Forum Discussion

conquers93's avatar
8 years ago

Is it time for a game-wide damage reduction, or another protection-style update?

Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

my suggestion is simple

option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

thoughts? other options that you have? do you disagree that the damage is currently too high?
  • "Khorvog_Karbossa;91287" wrote:
    Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


    It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

    The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

    I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

    my suggestion is simple

    option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
    Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

    option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

    option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

    thoughts? other options that you have? do you disagree that the damage is currently too high?


    Before the protection update I was adamant that it should not just be another 'health bar'. I suggested that the protection had to be removed in order to target the health and leftover damage from protection would not damage the toon. So say rey has 500 health and protection an attack of 600 damage would only remove the 500 protection and not deal 100 health damage too. This ensures no OHKO ever!




    But they go with another health bar basically. Silly
  • "SubzeeeDon;888999" wrote:
    "Khorvog_Karbossa;91287" wrote:
    Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


    It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

    The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

    I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

    my suggestion is simple

    option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
    Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

    option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

    option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

    thoughts? other options that you have? do you disagree that the damage is currently too high?


    Before the protection update I was adamant that it should not just be another 'health bar'. I suggested that the protection had to be removed in order to target the health and leftover damage from protection would not damage the toon. So say rey has 500 health and protection an attack of 600 damage would only remove the 500 protection and not deal 100 health damage too. This ensures no OHKO ever!




    But they go with another health bar basically. Silly


    so what you are suggesting, is it something similar to "damage immunity" for every character's first turn? (thinking Endurance's ultimate ability)
  • "Khorvog_Karbossa;889004" wrote:
    "SubzeeeDon;888999" wrote:
    "Khorvog_Karbossa;91287" wrote:
    Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


    It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

    The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

    I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

    my suggestion is simple

    option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
    Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

    option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

    option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

    thoughts? other options that you have? do you disagree that the damage is currently too high?


    Before the protection update I was adamant that it should not just be another 'health bar'. I suggested that the protection had to be removed in order to target the health and leftover damage from protection would not damage the toon. So say rey has 500 health and protection an attack of 600 damage would only remove the 500 protection and not deal 100 health damage too. This ensures no OHKO ever!




    But they go with another health bar basically. Silly


    so what you are suggesting, is it something similar to "damage immunity" for every character's first turn? (thinking Endurance's ultimate ability)


    Well yh it would function to that effect in a sense. but it's not for a full turn. For example throw in a wiggs shot and all the protection would be removed but you won't kill the toon Then you can go ahead and kill. The toon might not still get a turn to go but It also involves more strategy on who to attack as you can't just straight up kill a toon who has like 10% protection left.
  • "SubzeeeDon;889024" wrote:
    "Khorvog_Karbossa;889004" wrote:
    "SubzeeeDon;888999" wrote:
    "Khorvog_Karbossa;91287" wrote:
    Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


    It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

    The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

    I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

    my suggestion is simple

    option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
    Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

    option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

    option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

    thoughts? other options that you have? do you disagree that the damage is currently too high?


    Before the protection update I was adamant that it should not just be another 'health bar'. I suggested that the protection had to be removed in order to target the health and leftover damage from protection would not damage the toon. So say rey has 500 health and protection an attack of 600 damage would only remove the 500 protection and not deal 100 health damage too. This ensures no OHKO ever!




    But they go with another health bar basically. Silly


    so what you are suggesting, is it something similar to "damage immunity" for every character's first turn? (thinking Endurance's ultimate ability)


    Well yh it would function to that effect in a sense. but it's not for a full turn. For example throw in a wiggs shot and all the protection would be removed for example but you won't kill the turn. Then you can go ahead and kill. It also involves more strategy on who to attack as you can't just straight up kill a toon who has like 10% protection left.


    It sounds like a good idea that all characters (in arena only) start the game with a damage immunity buff, that disappears after the first hit. Or if you are a pokemon fan, it works EXACTLY like the pokemon move substitution that it will absorb 25% of the character's health in damage, but it cannot deal damage beyond that 25%, it just breaks.
  • "Khorvog_Karbossa;889027" wrote:
    "SubzeeeDon;889024" wrote:
    "Khorvog_Karbossa;889004" wrote:
    "SubzeeeDon;888999" wrote:
    "Khorvog_Karbossa;91287" wrote:
    Many people on here probably remember the days before protection. We had Rey one-shotting characters, many characters were just not useful anymore because they died too fast, and healing really was pointless. it was a time of Daka, Rey, and trying hard as possible staying alive.


