Forum Discussion
8 years ago
-Raid Tier:
Mostly played T4, did some T3 due to burnout/wasting raid tickets, but back to T4 because reward/effort ratio is so low and reducing tiers does not significantly reduce the effort/time involved.
-Guild GP:
65.7M, only half are posting total scores over 1M at this point (but we have decent participation in other activities)
-My teams:
P1
Nightsisters (talzin lead no zeta, asaaj zeta unique, zombie, daka, x)
Sith (Nihilus lead, palp, vader, maul, dooku, no active zetas)
Empire (Thrawn lead, magma + death + shore troopers, TFP, no active zetas)
P2, P3, and P4
Phoenix (Hera lead, ezra, sabine, kanaan, zeb, no zetas)
Rebels (CLS lead, R2, Chopper, ST Han zeta, Raid Han zeta/Princess Leia)
+ all P1 teams
My roster is still fairly shallow (no JTR, 1/3 of my roster is level 1, 1/2 of my leveled roster is below G9) and the mechanics and boss immunities preclude the use of many of the teams I had worked on making my roster feel fairly useless in the raid, particularly phases 1 and 4 (zFinn, FO, ackbar, droids, turn meter removing teams). Currently 20 shards from finishing the vets, so I should get JTR next time around.
-Motivations:
Demotivators
Rewards. We spend 5+ days with many people putting in multiple hours of running their best teams several times to get good scores and get junk. We start up rancor, wait 24 hours for people to tag it with 0, and then hit auto. 1 hour later, rewards that are, on average, BETTER than what we get in the sith raid show up in the mail. The effort/reward ratio is WAY off.
Boss immunity and tenacity stacking. Why bother creating such powerful debuffs/effects for playable characters if you recognize they are too powerful for pve? Is it somehow better for them to be overpowered in pvp... when people are competing against each other for the most powerful debuff? And then to base certain characters' toolkits around certain debuffs which the boss is immune to or resists... (shock as an example, but many others as well).
Phase 1. Everything nihilus does stacks together to make a terrible encounter. You can't buff up because that just gets stolen. You can't counter/assist because you just feed him protection. You can't debuff because of stacking tenacity. He increases your cooldowns, forcing you to basic attack him (which is a weak attack generally, feeds him protection, debuffs you, and buffs his speed/tenacity). Annihilate can be unpredictable resulting in The only workable team is JTR because it is the only team with unresistable expose. Jyn COULD work, but debuffs get resisted because of the stacking tenacity so the expose won't land. Catch 22! Gotta get through tenacity to use the unresistable expose of Jyn... (maybe if Jyn's lead was 50% to expose when attempting to apply a debuff...)
Enrage timers. Each of the bosses already has a soft enrage mechanic (or a mechanic that could easily become a soft enrage with a slight modification) that will make them eventually kill any team. (Nihilus's Annihilate has a faster cooldown/more ways to reduce the cooldown than Feed the Void so eventually he will be able to annihilate a character that is not protected. Sion's Cycle of pain/suffering could be tweaked to keep stacking giving him unlimited offense, Traya's bond of weakness has limited numbers of clears and will therefore eventually take any team to 1 hp with every action they take.) When you took out the escape button which was present for the other raids which allowed powerful teams to escape enrage timers, why did you keep the timer? Why did you make the escape button in the first place if you did not want teams to escape the timer? All of this confuses me. Since the bosses already have built in mechanics which can kill teams, it seems logical to remove the timer. A compromise could be to keep the enrage timer for heroic (haven't played sith heroic, but I have played both heroic and non-heroic tank and rancor) and remove it for non-heroic tiers. You cannot use your entire roster anyways since non-heroic tiers have attempt limits, therefore the theoretical purpose of the enrage (to use your entire roster) is a moot point.
Motivators
Phase 2 is quite enjoyable. The risk/reward game of phase 2 (and phase 4 after nihilus is dead) is the most enjoyable part of the raid. Two thumbs up for that!
-Enjoyment:
Motivators are enjoyable, demotivators are not.
