Forum Discussion
"nomad1988;c-2401986" wrote:
@herd_nerfer true, I was getting ahead of myself. I guess all they admit is that the play is happening as we describe. Now for them to turn around and say it’s ‘working as intended’ with no explanation as to how lol.
I'm not convinced they'd be able to get a fix in before the GC is over anyway. If it is bugged, I just hope they fix it for the next time it comes around. At the very least, they should describe what to expect with modifier text. Bugged or not, this was surely one of the more annoying GCs.- NotRealUltraSeasoned Newcomer
"Ravens1113;c-2401963" wrote:
@CG_SBCrumb @CG_Tusken_Meathead can you guys tell your QA team to actually test things before they put them out. This is getting ridiculous.
You are assuming its not WAI...
Its a PvE battle, its likely working as intended - @Ultra - So are you assuming that there's something missing in the description of the modifiers? As it stands there's nothing there which allows for Malevolence to decrease its cooldowns in the descriptions given, so its ultimate should have a cooldown of 5 at the start of battle. If this is what they intended then it would be nice if they could at least let us know how it's happening. Working as intended is not the same as working as described.
- PersimiusRising Scout
"Ravens1113;c-2402001" wrote:
"Whatelse73;c-2401998" wrote:
They always do wacky stuff with Galactic Challenges, I wouldn't be surprised if it was WAI. Try starting with profundity, Ghost, Phantom and then bring outrider and Y-Wing in from reinforcements. That got me the out of turn option, a couple in my guild got all four knocked out with this one fleet. (three imps can stay in reinforcements)
I agree they do, however there’s some kind of explanation via a modifier or event detail. If it was explained somewhere then this would be a none issue.
Not sure why it isn't a non-issue anyway. It's just a GC. You learn super quick that Mal can use his ult right away. Much faster than by reading anything. I mean, I have literally never read a GC modifier or explanation. I check the feats list and then battle. - NotRealUltraSeasoned NewcomerIf the PvE Malevolence ultimate doesn't start on cooldown, you don't need a modifier to say that
Either way, its making a mountain out of the molehill, lets say they update the in-game text to say "Ultimate will be available turn one btw fyi not a bug stop complaining"
How does that make any difference in your attempts at completing the GC? - NotRealUltraSeasoned Newcomer
"Ravens1113;c-2401997" wrote:
"Ultra;c-2401992" wrote:
"Ravens1113;c-2401963" wrote:
@CG_SBCrumb @CG_Tusken_Meathead can you guys tell your QA team to actually test things before they put them out. This is getting ridiculous.
You are assuming its not WAI...
Its a PvE battle, its likely working as intended
Is it though?
Usually when there’s some kind of change to a kit there’s an explanation in the event details. So it’s one of two things:
PvE and PvP kits are different, like the B2 droids in Geo TB have stacks of droid battalion and there is no modifiers for that change
the Dark Side campaign nodes, you will find Hoth Luke (CLS) with a different kit than the player obtainable version of CLS
When characters get buffed or new abilities or zetas or omicrons, those PvE units are not updated either
Not sure why its difficult to understand that PvE units might have different kits with no explanation other than to make an event easier or more difficult
Even if CG says this is bugged, in the future, PvE units might function differently and no explanation is needed other than game balancing / difficulty adjustment purposes - Except that in TB they have long explanations of how toons work, ESPECIALLY if they are PvE versions of other toons. Your example of B2 actually makes our point. They describe the droid battalion change for the version seen in GeoTB. Normally you’re on the money Ultra but I’m a bit disappointed by your response to this issue. In previous GCs the units have worked like their PvP companions if they exist, subject to modifiers described in event. If they wanted Mals ultimate to start on cool-down, or be reduced by a mechanic that’s not an issue, they just needed to communicate it somewhere.
- “ Ultimate will be available turn one btw fyi not a bug stop complaining”
If this is literally the text they use in the modifier then fair play to them. Just as long as they include the information - PersimiusRising Scout
"Ravens1113;c-2402007" wrote:
"StarSon;c-2402002" wrote:
"Ravens1113;c-2402001" wrote:
"Whatelse73;c-2401998" wrote:
They always do wacky stuff with Galactic Challenges, I wouldn't be surprised if it was WAI. Try starting with profundity, Ghost, Phantom and then bring outrider and Y-Wing in from reinforcements. That got me the out of turn option, a couple in my guild got all four knocked out with this one fleet. (three imps can stay in reinforcements)
I agree they do, however there’s some kind of explanation via a modifier or event detail. If it was explained somewhere then this would be a none issue.
Not sure why it isn't a non-issue anyway. It's just a GC. You learn super quick that Mal can use his ult right away. Much faster than by reading anything. I mean, I have literally never read a GC modifier or explanation. I check the feats list and then battle.
Why are the enemy units randomly assisting without buzz droids? Can you explain if it’s a bug or what instance of battle causes the random assists if there’s no explanation?
No, I cannot explain. Nor do I think it matters that much in this case. It's just a GC.
Even if they come back and tell us it's a bug, they'll likely never fix it (looking at you, "complete the battle using 3 Rebel ships). - EnigmaPotatoesNew Spectator
"Ultra;c-2402012" wrote:
"StarSon;c-2402011" wrote:
"Ravens1113;c-2402007" wrote:
"StarSon;c-2402002" wrote:
"Ravens1113;c-2402001" wrote:
"Whatelse73;c-2401998" wrote:
They always do wacky stuff with Galactic Challenges, I wouldn't be surprised if it was WAI. Try starting with profundity, Ghost, Phantom and then bring outrider and Y-Wing in from reinforcements. That got me the out of turn option, a couple in my guild got all four knocked out with this one fleet. (three imps can stay in reinforcements)
I agree they do, however there’s some kind of explanation via a modifier or event detail. If it was explained somewhere then this would be a none issue.
Not sure why it isn't a non-issue anyway. It's just a GC. You learn super quick that Mal can use his ult right away. Much faster than by reading anything. I mean, I have literally never read a GC modifier or explanation. I check the feats list and then battle.
Why are the enemy units randomly assisting without buzz droids? Can you explain if it’s a bug or what instance of battle causes the random assists if there’s no explanation?
No, I cannot explain. Nor do I think it matters that much in this case. It's just a GC.
Even if they come back and tell us it's a bug, they'll likely never fix it (looking at you, "complete the battle using 3 Rebel ships).
Yeah, they'll just fix it for the next GC run with malevolence AI at best
Well, let's not get ahead of ourselves.
They might just forget to fix it like with the feat that requires 5 Rebels instead of 3.
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