Forum Discussion
7 years ago
"metal_samurai;c-1559958" wrote:
the RNG complaints seem to be from relying on landing target lock first or TFP dodging, things of that nature. well the chances of those are far from 100%, so of course they're RNG dependent. having fewer starting ships can make things go south more quickly if the dice rolls aren't going your way, and i certainly get that. however is there no alternative strategy for such cases? e.g. "if target lock doesn't land what can i do then?" and strategize accordingly.
after a couple days i guess i'm getting the hang of it now, though i despise how suddenly they thrust all this on us, giving no opportunity to learn the ropes and devise such alternate strategies before our arena payouts depended on our knowledge of the new system.
Unfortunately, in the past the meta lineup left u with 4 TL options and possibly a 5th. You had a choice to roll the rng dice and try going for opponent reaper first or killing biggs. Now, everything revolves around TL and biggs, where everything hitting biggs is nothing other than a wet noodle so u HAVE to TL and taunt biggs.
Between chimaeras, whoever is faster wins. Otherwise, assuming none of ur tfps dodge, it becomes a 50/50 tossup on who gets ultimate first then the other loses.
Ships 2.0 has on the whole been very disappointing, unexciting and time consuming. Game changers say it takes a shorter time - i wholly disagree. It used to take 1-1.5min, now it takes 3-4min on average with almost ALL reinforcements coming out. With bad rng and 0 TLs, it's a definite lose when opponent biggs keeps healing and reinforcing while u start with 3, get chipped to 2 then 1 and dead.
My suggestion is to remove the nerfs on the existing ships. It's already a huge slap for endgame players who invested heavily in their main fleet, and an even bigger slap to new players who had to make a choice based on existing options before ships 2.0.
Or even better, get rid of this stupid update altogether.
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