Forum Discussion
9 years ago
I think we need to take a step back and ask ourselves why we are getting worked up over speed on mods.
We are seeing a common trend where damage output has escalated to a point where one or two characters moving first can strongly dictate the outcome of a match. Burst damage is at a point where an entire team can be devastated in a matter of 2 or 3 turns.
As highlighted by contributors to this thread, nerfing speed bonuses are going to do little to offset turn order manipulation from mods. Scaling to absolute bonuses still has little bearing on the relative speeds. Players who have legitimately forked out at great costs to achieve these advantages are also being unfairly dealt with.
Why is burst damage so effective?
Damage seems to have escalated much faster than survivability options. Before anyone is able to react, half your team is dead. Getting the first turn in has tremendous weight.
So, how do we increase survivability to burst damage?
1. Health - Increase the effective health pool.
2. Defense - Reduce the incoming damage.
3. Tenacity - Block speed manipulated team disablement. (Which is usually followed by unrecoverable burst damage)
The problem is that these options are underpowered options from a mod perspective. I believe that some revision here is necessary.
There should also be additional options available to players to actively prioritise survivability over offense options. One good example is choosing a rex lead vs JKA. Defense leads are an untapped option that are significantly ineffective at the moment. Similarly for tenacity leads. Yoda is a great example of a tenacity lead. Unfortunately his bonus is too low to be effective still. The below thread has a good summary of the as-is and the required to-be for viability:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/63517/making-defense-leads-viable
Consider also, if damage is de-escalated, healers also become more viable. Healers can then react to incoming damage more effectively. Healers have not been viable since the protection update.
This is an opportunity to greatly diversify the meta without stripping legitimately purchased bonuses from paying players.
We are seeing a common trend where damage output has escalated to a point where one or two characters moving first can strongly dictate the outcome of a match. Burst damage is at a point where an entire team can be devastated in a matter of 2 or 3 turns.
As highlighted by contributors to this thread, nerfing speed bonuses are going to do little to offset turn order manipulation from mods. Scaling to absolute bonuses still has little bearing on the relative speeds. Players who have legitimately forked out at great costs to achieve these advantages are also being unfairly dealt with.
Why is burst damage so effective?
Damage seems to have escalated much faster than survivability options. Before anyone is able to react, half your team is dead. Getting the first turn in has tremendous weight.
So, how do we increase survivability to burst damage?
1. Health - Increase the effective health pool.
2. Defense - Reduce the incoming damage.
3. Tenacity - Block speed manipulated team disablement. (Which is usually followed by unrecoverable burst damage)
The problem is that these options are underpowered options from a mod perspective. I believe that some revision here is necessary.
There should also be additional options available to players to actively prioritise survivability over offense options. One good example is choosing a rex lead vs JKA. Defense leads are an untapped option that are significantly ineffective at the moment. Similarly for tenacity leads. Yoda is a great example of a tenacity lead. Unfortunately his bonus is too low to be effective still. The below thread has a good summary of the as-is and the required to-be for viability:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/63517/making-defense-leads-viable
Consider also, if damage is de-escalated, healers also become more viable. Healers can then react to incoming damage more effectively. Healers have not been viable since the protection update.
This is an opportunity to greatly diversify the meta without stripping legitimately purchased bonuses from paying players.
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