Forum Discussion
8 years ago
Let's just be honest: the raid is poorly designed.
The reason why it is poorly designed is quite simple: progression of guilds is now so spread out, that it's impossible to provide one guild with a challenge that is still possible for lower tier guilds. These raids are obviously designed with top guilds and whales in mind, and attempts to provide challenge to them. This means that it is not tuned for anyone below that (which is most people).
The result:
- Highly inflated health pools, leading to an inappropriate amount of damage dealt by all % effects
- Bosses that have some complexity. Interesting perhaps for experienced raiders like me, but very frustrating for the average player.
- Raid mechanics that are decidedly unfun (possibly bugged) like the apparently unpredictable nature of Nihilus' Annihilate.
Design wise I must also say that compared to the HAAT, which is designed extremely well, this raid seems like every phase is more or less the same. Not exactly the same, but in the HAAT, you need very distinct teams for every phase, at least originally, and those teams did not work very well in the other phases. This is not the case here, at least not nearly as much.
By making the bosses basically immune to everything that is not unresistable, you restrict the use of almost all characters in the game. It doesn't matter what your characters can do, since the bosses can't be affected by anything. This makes things extremely boring, extremely quickly, and pigeonholes us into using very specific or very silly teams.
In short: I give this raid a 3/10 for raid design.
The reason why it is poorly designed is quite simple: progression of guilds is now so spread out, that it's impossible to provide one guild with a challenge that is still possible for lower tier guilds. These raids are obviously designed with top guilds and whales in mind, and attempts to provide challenge to them. This means that it is not tuned for anyone below that (which is most people).
The result:
- Highly inflated health pools, leading to an inappropriate amount of damage dealt by all % effects
- Bosses that have some complexity. Interesting perhaps for experienced raiders like me, but very frustrating for the average player.
- Raid mechanics that are decidedly unfun (possibly bugged) like the apparently unpredictable nature of Nihilus' Annihilate.
Design wise I must also say that compared to the HAAT, which is designed extremely well, this raid seems like every phase is more or less the same. Not exactly the same, but in the HAAT, you need very distinct teams for every phase, at least originally, and those teams did not work very well in the other phases. This is not the case here, at least not nearly as much.
By making the bosses basically immune to everything that is not unresistable, you restrict the use of almost all characters in the game. It doesn't matter what your characters can do, since the bosses can't be affected by anything. This makes things extremely boring, extremely quickly, and pigeonholes us into using very specific or very silly teams.
In short: I give this raid a 3/10 for raid design.
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