Forum Discussion
8 years ago
"Kyno;c-1165235" wrote:"fascizio;c-1165223" wrote:"Kyno;c-1165210" wrote:
I have to ask, how is it a nerf? Doesn't zylo function the same as he did before: do damage, escape, go back in, repeat....
He functions like every other toon now, the escape button is not under his control,just like every other toon. Bringing function to a state that is the same for all other toons isn't really a nerf. I.e. the first zader fix to stop double tmr by toons with double tags.
That's kinda the point Op is making though, isn't it? This doesn't change his ability to maintain protection and do damage, it just means if you don't hit your retreat you have to reset and try again. It doesn't keep him from soloing, it just makes soloing take more time.... so why? What's the purpose? Guilds that need to do this to get through are still going to, it's just going to take them longer now.
All this is is a QoL hit for people just starting hAAT. Why take the dev time to work on that? It makes no sense.
Like I said, to bring him in line with all the other toons. They have many inconsistencies in how toons operate, we should let them bring everyone to a single consistent place. If he can be used the same as before but it's more tedious, I see no reason to question it, because it make things more consistent.
Does it though? I mean not to split hairs, but escape is specifically described as an "ability" that "all of your characters gain" so why should it not be impacted by abilities that alter cool-downs of other abilities? No one else has a similar mechanic so it's hard to say, but ultimately best case it seems semantic i.e. this is an "ability" not a "skill" so it's different.
I mean, it just seems kinda odd to me to be spending dev time on something like that when there are plenty of other pressing bugs that actually are impactful and legitimately do need a fix (ship targeting springs to mind).
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