"CG_SBCrumb;d-169517" wrote:
Hello Holotable Heroes,
We have received a wide range of feedback about the newest raid, The Sith Triumvirate and we would like to hear more about your experience. Please include the following information in addition to your feedback:
- What tier or tiers did you play?
- What GP is your Guild that is attempting the raid?
- What teams you did you attempt the raid with?
- What part of the raid motivated or demotivated you to continue trying?
- What about the raid did you enjoy? What did you dislike about the raid?
1] we are sitting on T3 without seeing much progress
2] we have just crossed 50M GP
3] Throwing basically anything we have. Since we do not have JTR players in the guild, that strategy is forbidden to us and it hurts.
The more advanced players usually attempt Nihilus with the Thrawn-Magmatrooper rapid fire combo (with Deathtrooper, Sabine, and available healer) and DoT team with Vader, Boba Fett, Sidious and such... The 2nd team is unpredictable, not fun to play because of tenacity rollercoaster and multiple retreats required before getting lucky, but can provide results. Various Rebel and Imperial Trooper squads for Sion and Traya and all of these in P4.
4+5] people actively refuse to play Nihilus for reasons I already mentioned in my previous post
(https://forums.galaxy-of-heroes.starwars.ea.com/discussion/168385/sith-raid-are-we-missing-something)
But still: Nihilus is what kills this raid. He is unpredictable and has a stupid amount of mechanics, which counter almost any team that attempts to kill it.
Nihilus so far counters: Debuff squads (haha, Tenacity +50% per hit and Ten Down immunity), Buff squads (dispells everything on his basic, buffing himself WHILE reducing cooldowns?) Protection squads (all of his attacks bypass our protection), Counter squads (protection recovery), Assist squads (protection recovery), Fast squads (difficult Unbreakable will timing), Slow squads (will cycle through drain force faster than healer recovers), Tanks (dispells taunts and deals dmg by HP%) and of course TM Reduction squads (High tenacity, but hey, THIS ONE is justified).
Also the fact that Darth Sion is up next, which is the best fight there and maybe best raid fight ever, so that when Nihilus is getting low on HP, vultures flock, waiting for that one guy to slap him down so that rest can enjoy a glorious fight with Mr. Sundered Skin.
Traya is kind-of plain, not bad, but not as fun either (AoE sabers, whack the granny, repeat). Isolate is pain in the rear because unlike P4 there is no way to manage it (couldn't Stand Alone do it? I mean come on, the character is basically isolating himself to fight Traya before reuniting with rest of group)
P4 is then a nightmare. Apart from everything wrong with Nihilus (see above), there are 2 more mechanics that makes this phase feel like you actively want people NOT to play the raid.
issue 1: Traya manipulates (drains from you, adds to mostly Nihilus) Turn Meter. That makes it very, VERY difficult to anticipate incoming Annihilates.
issue 2: Stacks of Pain from Sion counts as debuffs for purposes of Nihilus's Drain Force. With long CD on dispells limited only to healers and supports and shared dispell with Bonds of Weakness, I can only ask WHY???
Also, rewards for T3 Triumvirate are somewhat on par with T4 or T5 Rancor (with more guild currency but not significantly), while the raid takes definitely more commitment and focus than AAT. Rewards should be scaled up.
I enjoy phases 2 and 3 and also a healthy amount of theorycrafting I do for my guild in attempts to overcome this insanely difficult task.
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I also have suggestions how to make the playthrough more enjoyable.
1. Make Stand Alone dispell Isolated in P3 so that we can manage it somehow.
2. Drop all protection on Nihilus. He does not need it. The guy has too many mechanics compared to the other 2 bosses. Even though dispells would still be in place, buff groups would be able to do at least some damage. And there would still be plenty of stuff to manage. The counter and assist groups are already punished enough by 5%TM gain on a hit and stacking speed, but if you really needed to, you could add 5% offense per hit to the mix.
3. In phase 4, make Unbreakable Will last not for one turn, but until a character has been hit by Annihilate or Isolation. That would make the phase more predictable. And make it so that Nihilus ignores Pain (or suffering) while using Drain Force. This change would be nice in P1 as well, but there the timing is actually OK and could be fun, if the rest of the phase was not so revolting.
Discussion welcomed :smile: