Forum Discussion
7 years ago
I kept thinking about the very first thing I posted about rewards or buffs, and I have to say I'm not too sure now what to recommend now that tw is over, if anything with that needs changed at all. Hopefully will get a better idea after next tw.
If you want something that looks like gw, plays like gw, and feels like gw, then play gw. Tw needs to be different from gw. Thanks for posting an idea though.
Hard to say whether defensive win banners would be best. Just like any other new game mode we all need to adjust our strategies. If guilds deploy better defenses then that resolves the tie just as well as more banners. Maybe.
I think turn meter also persists, so that would not help much. But if that is all you and they have left... This is where guild coordination comes in. About halfway through a lot of us were basically depleted but we still had members who hadn't attacked yet. So we asked them to take out specific squads so we could all move on. Ofc as time goes on players will recognize what they need to do without discussion.
As mentioned in another thread, yes!
"MalgosRagnos;c-1347826" wrote:
I would like to see offence squads/heroes being allowed to be re-used with their stats carry-forward if they survive an offensive attack.
The mechanics for TW is similar to GW, that defensive squads that survive keep the stats and carry-forward to a new offensive battle, and allow offensive squads to continue being used until they are no longer viable.
If you want something that looks like gw, plays like gw, and feels like gw, then play gw. Tw needs to be different from gw. Thanks for posting an idea though.
"FitzChivalry;c-1347933" wrote:
Every successful defense should be rewarded some banners (5 or 10 banners, or even just 1 banner).
I think this will lead to a more complex strategy and in the end these banners can make the difference.
Hard to say whether defensive win banners would be best. Just like any other new game mode we all need to adjust our strategies. If guilds deploy better defenses then that resolves the tie just as well as more banners. Maybe.
"Berator;c-1347887" wrote:
Did someone recognize a restriction for offense? Would it be possible to attack with a huge amount of even weak squads to win? As the damage done in a first attack remains for the defender.
I think turn meter also persists, so that would not help much. But if that is all you and they have left... This is where guild coordination comes in. About halfway through a lot of us were basically depleted but we still had members who hadn't attacked yet. So we asked them to take out specific squads so we could all move on. Ofc as time goes on players will recognize what they need to do without discussion.
"Spawn_88;c-1347964" wrote:
Ability to edit and move squads around before the lock is crucial.
As mentioned in another thread, yes!
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