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AyyOkage
6 years agoNew Traveler
"Nikoms565;c-1944983" wrote:"MAO408;c-1944766" wrote:"Ravenclaws;c-1944654" wrote:
Advantage adds 200% crit chance, crit immunity adds 999999% crit avoidance.
No more needs to be said.
Crit Immunity should be exclusive to Fleet battles, enough said.
It should be changed to only an immunity to 1 critical attack... or it should provide 100% critical avoidance while the buff is present, like Tenacity up. That way advantage would at least cancel it out for a hit, although I think it should be dispelled, and then my base 97% critical hit ratio on my low damage dealing Ewok, wouldn't go to waste.
This is all just about Ewoks? So sad.
Two things:
1) Immunity means "can't happen", so no.
2) Ewoks don't need more damage. With their kits and synergies they take like 37 turns before anyone else gets to go again. (Please note: No actual math was used during this example)
Have you ever even used them? Lmao, yeah.... the wise player would know that Ewoks initially take about 3 turns that doesn't even really amount too much when each one of those turns doesn't reflect anywhere near high damage dealing attacks. Without the extra turns, they don't stand a chance, it's why they hit so low, except for scout. I said that this would also make First order teams more viable as well... The counters are to strong for when they all they need against them, is really just 1 buff, critical immunity. But overall, the point is to let other buffs counter each other out. Advantage behind high crit chance, critical damage up, critical chance up, and even investments in critical chance/damage mods are ALL rendered useless through a single buff without a way too counter it, when I believe advantage should at least even the odds.
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