Forum Discussion
8 years ago
I actually think there is a deeper issue with Sith Triumverate Raid in general - and it really isn't CG's fault.
Here's the core of the issue:
There are player playing that started a week ago. Some a month ago. Others a year ago and others 2 years ago. Still others that started at launch. On top of all of that, you have all of those variations with varying levels of players who spend money (and at each entry point).
While they have tried, for most events, to create content that is interesting and a challenge for people at most of those "entry points", it was quite difficult. Often, even the highest tiers are easy(ish) for launch whales, while even the lowest tiers are often difficult for newer players - especially if they haven't yet farmed the characters to which the content is aimed.
All of this is only exacerbated by the fact the various events, and raids especially are maximixed for certain teams (Rancor to TM manipulation teams, AAT to hard hitting teams, Sith to JTRey and g12, etc.) I realize that certain characters (JTRey, CLS, etc.) are useful across all raids, however most newer players don't have all of the Hero's Journey characters, special event characters etc.
It seems clear that they attempted to build the STR with some longevity in mind - meaning, that even player who have been playing for a year+ would still find it quite difficult, and only the veteran players and whales who have extremely deep rosters (either from playing for 2+ years or paying significant sums of money - or both) would be able to beat it at the highest levels.
This has lead to situation where, it seems, there are many players who have been playing for a year or more who have, for the first time, run into content they can't beat or even compete at on the highest tiers.
Again, this is not CG's fault - they are trying to design content that won't be easily auto'd in a week or two by a majority of players. It's not always an enjoyable realization, but it might be that this particular raid (or at least the tier you are fighting) is just a little beyond your roster at this point. Trying to allow everyone to participate is a double edged sword.
People would flip if the STR simply didn't allow guilds that were below a certain total GP to participate. And yet, lower level guilds are frustrated because they have a hard time with, what is clearly designed to be, near end-game content (at this point).
TL;DR: Not all content is designed for every layer of player - that's almost impossible. Especially as the range (and thus roster differential) gets larger over time. The STR is clearly intended for the highest, longest playing players (and by that I mean players that have been playing for 2+ years). So it's not going to be as pleasant an experience if you are not "there" yet.
Here's the core of the issue:
There are player playing that started a week ago. Some a month ago. Others a year ago and others 2 years ago. Still others that started at launch. On top of all of that, you have all of those variations with varying levels of players who spend money (and at each entry point).
While they have tried, for most events, to create content that is interesting and a challenge for people at most of those "entry points", it was quite difficult. Often, even the highest tiers are easy(ish) for launch whales, while even the lowest tiers are often difficult for newer players - especially if they haven't yet farmed the characters to which the content is aimed.
All of this is only exacerbated by the fact the various events, and raids especially are maximixed for certain teams (Rancor to TM manipulation teams, AAT to hard hitting teams, Sith to JTRey and g12, etc.) I realize that certain characters (JTRey, CLS, etc.) are useful across all raids, however most newer players don't have all of the Hero's Journey characters, special event characters etc.
It seems clear that they attempted to build the STR with some longevity in mind - meaning, that even player who have been playing for a year+ would still find it quite difficult, and only the veteran players and whales who have extremely deep rosters (either from playing for 2+ years or paying significant sums of money - or both) would be able to beat it at the highest levels.
This has lead to situation where, it seems, there are many players who have been playing for a year or more who have, for the first time, run into content they can't beat or even compete at on the highest tiers.
Again, this is not CG's fault - they are trying to design content that won't be easily auto'd in a week or two by a majority of players. It's not always an enjoyable realization, but it might be that this particular raid (or at least the tier you are fighting) is just a little beyond your roster at this point. Trying to allow everyone to participate is a double edged sword.
People would flip if the STR simply didn't allow guilds that were below a certain total GP to participate. And yet, lower level guilds are frustrated because they have a hard time with, what is clearly designed to be, near end-game content (at this point).
TL;DR: Not all content is designed for every layer of player - that's almost impossible. Especially as the range (and thus roster differential) gets larger over time. The STR is clearly intended for the highest, longest playing players (and by that I mean players that have been playing for 2+ years). So it's not going to be as pleasant an experience if you are not "there" yet.
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