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- It was like order 66 all over again.
- Nah they are fine, either just use clones to beat them or use geonosians this territory war. If you have a problem with that then you forget the whole purpose of the territory war bonus. Which is to give incentive for gearing and using more niche factions i.e. jawa, general grievous or windu.
"Cawpikolo;c-1799330" wrote:
Nah they are fine, either just use clones to beat them or use geonosians this territory war. If you have a problem with that then you forget the whole purpose of the territory war bonus. Which is to give incentive for gearing and using more niche factions i.e. jawa, general grievous or windu.
The problem is that the Clone Trooper Stupid Rules are not incentives to farm those factions. They are incentives to not bother playing Territory War anymore.
You can either farm your Bounty Hunters to play in all sorts of different parts of the game and then just not bother with Territory War whenever the Clone Trooper Stupid Rules come around OR you can farm your Clone Troopers for the odd occasion when these Stupid Rules come back again.
Which sounds like it would have more benefit for a player?
All these Stupid Rules are doing is annoying people and stopping them from bothering with Territory War.
They're too powerful. They need toning down AND we need more incentive to use these factions elsewhere in the game to be introduced. That's the only way to achieve the stated design goals of making people use these factions again.- My God, the salt on these forums could supply an army.
Clones are very strong with this boost, yes, but they're far from unbeatable. They rely heavily on assists and turn meter gain. Nip that quickly with AoE daze, or smartly placed single target daze, and target them appropriately. Try to keep Cody fractured, isolated, or stunned. Get rex before he can give the whole team a free turn.
The point is, it's very doable. Can you beat them with every team? No. You know what other teams you can't beat with every team? Every single other team. This is a strategy game. Use it or lose. - I like the Clones bonus, and all the other TW bonuses. The bonuses are the only thing that make TW interesting for me.
- I like the changes, it's refreshing to not have to fight entire Revan walls for a change.
"NinjaChronicles;c-1799394" wrote:
I like the changes, it's refreshing to not have to fight entire Revan walls for a change.
Lol - what TW are you fighting in? Now you get to fight a wall of Clones AND a wall (or 2) of Revan. It's not a change - it's just a lazy coding attempt to get you to waste gear on otherwise useless toons.
I agree with the OP. These crazy buffs to make one or two faction uber-powerful is lame.- I agree the clones are too strong. It's not much fun when you're basically guaranteed to die if you so much as allow them to take a single turn.
Heaven forbid trying to kill them after finn gets "improved". "Snake2;c-1799246" wrote:
I agree the clones are too strong. It's not much fun when you're basically guaranteed to die if you so much as allow them to take a single turn.
Heaven forbid trying to kill them after finn gets "improved".
Exactly this! If they take a signle turn it's game over :/
The only option I find is to use the CLS, HAN, Chuwe, 3PO team... shoot first and kill them all...- Isolate cody with traya to avoid his mass assists.
Force drain to increase cooldowns slowing rex.
Kill echo and then eork rex and the rest of tram down. Bring wampa or maul with aoe dase to avoid bonus TM gain on clones
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