    It seems today, we are at the problem again. Protection is no longer keeping the weak players alive. We have Wiggs, Chaze, TFP, Kenobi's assist, etc etc dealing 20-40k damage in a single move.

    The solution is pretaunts, which nerfed the hell out of OG Han (which i have made a post in past should ignore pretaunters with his shoot first), and now every meta team NEEDS shoretrooper or Baze in order to survive. Speed mods secondaries have made it that nothing can beat the speed of these high damage characters.

    I find it terribly sad that if we do not use Baze/Shore you most likely aren't meta (or GK/zQGJ)

    my suggestion is simple

    option 1- a game-wide damage reduction of 30-50%. all characters will deal less damage (equal percentage loss among all). Healing effects will also be reduced by 30-50%. How will this make a difference? now strategy and synergy have a bigger part in the game. Setting up a strategy in arena will work more, rather than boom boom boom. increase arena timer to 7minutes if needed, but doubtful this will be needed.
    Also, raids must have all health of troops/bosses reduced by same % as above to not become impossible

    option 2- mod stat squish. when mods were first released, it was hell with the huge damage being pulled. these speed secondaries are now reigning supreme. also critical damage and critical chance has gone much too high from mods, and protection for tanks is much too high as well at points. to fix this, reduce effectiveness of mods to 50% of what they are now. the mods should be to customize your team, not overpower it. the issue with this option is that we must then rebalance the heroic tank raid to match the weakened mods.

    option 3- a protection type update. We had protection to basically solve the problem we have now. but its basically becoming an extended health bar, where there are abilities that even give protection up, or heal protection (thinking kylo, biggs's xwing, and nebit). maybe we could add a new protection bar, that is equal to half the base health of characters, and cannot be changed through gear, mods, or abilities. the issue here is again rebalancing the raid and missions.

    thoughts? other options that you have? do you disagree that the damage is currently too high?


    Before the protection update I was adamant that it should not just be another 'health bar'. I suggested that the protection had to be removed in order to target the health and leftover damage from protection would not damage the toon. So say rey has 500 health and protection an attack of 600 damage would only remove the 500 protection and not deal 100 health damage too. This ensures no OHKO ever!




    But they go with another health bar basically. Silly


    so what you are suggesting, is it something similar to "damage immunity" for every character's first turn? (thinking Endurance's ultimate ability)


    Well yh it would function to that effect in a sense. but it's not for a full turn. For example throw in a wiggs shot and all the protection would be removed for example but you won't kill the turn. Then you can go ahead and kill. It also involves more strategy on who to attack as you can't just straight up kill a toon who has like 10% protection left.


    It sounds like a good idea that all characters (in arena only) start the game with a damage immunity buff, that disappears after the first hit. Or if you are a pokemon fan, it works EXACTLY like the pokemon move substitution that it will absorb 25% of the character's health in damage, but it cannot deal damage beyond that 25%, it just breaks.


    Yh i think it would work just like subsitutenin Pokemon! Good analogy aha
  • No game wide damage reduction.
    Reduce damage from faster characters (like it is supposed to be).

    If you remember before protection you must remember the damage nerf to fast characters, the higher speed the lower damage.

    Also they need to stop making chars like cherrut (who is classified as attacker but fills healer attacker and support).
  • "Supercat;889082" wrote:
    No game wide damage reduction.
    Reduce damage from faster characters (like it is supposed to be).

    If you remember before protection you must remember the damage nerf to fast characters, the higher speed the lower damage.

    Also they need to stop making chars like cherrut (who is classified as attacker but fills healer attacker and support).


    It's hard to nerf chirrut since he's a p2w, I honestly don't see enough of him to know, but also I'm currently using a boba team so he's easy.

    Also, lowering any damage may make pretaunt op
  • The only fix I can think of as of now is to, maybe, use a little common sense and say that modding up a huge amount of speed affects % to hit proportionately. So as to leave speed as it is, but would cause way more variation in the opening action. I.E. toons are cracked out but they speed shakes.

    I honestly don't think they see it as a problem/can't change what came out of pandoras box, so it won't be fixed. Pretaunt is an amelioration and their is the potential for other pre-debuffs, but I think we have this speed demon we all need to live with.
  • A simple solution would be to make all toons have a fully geared/full level un-moded speed of 150 minimum. This would open up a lot of other toons to be useful with mods against the F1 race cars everyone is using today. The problem is not damage so much as it is all the toons with counters are stuck in the slow lane. On the other hand, the devs seem to be adding more and more uncounterable effects to the game.... bad design IMO. First rule of competative games is that every move has a counter, they are violating the **** out of that rule.