Forum Discussion
5 years ago
"Nauros;c-2234325" wrote:"Kyno;c-2234323" wrote:"Ravens1113;c-2234316" wrote:"Kyno;c-2234307" wrote:"Ravens1113;c-2234299" wrote:"Kyno;c-2234293" wrote:"Ultra;c-2234279" wrote:"MaruMaru;c-2234275" wrote:
Seeing Doja's post, what's the logic that thought a single %20 bump every %2 not enough? We shouldn't get phase solos, but we -should- get a bit of high scores given we have multiple teams that can make it.
*scratch that. Now I get this happens within the run and resets in between runs.
Kyno confirmed the intention is that the more r5s you have, the higher your raid placement should be
Its no longer a "build the best raid team to score higher"
Did I?
I mean you don’t have to really.
The stacking mechanic as it’s built now per run is demanding so many more R5 teams per member. What wouldn’t kick in until 20% is now kicking in even greater at 6%.
2% sees a 20% jump. I mean ok. Cool.
4% sees 60% jump.
6% sees 120% jump.
If that’s their intent I mean ok, but cmon you could make the cut off at 10% and still get the desired outcome, just not so drastically
Can you expand on that?
We were finishing the raid with 25-30 putting in damage.
If 34 guildmates have 4 (+ some P4 junk, which will now do better than before), teams, you can math this out pretty easily. Those could be the same 4+ teams you needed before, so you just need to make sure you have more players involved, not more teams. So no real demand, other than teams that can average 3%. ( I would imagine certain teams are going to do well more than the average, and any team doing more than 2% before certainly will not be doing less)
Other % would have made this easier, but a fair amount. Even 5% would mean you would be looking at 20 or less players right off the bat.
Either way, I can't wait to see how this plays out in practice.
Right now you have stacking mechanics kicking in at 2% of damage done. Previously not until 20%.
So let’s say a team could get you 4% in a single run. That was without any damage or speed boost. Depending on that team, that 20% increase in stats will now hinder any progress and make that old 4% not achievable with the same team.
I don’t have time to do the exact math, but this mechanic is now shifting the issue from universal coordination (thank you for fixing that, it’s a dumb mechanic, please never do it again), and is now “how many R5 teams do you own”
Without any help in the gear economy seemingly coming, I think this is a poor move. They could make the thresholds 5% and I could even be ok with that. 10% would be prefered but I get it at 5
As was expressed before all this, they were not going to remove something that added a layer of difficulty without making it difficult in other ways.
Yes teams will be hard pressed to break an average of 3%, but that's still doable and I'm sure certain teams will do better than expected with this change. It's still not a demand on more teams, just a push for a slightly higher participation. Which kind of had to be expected.
So guilds that already needed (almost) full participation are just screwed, got it. Good to know that our successful push to complete the raid was all for nothing, since we probably won't get enough mats to take a single character to r8 before this abomination goes live.
Everyone in the guild was doing exactly 2%?
Or are you just being overly negative for no reason?
Featured Places
SWGOH General Discussion
Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 2 hours agoCommunity Highlights
- CG_Meathead7 months ago
Capital Games Team