Forum Discussion
9 years ago
OP, that's not a terrible idea but it's not one, IMO, that will be high on the to do list.
As far as limiting players (I know this isn't really what you want to be talking about) I'm of the opinion you shouldn't limit players too much. If you have a guild that can clear a certain tier of the rancor or tank then let them run with it. The bottom will catch up to the top eventually. It could be through healthy competition, the desire to improve, or through learning from better or at least further along players.
I think once you start imposing limits on players that's when you start seeing the debacle that was HAAT. For instance, I was in a guild that had a rule of only one attempt at rancor and then 12 hours later a zerg. Everyone had that one team that was amazing but not much behind that. Then I switched to a different guild who had no limits on the rancor. I found myself scrambling to bring up other teams. Then the tank raid came out. I was better prepared for it with the short amount of time to build other teams than I would have been had I stayed in my former guild. In fact, we had little trouble completing heroic tank in my new guild and it took a while for my former guild to complete it. Why? Because of limits and lack of quality teams.
Whether you're trying to improve to the next level of raids or prepare for what's next, I believe that setting limits is counterproductive. Yes, setting an artificial bar where if I score 6 mil only 4 mil counts would help but until (if) that is implemented I would suggest not to set any caps on damage or any sort of other limits (like who you can or cannot use in a raid).
As far as limiting players (I know this isn't really what you want to be talking about) I'm of the opinion you shouldn't limit players too much. If you have a guild that can clear a certain tier of the rancor or tank then let them run with it. The bottom will catch up to the top eventually. It could be through healthy competition, the desire to improve, or through learning from better or at least further along players.
I think once you start imposing limits on players that's when you start seeing the debacle that was HAAT. For instance, I was in a guild that had a rule of only one attempt at rancor and then 12 hours later a zerg. Everyone had that one team that was amazing but not much behind that. Then I switched to a different guild who had no limits on the rancor. I found myself scrambling to bring up other teams. Then the tank raid came out. I was better prepared for it with the short amount of time to build other teams than I would have been had I stayed in my former guild. In fact, we had little trouble completing heroic tank in my new guild and it took a while for my former guild to complete it. Why? Because of limits and lack of quality teams.
Whether you're trying to improve to the next level of raids or prepare for what's next, I believe that setting limits is counterproductive. Yes, setting an artificial bar where if I score 6 mil only 4 mil counts would help but until (if) that is implemented I would suggest not to set any caps on damage or any sort of other limits (like who you can or cannot use in a raid).
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