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NotRealUltra
5 years agoLegend
"Darth_DeVito;c-2234750" wrote:"Ultra;c-2234226" wrote:"Kyno;c-2234223" wrote:"Ultra;c-2234215" wrote:For each 2% Health lost this battle, this unit gains 20% Offense and Speed (stacking). These bonuses increase by an additional 20% each time.
Wasn't expecting a 2% threshold, i guess the intention is that each member contributes at least 2% per run, resulting in 100% (50x2) makes mercing more of a pain though
2% is only where you start to see it. Planning, team comp, development, and as always RNG can get you past that point in a run.
Also, now you can make as many tries as you want for an ideal run....
I know kyno, my point is that the raid rewards are pretty bad with respect to aeromagnifiers but you could've solved the uneven distribution with posting larger scores per run by splitting the guild in half
I don't want multiple runs for top score for aeromagnifier
its basically a r5 roster check to get most aeromagnifiers now
A r5 roster check strikes me as a lot fairer for people without SLKR and plenty of high-relic teams. If I can throw Vader, GAS, Padme, CLS+3pac, DR, JKR, GG, NS, SEE (for what it's worth) plus several kitchen sink teams at the raid, why should someone whose only r5+ team is SLKR get vastly better rewards? They already earn the best HSTR rewards and solo the raid at such a pace that others only get to participate in P1. I'm glad that a wider roster development is rewarded for once (or at least not overly penalized. Chances are SLKR still does the highest single-team damage).
I definitely agree, a person with just SLKR shouldn't score higher than others, but i think the threshold limits shouldn't be stringent to 2% because you aren't playing the raid that much (its very easy to meet the 2% mark afterall)
5% would've been better as you have some time to set up your score, and actually use your team to a good degree
When the bar is at 2%, even SEE becomes a good Raid team, since its not that difficult for a lot of factions to get 2% per run
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