Forum Discussion
8 years ago
When you create big, end game content, like the TB and especially the new raids, are you designing them for guilds to be able to complete in the far off future, or relatively soon after some theory crafting.
This latest raid is a good example. There's plenty of guilds with almost maxed out rosters. Look at Team Instinct for example. They really can't get stronger than they currently are, yet they can't easily do the raid, it takes work and planning.
I get wanting a challenging experience for everyone, but with such a strong character locked behind this barrier, how are other players to compete in a near future?
My real question: As you increase the bar for top guilds to meet, you make the climb that much more arduous for lower guilds, and with specific characters like Treya locked behind them, players become disadvantaged. Is this an intentional design decision?
This latest raid is a good example. There's plenty of guilds with almost maxed out rosters. Look at Team Instinct for example. They really can't get stronger than they currently are, yet they can't easily do the raid, it takes work and planning.
I get wanting a challenging experience for everyone, but with such a strong character locked behind this barrier, how are other players to compete in a near future?
My real question: As you increase the bar for top guilds to meet, you make the climb that much more arduous for lower guilds, and with specific characters like Treya locked behind them, players become disadvantaged. Is this an intentional design decision?
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