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im_Wisdom's avatar
9 years ago

Raids with a fairer chance for participation. Progression rework proposal

There is this power delta problem where some players can do very little damage, while other players can do a lot and even solo one phase, or even the whole Rancor Raid.

My idea is to see the progression reworked to have personal goals which contribute to the global score.

1) A Raid has a minimum duration of 24 hours. Given the speed of coin acquisition, this is not a slowdown at all, and gives players a large window of opportunity to participate once a Raid opens.

2) Progression is changed from global stages to personal stages.
Player has a single chance to run a single team on P1 until the team dies.
Once this team dies, he gets a single team to play P2 (if he has characters eligible) until the team dies.
The same goes one to all his teams on each of the four phases.
As a consequence, each player will be able to play each phase exactly one time in the 24 hour period, until refresh.
The damage from each player is added and once the collective damage surpasses a certain threshold, that phase is "beaten". This does not lock the initial phases from being playable by the other guild members which still haven't gotten into the raid. It just means "the guild reached a milestone to win the Raid, you don't need to sweat on this phase anymore, focus on the others".
Once all 4 phases are "beaten", the Raid is victorious.

3) On each phase, Rancor has "infinite health", so the players will die eventually.

4) To ensure that players will not last forever, Rancor will get stronger with each character turn.
On T1, each character taking a turn strengthens Rancor's speed, defense, offense, tenacity and potency by 0.2. Each higher Tier increases this value by 0.1: On T2 the increase is 0.3, T4 increases by 0.4, until T7 increasing by 0.8. This makes the monster deadly over time, even if he is being constantly hit with TM removal. He will eventually resist a lot.

5) This allows each player to engross a personal score without being cut off by other players, which currently is a problem. His performance is all that matters, this reduces a lot of internal friction inside guilds. Even if it's a guild entirely composed of P2W beasts, every one of them has the opportunity to tune his teams for the 4 phases and attempt his best score.

6) Change the reward table from a player damage ladder to reward brackets based on damage, allowing ties on the same bracket. 50th place would instead be 50th reward tier, for people dealing under 20k damage. 1st place would instead be 1st reward tier, for people dealing over 2M damage. Other tiers would be in-between.

7) Give extra rewards for a damage ladder across guilds. Every week you could give an extra reward with some cash, crystals, guild coin and omega for the top individual player performers, based on the added damage for the whole week.

7 Replies

  • I agree in concept that future raids need to be tuned better to require full participation. The current state of the rancor raid is everyone that has Teebo basically kills the raid. To the point where 3-4 people can kill a t7 raid with one team each. That is pathetic and hopefully they learned from this.
  • You have some good ideas there but I see one little problem. You say damage is accumulated until a threshold when the phase is beaten and then you move to the next phase that means that still technically one player could do enough damage to hit the threshold. I know that you also suggest Rancor becoming stronger with each toons turn but still in theory that doesn't completely eliminate the problem.

    That issue I think can also be addressed by guild leadership to work out a scheme that can help everyone.

    What I absolutely agree with is that rewards should be tiered and not given by rank. In my guild you can do 2mil damage and not even make the top 20 anymore despite relatively speaking being only a bit behind the first.
  • "giggsy;648041" wrote:
    Some neat ideas but I don't want to have to play for hours each raid. Right now one attack lasts about an hour. Let alone having to do it for each phase.

    Right now my guild has a one attack only rule and it's awesome.


    "RAYRAY;648066" wrote:
    I agree in concept that future raids need to be tuned better to require full participation. The current state of the rancor raid is everyone that has Teebo basically kills the raid. To the point where 3-4 people can kill a t7 raid with one team each. That is pathetic and hopefully they learned from this.


    On item 4) I stated a mechanic of permanent power growth for Rancor.
    Every time a char takes his turn, Rancor grows 0.2 to 0.8 in his attributes depending on Raid Tier.
    This will make playing for a whole hour pretty much impossible, because very soon Rancor becomes virtually immune to debuffs; gets faster; and does more damage.

    So all those issues go away, which makes playing each of the 4 stages a quick job, because no one lasts forever.
  • "KeKattia;648076" wrote:
    You have some good ideas there but I see one little problem. You say damage is accumulated until a threshold when the phase is beaten and then you move to the next phase that means that still technically one player could do enough damage to hit the threshold. I know that you also suggest Rancor becoming stronger with each toons turn but still in theory that doesn't completely eliminate the problem.

    That issue I think can also be addressed by guild leadership to work out a scheme that can help everyone.

    What I absolutely agree with is that rewards should be tiered and not given by rank. In my guild you can do 2mil damage and not even make the top 20 anymore despite relatively speaking being only a bit behind the first.


    No. each player plays each phase consecutively regardless of the phase being beaten or not.
    Total damage accumulated to call a stage "beaten" no longer has any bearing on collectively unlocking the next stage or locking the previous stage. It happens for each player. Player P1 once, unlocks the next phase, regardless of how much damage was dealt.
  • some good ideas

    but i agree mostly with others that rewards should be tiered

    tiered by damage

    ex: between 500k-1mil = certain toer

    1mil to 1.5mil = another tier

    something like that.

    would eliminate the "i lost by 2107 damage" feeling
  • "BrazilianJoe;648084" wrote:

    No. each player plays each phase consecutively regardless of the phase being beaten or not.
    Total damage accumulated to call a stage "beaten" no longer has any bearing on collectively unlocking the next stage or locking the previous stage. It happens for each player. Player P1 once, unlocks the next phase, regardless of how much damage was dealt.


    Yeah just read that part again after your answer much clearer now. Thanks for clarification, would be cool to see implemented though much more work from the current state.

    First they should still tier the rewards as that shouldn't be that difficult to implement.
  • Just socialize the rewards. All players are not equal, trying to monkey with game mechanic to socialize damage seems a poor payback, and then, make the enemy strong enough that it's not soloable, much simpler

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