Forum Discussion
7 years ago
@CG_SBCrumb
I would like to offer a few suggestions for the raid that would dramatically decrease the randomness and RNG without destroying CG's view of the game. These would allow the raid to stay largely as is as they are only small (I think) changes that will not require rebalancing and will dramatically improve morale among the playerbase because the raid will be less annoying and random.
Phase 1: : Decrease the percent health damage of Drain Force. Make that attack solely about debuffs on toons and the cooldown on annihilate. Timing annihalate correctly is fun and not too bad. But little is more annoying than timing annihilate correctly and getting killed by Drain Force. That causes people to quit and restart. , make the unbreakable will buff predictable on which character it attaches to. For example, highest health tank, highest health healer, highest health support, highest health attacker.
Phase 2: This phase is good. Keep it as is.
Phase 3: Remove the dispel from the lightsaber with the retribution buff. What happens is your tank will get dispelled, lose his taunt, and the wrong toon will get isolated. This causes people to quit and restart until a lightsaber does not have the retribution buff. Our tank needs to pull isolate. To keep it competitive and hard, replace the dispel with a different debuff like healing immunity.
Phase 4: Bring both changes from phase one above. The rest is fine as is.
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These are small, hopefully easy to make changes for CG, that will preserve their vision of the raid, while decreasing or removing a major cause of player frustration. The rate can and should be hard, but only as long as it is predictable. The unpredictability and randomness that causes repeated restarts of runs up to 10 or 20 times to get good damage are maddening. That is the main thing killing interest in the raid and it must be corrected for the raid to be successful. These changes, I think, will make a enormous improvement in the raid while still preserving the vision for it.
I would like to offer a few suggestions for the raid that would dramatically decrease the randomness and RNG without destroying CG's view of the game. These would allow the raid to stay largely as is as they are only small (I think) changes that will not require rebalancing and will dramatically improve morale among the playerbase because the raid will be less annoying and random.
Phase 1: : Decrease the percent health damage of Drain Force. Make that attack solely about debuffs on toons and the cooldown on annihilate. Timing annihalate correctly is fun and not too bad. But little is more annoying than timing annihilate correctly and getting killed by Drain Force. That causes people to quit and restart. , make the unbreakable will buff predictable on which character it attaches to. For example, highest health tank, highest health healer, highest health support, highest health attacker.
Phase 2: This phase is good. Keep it as is.
Phase 3: Remove the dispel from the lightsaber with the retribution buff. What happens is your tank will get dispelled, lose his taunt, and the wrong toon will get isolated. This causes people to quit and restart until a lightsaber does not have the retribution buff. Our tank needs to pull isolate. To keep it competitive and hard, replace the dispel with a different debuff like healing immunity.
Phase 4: Bring both changes from phase one above. The rest is fine as is.
---
These are small, hopefully easy to make changes for CG, that will preserve their vision of the raid, while decreasing or removing a major cause of player frustration. The rate can and should be hard, but only as long as it is predictable. The unpredictability and randomness that causes repeated restarts of runs up to 10 or 20 times to get good damage are maddening. That is the main thing killing interest in the raid and it must be corrected for the raid to be successful. These changes, I think, will make a enormous improvement in the raid while still preserving the vision for it.
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