Forum Discussion
Darth_DeVito
7 years agoSeasoned Ace
At the risk of shooting myself in the foot with this in case the devs really listen and balance GW, but it has become almost ridiculously easy lately. Someone told me that a Bastila-led Jedi team, even an underdeveloped one, usually sails through GW without problems. So I gave it a try with my 3* gear VI Bastila and my recently unlocked GM Yoda, who was still on gear V. I stuck with this one team and didn't preload any other. I also resisted the urge to buff the entire team with Basti+Yoda on early nodes and mostly used basic attacks.
The first night, I finished all but the final node. The next night, all nodes were surprisingly easy. Tonight it is easier still, to the point of being ridiculously simple, even though I kept developing my Jedi. It's too early to say if this but an RNG fluke in my favor, but it has never been easy for several days in a row since I passed level 60 weeks ago. And even before that point, it was never this unchallenging. GW also scales from node to node now. Node 12 had a mismatched lvl 64-71 team tonight (I'm currently 73) and that was the toughest one of the entire run. The previous teams barely scratched my protection bars.
I'm beginning to suspect the difficulty is based more on overall performance, specifically on which and how many teams I use, than it is on my top five characters. Preloading top teams on early nodes seems to be a huge mistake. Switching between teams at all might be counterproductive. If I remember correctly, every time I hit a brick wall on early nodes, I had either preloaded multiple teams in the same run or used several teams the night before, including my top teams.
I'll post if something changes drastically while I stick with my Jedi for entire GW runs. Right now, using nothing but a Bastila-led team with some underdeveloped characters, and without using the full extent of their abilities if possible or autoing any round, seems to be an easy way to finish GW.
ETA: I still think it's very unbalanced even though the lack of balance seems to work in my favor right now. Ideally, it would always scale from one node to next, with the final nodes being challenging at any level (but not to the point of being utterly impossible). I realize that randomized encounters may not allow for a lot of fine tuning, but maybe it's possible to narrow the RNG range down a bit and make it err less in either direction.
The first night, I finished all but the final node. The next night, all nodes were surprisingly easy. Tonight it is easier still, to the point of being ridiculously simple, even though I kept developing my Jedi. It's too early to say if this but an RNG fluke in my favor, but it has never been easy for several days in a row since I passed level 60 weeks ago. And even before that point, it was never this unchallenging. GW also scales from node to node now. Node 12 had a mismatched lvl 64-71 team tonight (I'm currently 73) and that was the toughest one of the entire run. The previous teams barely scratched my protection bars.
I'm beginning to suspect the difficulty is based more on overall performance, specifically on which and how many teams I use, than it is on my top five characters. Preloading top teams on early nodes seems to be a huge mistake. Switching between teams at all might be counterproductive. If I remember correctly, every time I hit a brick wall on early nodes, I had either preloaded multiple teams in the same run or used several teams the night before, including my top teams.
I'll post if something changes drastically while I stick with my Jedi for entire GW runs. Right now, using nothing but a Bastila-led team with some underdeveloped characters, and without using the full extent of their abilities if possible or autoing any round, seems to be an easy way to finish GW.
ETA: I still think it's very unbalanced even though the lack of balance seems to work in my favor right now. Ideally, it would always scale from one node to next, with the final nodes being challenging at any level (but not to the point of being utterly impossible). I realize that randomized encounters may not allow for a lot of fine tuning, but maybe it's possible to narrow the RNG range down a bit and make it err less in either direction.
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