Forum Discussion
MasterSeedy
5 years agoSeasoned Ace
Camper:
I wasn't specifically addressing you, of course, which is why I addressed the comment to "everyone". But there's actually substantial common ground between us:
Well, sure. And I've said this repeatedly. But there's "harmed" in terms of having your teams not do as well and needing to throw more at the beast and "harmed" meaning the effort entirely fails. Right now I'm guessing that the guilds who now fail to complete the raid who, up until now have been completing the raid, will be few.
I could be wrong, which is why I've also said we should wait to see how this plays out, but I do expect the number to be small. Before getting too excited over it, I'd rather wait. If the new rules causes some guilds to fail once or twice before getting the hang of the new rules, or before relic'ing up that one more squad per player, well, I don't consider that a big problem. I'm surprised that so many do.
Yep. I spent almost that entire time investing in relic'ing RCT toons (and thus not advancing on JML requirements). Along the way I got together a couple of the most mega-damaging squads people have theorycrafted. But I still have those toons, and they're not bad toons, they just changed the order in which I geared them.
So I am among the people harmed most, because I spent almost the entire time without a mega squad only to finish a mega squad this week. S*** to be me, I guess. But again, I'm not worried about it. The squad will still do good damage, it's just that what will be considered "good" will change.
Seriously, by having only just finished my mega-squad and having spent the entire time RCT has been out either finishing up SLKR or working on RCT toons, I am among the people who could reasonably claim the greatest harm from this change. I do not think I deserve compensation.
This is exactly the thing I think we should wait to see. I'm not judging the final difficulty of the raid until we have a chance to attack it a few times.
It appears so. I was among the first demanding better balance and, if anything, the case for leveling rewards has only gotten stronger as they've leveled the contributions, expecting a larger number of people to contribute in a more equal manner (meaning lower standard deviation in damage scores) without smoothing out the extreme swings in rewards is a bad move. We are totally on the same page on this. I might even have expressed this point more strongly.
I'm of the same general mind, although I wouldn't have said it quite so strongly. I think it's bad, but I wouldn't use the word "abusive".
I think they need to start with devour on cooldown. Now that we're expected to use multiple teams to get small scores each, the idea that it's worth it to sacrifice an r5 toon so that I can get 3% is pretty messed up. And it gets worse when you sacrifice another r5 toon for a secondary team to get 1.5%. The sacrifice is worth less with damage capped, and you may find yourself needing to make more of them (depends where your first run ends, of course. Ideally it would end on a devour, but you can't control that).
The new mechanics practically demand an end to this sacrifice requirement.
I wasn't specifically addressing you, of course, which is why I addressed the comment to "everyone". But there's actually substantial common ground between us:
1) Guilds that are coordinated but do not have a deep list will be harmed immediately.
Well, sure. And I've said this repeatedly. But there's "harmed" in terms of having your teams not do as well and needing to throw more at the beast and "harmed" meaning the effort entirely fails. Right now I'm guessing that the guilds who now fail to complete the raid who, up until now have been completing the raid, will be few.
I could be wrong, which is why I've also said we should wait to see how this plays out, but I do expect the number to be small. Before getting too excited over it, I'd rather wait. If the new rules causes some guilds to fail once or twice before getting the hang of the new rules, or before relic'ing up that one more squad per player, well, I don't consider that a big problem. I'm surprised that so many do.
2) 86 days of investment and planning between the announcement of the raid and the change. players made investments assuming a pattern and now it changes.
Yep. I spent almost that entire time investing in relic'ing RCT toons (and thus not advancing on JML requirements). Along the way I got together a couple of the most mega-damaging squads people have theorycrafted. But I still have those toons, and they're not bad toons, they just changed the order in which I geared them.
So I am among the people harmed most, because I spent almost the entire time without a mega squad only to finish a mega squad this week. S*** to be me, I guess. But again, I'm not worried about it. The squad will still do good damage, it's just that what will be considered "good" will change.
This demands compensation.
Seriously, by having only just finished my mega-squad and having spent the entire time RCT has been out either finishing up SLKR or working on RCT toons, I am among the people who could reasonably claim the greatest harm from this change. I do not think I deserve compensation.
3) When correcting the error, instead of reducing the difficulty as compensation for the mess, they will increase exponentially.
This is exactly the thing I think we should wait to see. I'm not judging the final difficulty of the raid until we have a chance to attack it a few times.
4) The demand for a better balance of the prizes was simply ignored.
It appears so. I was among the first demanding better balance and, if anything, the case for leveling rewards has only gotten stronger as they've leveled the contributions, expecting a larger number of people to contribute in a more equal manner (meaning lower standard deviation in damage scores) without smoothing out the extreme swings in rewards is a bad move. We are totally on the same page on this. I might even have expressed this point more strongly.
5) Reliquia 5 is still abusive for entry.
I'm of the same general mind, although I wouldn't have said it quite so strongly. I think it's bad, but I wouldn't use the word "abusive".
What is the reason why I cannot sacrifice any toon for it to be devoured, besides this obvious use of other toons there is another answer
I think they need to start with devour on cooldown. Now that we're expected to use multiple teams to get small scores each, the idea that it's worth it to sacrifice an r5 toon so that I can get 3% is pretty messed up. And it gets worse when you sacrifice another r5 toon for a secondary team to get 1.5%. The sacrifice is worth less with damage capped, and you may find yourself needing to make more of them (depends where your first run ends, of course. Ideally it would end on a devour, but you can't control that).
The new mechanics practically demand an end to this sacrifice requirement.
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