Forum Discussion
7 years ago
Let me start off by saying, I'm one of the very few people who don't have an issue with the expose nerf, in a vacuum.
Furthermore, as developers, you had every right (and I support it) to make the new raid utterly impossible to beat with current rosters, character level, and gear levels. The issue is that it's not damage, abilities, or even health pool that makes it truly a difficult raid; it's quite literally boxing-out all but a handful of compositions. Therefore, with the raid came a few issues with the cadence of your arguments justifying it, and the upcoming nerfs. Number one on that list is the faulty assertion that JTR teams are stifling player composition development.
Putting aside the fact that essentially telling us how we should be playing is ludicrous (if we don't like your builds we shall smite thee!), the problem is that you gave us too few usable choices. Rather than nerf JTR, a better solution would be to have made the raid truly accessible to various types of teams.
Debuff teams? Totally out.
Turnmeter-leverage? Out (assaj and zader lead are exceptions).
Pure-damage teams? Barely make a dent.
Assist/retaliate driven teams? Out (especially vs nihilus).
Buff-based teams? Out.
Really, what you left us with was:
Jedi rey, nightsisters, imperial troopers, krennic/DT combo, mines, St.Han.
If you truly want creativity, allow it.
These nerfs, combined with the lack of serviceable teams, are tantamount to locking your child in the broom-closet and then accosting them for not playing outside.
Speaking of St.Han, I'm completely on board with that nerf, but DT/krennic and the others that got lumped in with it?
I'll stick with the DT example to illustrate my next point.
Stormtrooper han:
1 character
No zeta required
Gear levels pretty much didnt matter
Mods pretty much dont matter
Easily farmed F2P character
Could literally become nearly permanently invulnerable
Could solo entire phase in several compositions.
DT/krennic:
Requires 2 characters
Needs a zeta
Still need quality gear levels
Still need quality mods
1 above-average-to-difficult to farm character
1 character thats a top-5 difficult farm
Can't become invulnerable (DT takes too many turns)
Could do very good damage, but nowhere close to St.Han level.
See the difference?
Many of the nerfs that were listed as 'for the sake of being fair' are merely attempts to hide nerfs to the very few viable team comps, under the guise of a St.Han nerf.
Now, back to the JTR nerf; JTR was specifically marketed as being an ultimate raid team, turning around and using that as justification to nerf her is not only morally questionable, but qualifies as deceptive advertising. This would be fine if she were 'perhaps the best defensive team ever', but she is not, she is a complete liability on defense. Many people spent money on her specifically for raid viability, which is ok, except when she's nerfed not because she's too powerful, but because of aforementioned reasons.
The purpose of this post is not to berate your developers as creative personnel, you have constructed what is undoubtedly my favorite phone game ever, but rather convey that pretty much everyone wanted more teams to be usable in the sith raid, not less. You have said you want the same goal, but if what you are telling us is acrually true, allowing other teams proper viability in the new raid is the correct answer to this problem, not playing whack-a-mole with every viable composition we come up with
Furthermore, as developers, you had every right (and I support it) to make the new raid utterly impossible to beat with current rosters, character level, and gear levels. The issue is that it's not damage, abilities, or even health pool that makes it truly a difficult raid; it's quite literally boxing-out all but a handful of compositions. Therefore, with the raid came a few issues with the cadence of your arguments justifying it, and the upcoming nerfs. Number one on that list is the faulty assertion that JTR teams are stifling player composition development.
Putting aside the fact that essentially telling us how we should be playing is ludicrous (if we don't like your builds we shall smite thee!), the problem is that you gave us too few usable choices. Rather than nerf JTR, a better solution would be to have made the raid truly accessible to various types of teams.
Debuff teams? Totally out.
Turnmeter-leverage? Out (assaj and zader lead are exceptions).
Pure-damage teams? Barely make a dent.
Assist/retaliate driven teams? Out (especially vs nihilus).
Buff-based teams? Out.
Really, what you left us with was:
Jedi rey, nightsisters, imperial troopers, krennic/DT combo, mines, St.Han.
If you truly want creativity, allow it.
These nerfs, combined with the lack of serviceable teams, are tantamount to locking your child in the broom-closet and then accosting them for not playing outside.
Speaking of St.Han, I'm completely on board with that nerf, but DT/krennic and the others that got lumped in with it?
I'll stick with the DT example to illustrate my next point.
Stormtrooper han:
1 character
No zeta required
Gear levels pretty much didnt matter
Mods pretty much dont matter
Easily farmed F2P character
Could literally become nearly permanently invulnerable
Could solo entire phase in several compositions.
DT/krennic:
Requires 2 characters
Needs a zeta
Still need quality gear levels
Still need quality mods
1 above-average-to-difficult to farm character
1 character thats a top-5 difficult farm
Can't become invulnerable (DT takes too many turns)
Could do very good damage, but nowhere close to St.Han level.
See the difference?
Many of the nerfs that were listed as 'for the sake of being fair' are merely attempts to hide nerfs to the very few viable team comps, under the guise of a St.Han nerf.
Now, back to the JTR nerf; JTR was specifically marketed as being an ultimate raid team, turning around and using that as justification to nerf her is not only morally questionable, but qualifies as deceptive advertising. This would be fine if she were 'perhaps the best defensive team ever', but she is not, she is a complete liability on defense. Many people spent money on her specifically for raid viability, which is ok, except when she's nerfed not because she's too powerful, but because of aforementioned reasons.
The purpose of this post is not to berate your developers as creative personnel, you have constructed what is undoubtedly my favorite phone game ever, but rather convey that pretty much everyone wanted more teams to be usable in the sith raid, not less. You have said you want the same goal, but if what you are telling us is acrually true, allowing other teams proper viability in the new raid is the correct answer to this problem, not playing whack-a-mole with every viable composition we come up with
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