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ripthestagesw's avatar
9 years ago

Mods are unbalanced (speed secondaries were not nerfed) with video (Poe with 256 speed)

Before you say anything, check the video.
https://youtube.com/watch?v=U4yTJ0jXZWo&feature=youtu.be

I don't care if I can't beat Charlatan, he knows me, we had a lot of fun in the arena and this post has nothing to do with him, nor with TI.

I don't think droids or rebels or Poe should be nerfed but I believe speed secondaries must be reworked. If you use 4 of the speed kind, you get 10% speed bonus (8-16 based on the toon you put it on), while you can get 21-28 from a secondary stat on a mod. Basically it is better to use 6 different type of mod with high speed secondary stat because you get way more than from the synergy. I really believe dev team forgot to adjust speed secondaries during the mod nerf and this made the mod system unbalanced.

To the whiners: Not the droids, nor Poe, rebels, Rey is your problem, your problem is the unbalanced speed mod system and this makes the trouble you faced with. I know it is easier to blame a toon but you can beat anything if you have toons alive. But with these speed mods you just don't have a squad to fight with when it is your turn. Everything else were nerfed except speed secondaries. I hope devs read the post and start to think about it. But I really don't care anymore. Just wanted to share this but I gave up on this game after the mod nerf.

Almost forget: ideas are welcome. Faster JE and faster Poe is not an answer. That's just justify the speed balance problem.

157 Replies

  • Honestly I do not see this getting Fixed. Speed Secondary Mods are plankton to the whales.

    Myself I have spent the last three weeks putting 400 cant energy per day into 5 start mods.

    So far I have created 3 +10 speed mods, and got 1 +30 speed primary mod. And a number of +5 secondary speed mods.

    It takes allot of luck to get he elite speed mods, You need to start with a purple or gold mod with speed in secondary, then you need to hit speed when lvling up.

    If players were using Cant energy to get the mods then I would say fine. Your looking at 30 Cant energy refreshes for one elite mod. Alot of work even if your paying for refreshes.

    Problem is this is not the case. Once you have finished all of the mod challenges you can buy mod5 mods from shipments. These mods are the primary source of the high secondary speed mods.

    Speed Secondary Mods are overpowered. Best comparison is offense... Set bonus for 4 is 10% offense or 10% speed (IMO 10% speed is better, but I guess debatable). But Secondary bonus on offense is like 0.3% Vs 5 speed which is a 3% increase in speed. 5% for some toons. So Speed Secondary Bonus is 10X as potent.

    IMO best fix is to change secondary speed mods to % based. With levels similar to OFFENSE. I do not see this happening however. I hope I am wrong.


  • "Vice_torn;658501" wrote:

    Problem is this is not the case. Once you have finished all of the mod challenges you can buy mod5 mods from shipments. These mods are the primary source of the high secondary speed mods.


    You only have to finish T3, maybe just T2, of health and defense to see MK5 in the Mod shop. So it is even easier to get them all to show.
  • "Zooey;608786" wrote:
    "Nebulous;608777" wrote:
    Nerfing secondary speed mods now is an awful idea. For all the players who spent money to get that prime mod, only to suddenly have the mod diminished in power is only begging for an angry player base.

    Speed has always been the premium stat in this game. Instead of reducing speed, Mods should be enhanced in other ways. Boost tenacity and let the primary roll on more than 1 mod. Increase offense stats so that hitting harder becomes more important than less power but multiple hits. Make critical avoidance appear on mods that don't compete with the speed primary.

    The rng is part of the game, but it shouldn't be too punishing.


    +1


    +1
  • For you? Nothing :)
    "Monku;658039" wrote:
    What was the point of the video? To show that you have speed mods? Was this an experiment? Did you show variations of teams with different abilities? What was the point of this video? What are you trying to prove? Are you going to show more matches with more than one battle? Is this for statistics? I really do not get the point. Is this video for probability? What was the stats of the other team? Are you trying to show a close battle? Do you have analytics on this? Are there variations where one team has abilities based on TM and the other team has only speed and no TM abilities?


  • First video = Ferrari speed. No chance at all. This video, no ferrari STH nor Poe and it can be countered. The problem is still the speed secondaries, those let some TM manipulation toon move first and then a whole squad. Yes I hear you. I know you can beat anyone with +30 speed in general with 241+ speed STH but in reality if he uses the fastest STH with a fast squad, his whole squad moves first. Biggs assist with Wiggs = dead toon. Then AOE and stun party and you can attack his taunt. Even if you use removal (SF, B2) anything you hit STH once and they gain TM while your team recovers from the stun (missed turn and your squad is -30 speed in general). Then you have nothing. You can say you can counter it but it desn't work with Rex because while you getting 7,5%-15% TM by your damaged and dead toons enemy is already at 100% TM, so yes you gain TM but you are dead. And dead toon most probably doesn't do any damage. Right? Let's say droids. 1) there is not enough DPS to take them out and when it's their turn they have the damage and also recover to full with Wedge lead. But let's you your droids are better than ours in our arena, then he swap to his Rex and swap in Han to stun JE and problem solved. You can say use AA lead, then you gain speed but that speed is not enough and AA is a wasted spot otherwise. Let's say Lando, that's speed and damage. Yead but the speed is still lower so the party is the same.

    At the end of the day the current meta is the speed and it is because the speed secondaries are unbalanced compare to the leadership and unique skills. QGJ ledership was something before mods. Now it's less than the top right t5. And I also believe it is not balanced if you can triple a toons speed with mods while you can't triple anything else like damage, defense, health, even protection 60 or 80% is the most you can have? I believe it is 80%. 66% critical damage. 50-70% critical chance? 25-35% health? In the meantime you can have 250-300% speed on your squad. I think speed secondaries must be nerfed by the same percentage as the rest were. Then it would not been all about speed anymore.
  • And I don't even understand the problem here. If you have a good one now, it's a good one after the nerf. Let's say 20 - 10. But your opponent's 10 is 5 now, so you still have double but the difference is 5, not 10. 5 times it's 100 - 50 and 50 to 25. That's 25 difference which can be countered but still advantage and looks more balanced compare to the rest while it will be still the highest possible increaseent with 125-150%. The current numbers just don't fit the game. If you think I can't sleep if my opponet has +30 speed, ask me if I even tried in the past days to beat him since STH. Not to mention I have the second fastest squad in my arena and a solid set for raid. I would lose on this one, even our guild members in FTB but this 250-300% is a bad joke and the only secondary without nerf.

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