacks than usual. Don't kid yourself that both of the assist attacks will hit, plan on another attack or two to take them out. It only needs fixed if it's game breaking, which it isn't. Game changing, sure, for teams that lack depth. But that's exactly what needs to happen.
What happens when there's no direct counter stat (such as accuracy) and/or the dodge teams have equivalent, or nearly so, speed?
I've always loved dodge as a strategy. It's one of my favorite stats to min/max towards. However, in every game I've ever played, that I can think of, there is a direct counter to it. The risk is that when you are countered you get rocked. The reward is that when it works, it's beautiful.
However, we have no direct counter to dodge and, in general, we're seeing the same exact fast heavy hitters. The teams, for the most part, haven't changed except to swap the position of QGJ and Dooku in the squad.
There's no change in strategy. I play exactly the same as before. The only difference is that RNG now plays a much bigger role in the outcome of a match. This isn't some new met that has turned things on its heels or is causing people to panic. This hasn't forced anyone to reevaluate toons, grind new ones, or restrategize how they attack. This is simply the same meta as before with a new and improved RNG.
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