Forum Discussion
9 years ago
"scuba;633115" wrote:"Darth_Jay77;633098" wrote:"scuba;632623" wrote:"DjangoQuik;632450" wrote:"HershBathens;632369" wrote:
Another option is to boost all other stats except speed. Make health protection and tenacity boosts worthwhile.
Health and protection mods are fine, as is potency. Don't touch them because then we'll have toons way outside of their original designs like we did with mods v1.0.
Offense and tenacity mods could do with a bit of a boost imo, mostly tenacity.
Only speed secondaries need nerfing.
Which will lead to "Tenacity is OP my EP stun is getting resisted all the time."
That is possible. I think if they did a buff across the board to all set bonuses and reduced secondaries then it would make us choose what we want to do. Right now, we don't actually have to choose. If I want speed, I can get Crit % mods with tons of speed on them if I'm so lucky. If I want health & protection, I don't need health mods I can get speed mods with 4-digit prot and health on them. Such a change would say, what's more important to me, being very fast (Speed mods), or having a higher probability of landing my abilities (Potency mods). To me that's what Mods feel like they should've been. I played WoW for a few years and if I wanted to increase my Warrior's strength, I didn't buy Stamina gems for my armor; I had to buy Strength gems.
I do agree set bounses should have been more important that they are. I also think it should have been that raising one stat should have reduced another, Speed goes up than offense goes down. Raise Crit Damage, Crit chance goes down, etc...
For sure, I've played games like that too. Many sports games where you can customize a player on the team requires one to go up and one to go down or has a max allowable range.
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