Mostly played T4, did some T3 due to burnout/wasting raid tickets, but back to T4 because reward/effort ratio is so low and reducing tiers does not significantly reduce the effort/time involved.
-Guild GP:
65.7M, only half are posting total scores over 1M at this point (but we have decent participation in other activities)
-My teams:
P1
Nightsisters (talzin lead no zeta, asaaj zeta unique, zombie, daka, x)
Sith (Nihilus lead, palp, vader, maul, dooku, no active zetas)
Empire (Thrawn lead, magma + death + shore troopers, TFP, no active zetas)
P2, P3, and P4
Phoenix (Hera lead, ezra, sabine, kanaan, zeb, no zetas)
Rebels (CLS lead, R2, Chopper, ST Han zeta, Raid Han zeta/Princess Leia)
+ all P1 teams
My roster is still fairly shallow (no JTR, 1/3 of my roster is level 1, 1/2 of my leveled roster is below G9) and the mechanics and boss immunities preclude the use of many of the teams I had worked on making my roster feel fairly useless in the raid, particularly phases 1 and 4 (zFinn, FO, ackbar, droids, turn meter removing teams). Currently 20 shards from finishing the vets, so I should get JTR next time around.
-Motivations:
Demotivators
Rewards. We spend 5+ days with many people putting in multiple hours of running their best teams several times to get good scores and get junk. We start up rancor, wait 24 hours for people to tag it with 0, and then hit auto. 1 hour later, rewards that are, on average, BETTER than what we get in the sith raid show up in the mail. The effort/reward ratio is WAY off.
Boss immunity and tenacity stacking. Why bother creating such powerful debuffs/effects for playable characters if you recognize they are too powerful for pve? Is it somehow better for them to be overpowered in pvp... when people are competing against each other for the most powerful debuff? And then to base certain characters' toolkits around certain debuffs which the boss is immune to or resists... (shock as an example, but many others as well).
Phase 1. Everything nihilus does stacks together to make a terrible encounter. You can't buff up because that just gets stolen. You can't counter/assist because you just feed him protection. You can't debuff because of stacking tenacity. He increases your cooldowns, forcing you to basic attack him (which is a weak attack generally, feeds him protection, debuffs you, and buffs his speed/tenacity). Annihilate can be unpredictable resulting in The only workable team is JTR because it is the only team with unresistable expose. Jyn COULD work, but debuffs get resisted because of the stacking tenacity so the expose won't land. Catch 22! Gotta get through tenacity to use the unresistable expose of Jyn... (maybe if Jyn's lead was 50% to expose when attempting to apply a debuff...)
Enrage timers. Each of the bosses already has a soft enrage mechanic (or a mechanic that could easily become a soft enrage with a slight modification) that will make them eventually kill any team. (Nihilus's Annihilate has a faster cooldown/more ways to reduce the cooldown than Feed the Void so eventually he will be able to annihilate a character that is not protected. Sion's Cycle of pain/suffering could be tweaked to keep stacking giving him unlimited offense, Traya's bond of weakness has limited numbers of clears and will therefore eventually take any team to 1 hp with every action they take.) When you took out the escape button which was present for the other raids which allowed powerful teams to escape enrage timers, why did you keep the timer? Why did you make the escape button in the first place if you did not want teams to escape the timer? All of this confuses me. Since the bosses already have built in mechanics which can kill teams, it seems logical to remove the timer. A compromise could be to keep the enrage timer for heroic (haven't played sith heroic, but I have played both heroic and non-heroic tank and rancor) and remove it for non-heroic tiers. You cannot use your entire roster anyways since non-heroic tiers have attempt limits, therefore the theoretical purpose of the enrage (to use your entire roster) is a moot point.
Motivators
Phase 2 is quite enjoyable. The risk/reward game of phase 2 (and phase 4 after nihilus is dead) is the most enjoyable part of the raid. Two thumbs up for that!
-Enjoyment:
Motivators are enjoyable, demotivators are not.
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