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viking_Gaming39's avatar
viking_Gaming39
Seasoned Rookie
7 months ago

The Naboo Raid needs a change

In the current state the Naboo raid is a RNG raid nothing special planning you can max a score with the same mods in one shot and the next week you could have to try 10 times for the same score
Speeder Bike you never had this problem the best example is Leia if you hit the stat thresholds you could guarantee 2.7Mil every week no problems 
Kyrat you could set up teams to max score no real problems
The problem is the B1 ability mainly Charged... the fact that it is a guaranteed turn after every turn you take and with jedi who you have to use 1-2 teams to hit 5 raid attacks you can get stuck behind it in a near infinite loop that offers zero benefit to the game or the players
Raid is limited and they move the Mk3 currency every time there is a new raid for what to make people whale on new characters for the raid. very simple leave the Mk3 currency on the previous 2 raids and the current or make it so the rng is minimal or can be avoided with good modding... currently you get charged 3-4 times you can be cooked completely for no reason that benefits the game or the player
Players need to start to hold the devs accountable for terrible design currently the greed fest also being the New GL with 2 R9 requirements along side 3 new characters at R7 atm and we will prob get another 2 at r7-r9

4 Replies

  • I’m experiencing the opposite. Naboo is quicker, enjoyable to play in semi-auto, less motion sickness, less battles required, and I’ve just about got back on par with Endor in terms of rewards.

    GLAT reqs are harder for sure, but isn’t this consistent with the gradual power creep overall for end game content? Other games’ devs have a much steeper power creep forcing players to chase the latest, whereas SWGOH devs strike a pretty good balance to keep the game accessible while still giving the whales an incentive to invest and fund our game.

  • I hate this raid! To much healing, TM, and rng. The only team I have problems with is my queen team, I get max score every so often. I often get above 10 mill. The random of kenobi not one shooting the line up with his aoe on some attacks then hitting like a wet noodle the next time even though he had the same about of buffs. Sometimes it would be just enough to get them all into the red and they heal up before I can take another turn, that's what will drive me to quit this game! 

    One last thing, the 5th team isn't even useful. The lake of toons is horrible! In order to max personal rewards you have to R9. There is no way a R8 5th team could get enough. Can we add atleast a couple more dark side to have 2 teams?

  • i think they still need to tune down the healing a little bit on higher difficulties,

    otherwise I agree with the stupid random modifier of bonus turns. BUT I think a good solution would be to adjust the second space ability (the one the disables the effect that round).  i think that that ability should permanently disable whichever bonus you use it on, while there is still RNG that can help limit it a bit more by removing it once you get the opportunity.

    (also make it where if droideka gets the bonus turn he can not activate rollout during it)

  • Take it for what you like, but I was having problems with QA inconsistency b/c I had somehow missed the advice of using QA's basic on her first couple turns so that when you summon the decoy she lasts long enough to let QA build up her unique buff (Queen's Protection) to max stacks (10). Even so, it only took me 1-3 tries to get 7 waves (2.34M at r8). It was only frustrating if I was trying to max out her score. 

    Lumi's squad consistently maxes out on the first try (r7 tier) if I use KAM. But that leaves my second Jedi squad underpowered. Without KAM I can imagine it taking 3 or 4 if you get bad RNG, though so far it's never taken me more than 2. 

    Gungans are consistent max score squads

    So three out of 5 squads consistently give me either max score or a score I'm willing to settle for if time is short. And the squad that isn't a consistent max can be set up for success in p1. If you don't have 10 stacks of Queen's Protection, you can start over after wave1 without playing things all the way through. 

    I fully agree that one squad is an RNG fest and the Kelleran Beq squad is underpowered, but if you set reasonable, non-frustrating goals for those 2 squads and have Lumi at r7 to take advantage of faction bonuses, the raid can be rewarding without being too time consuming. 

    Do remember that while there was one run of the Endor raid that always went for max score (GL Leia), the rest weren't like that. In this raid we also have one easy max every time (Gungans), one easy max most of the time (Lumi), and one squad that can be set up for success early and/or restarted without playing the whole raid. 

    Overall, I think this raid has the potential to be fine, if you understand what your teams need, give them appropriate relics, and use the best mods and strategies. 

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