Forum Discussion
7 years ago
The reason Speed is so strong is because there's no disadvantage or clear counter to it (other than fighting Speed with Speed). Offense is countered by Defense, Health, and Protection, so depending on character role one may be better than the other, though most players opt for Offense for many units. Critical Damage / Chance often triggers Uniques or is countered by the Critical Hit Immunity Buff, so it's a fairly safe option but not the best option in many cases (especially against Zarriss and General Kenobi). Potency and Tenacity counter each other, though admittedly it needs some work (Tenacity Up / Tenacity Down Buff are what those two stats are all about currently).
In order for Speed to NOT be a viable option there needs to be a reason to NOT take it or to counter it without investing in Speed. Diminishing returns or a stat cap will still see people investing in their characters with as much speed as possible or doing a cookie cutter build for units where they invest X amount into speed to hit the cap and then dumping into other stats. It'd be a Band-Aid and wouldn't fix the underlying problem.
I'm not 100% sure what would be the best way to counter Speed at this point, but I think that's what has to happen. Some kind of new stat, or new Uniques or Leader skills or something to make gaining a ton of Turn Meter a bad thing. (IE: Unit gains 1% Offense (Stacking) per 1% Turn Meter each enemy gains. This Offense bonus is lost when this unit makes an attack. - Make the unit slow and weak but make its skills have high ratios so that when it finally does get a turn the attack is devastating if the enemy has taken a ton of turns. If they hadn't taken a lot of turns the hit will be weak and the unit with superior Offense / Defense will win.)
In order for Speed to NOT be a viable option there needs to be a reason to NOT take it or to counter it without investing in Speed. Diminishing returns or a stat cap will still see people investing in their characters with as much speed as possible or doing a cookie cutter build for units where they invest X amount into speed to hit the cap and then dumping into other stats. It'd be a Band-Aid and wouldn't fix the underlying problem.
I'm not 100% sure what would be the best way to counter Speed at this point, but I think that's what has to happen. Some kind of new stat, or new Uniques or Leader skills or something to make gaining a ton of Turn Meter a bad thing. (IE: Unit gains 1% Offense (Stacking) per 1% Turn Meter each enemy gains. This Offense bonus is lost when this unit makes an attack. - Make the unit slow and weak but make its skills have high ratios so that when it finally does get a turn the attack is devastating if the enemy has taken a ton of turns. If they hadn't taken a lot of turns the hit will be weak and the unit with superior Offense / Defense will win.)
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