Forum Discussion
7 years ago
"Kenle_Yopho;c-1478998" wrote:
I agree with pretty much everything you discussed here. As far as the mechanics are concerned, I mostly like the idea of a raid that requires you to be proactive as well as prevents the usual strategies for beating the other raids. I don't even mind the removal of the escape mechanic. However, what seems to be an issue is the addition of all that AND the bosses having such a colossal amount of health. For guilds with a full 50 players that are active, that's less of a problem. But for those of us that have more... middling guilds like myself, I'm honestly not sure if I'll ever get a chance at beating the heroic version. I guess I could change guilds to one that's got better participation and stricter joining requirements, but I like my group and I've been with them since guilds were introduced, so that's not a particularly appealing prospect.
This is another problem. The raids and TBs generally cause a phenomenon, which affects the middle class guilds pretty badly.
However, there is no much what can be done, this is a game, and competition in a game is good to have.
However some guild balancing mechanichs (similar to the one we have in Territory Wars) would be nice in the raids as well (like the quantity of needed tokens for opening a raid is determined (or just affected) by the size of the guild). It is not that big deal on the short term, but these kind of things would make the newbys catch up easier.
The more burning issue is the huge inflation of the Crystal and some gear pieces.
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