6 years ago
New raid structure?
Someone might have suggested this before, sorry if it is a rehashed idea, I haven't seen it yet. I was having a discussion in my guild about someone soloing the Rancor and whether it matters. I was th...
"Citadel_of_Ricks;c-1864595" wrote:"Monel;c-1864578" wrote:"Citadel_of_Ricks;c-1864576" wrote:"Monel;c-1864571" wrote:
There are 173 characters in game right now, that would mean I need to do the same battle 35 times to deliver max damage for max rewards. Nice thinking but no thanks.
Ok, limit it to your 10 best teams over 2 days.
The problem is the battle doesn't change, that's where it gets boring. Plus you never win, ever see Karate Kid 2 that dude was chopping at the same piece of drift wood for over 50 years. I mean that at least had symbolism, you are proposing boredom after fight 3. The game gets stale enough even when there are rounds like GA and TB. But when you just pound the same object even only 10 times and what's the point.
I like where your head is about not competing against your own guild for rewards but that can be fixed just by balancing the rewards the way they did with raid sims for Rancor.
You are definitely entitled to your take. I think for me it would be interesting to try to hit new levels personally and as a guild (it's a game, we never really "accomplish" anything), especially if the new levels came with solid rewards. Also, the battle changes as you try different teams and compositions, just like every other part of this game.
I suspect you play arena with 5 of your 173 7* characters, are you saying that is not akin to hitting "meta driftwood" over and over and doing the same thing every day? Maybe it only happens twice a month or something. Fighting Traya over and over with the same five teams doesn't fit your driftwood metaphor, as well?
In the proposed version, everyone gets to play, everyone gets rewards based on their guild's overall performance and everyone gets rewards based on their personal performance.
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