Forum Discussion
6 years ago
There's a subtle but distinct difference between cases such as night sister zombie and choosing to focus all resources in a narrow number of characters.
In the case of nightsister zombie adding investments of gear and credits etc. categorically made her (specifically) worse. When you take 5 random characters up to level 85 and gear level 8, you are not technically making your roster worse although in the current matchmaking you are liable to result in having more challenging opponents.
But focusing on a narrow number of useful characters and not leveling the fluff in your roster should certainly be considered a strategy in my opinion. The 6 mil credits to take a character you don't need for something to level 85 is a conscious decision to say "I don't want 2 potentially great mods from the mod store" or "I don't want to level 10 grey mods to reveal the secondaries and see if one of them has speed".
The problem (which hopefully the change will readdress) is that the GP calculation is weighted towards the lower inputs with 2 gear 8 level 85 characters being almost as much as 1 g12 character. Since the resource investment for 2 gear 8 characters is much less than the resource investment for 1 g12 character the matching currently pits opponents that have used much fewer resources (but have large GP from fluff) against opponents that have used much more resources (but have lower GP due to highly focused g12 rosters with lots of g1 lvl1 characters).
So to reiterate, if a character gets worse when leveled up then that is against their desired philosophy. If a player chooses to invest the resources they have in specific areas and leave other areas under developed, that is not the same thing. If the GP ballance / matchmaking were better tuned you would see that a more even distribution of G12 / G11 characters for people of the same GP is going to result in closer matches. The people that focused narrowly on small parts of their rosters are still likely to come out on top though because they are almost certainly focusing their resources just as much on modding correctly and focusing on competitive PVP.
I'd just like to say I'm very pleasantly surprised by this change (although I was also perfectly happy with a consistent stream of mod slicing materials) and I think the only aim behind this change is to try and make matches more fun and engaging and I think CG devs should be credited with putting work in with that as their aim.
In the case of nightsister zombie adding investments of gear and credits etc. categorically made her (specifically) worse. When you take 5 random characters up to level 85 and gear level 8, you are not technically making your roster worse although in the current matchmaking you are liable to result in having more challenging opponents.
But focusing on a narrow number of useful characters and not leveling the fluff in your roster should certainly be considered a strategy in my opinion. The 6 mil credits to take a character you don't need for something to level 85 is a conscious decision to say "I don't want 2 potentially great mods from the mod store" or "I don't want to level 10 grey mods to reveal the secondaries and see if one of them has speed".
The problem (which hopefully the change will readdress) is that the GP calculation is weighted towards the lower inputs with 2 gear 8 level 85 characters being almost as much as 1 g12 character. Since the resource investment for 2 gear 8 characters is much less than the resource investment for 1 g12 character the matching currently pits opponents that have used much fewer resources (but have large GP from fluff) against opponents that have used much more resources (but have lower GP due to highly focused g12 rosters with lots of g1 lvl1 characters).
So to reiterate, if a character gets worse when leveled up then that is against their desired philosophy. If a player chooses to invest the resources they have in specific areas and leave other areas under developed, that is not the same thing. If the GP ballance / matchmaking were better tuned you would see that a more even distribution of G12 / G11 characters for people of the same GP is going to result in closer matches. The people that focused narrowly on small parts of their rosters are still likely to come out on top though because they are almost certainly focusing their resources just as much on modding correctly and focusing on competitive PVP.
I'd just like to say I'm very pleasantly surprised by this change (although I was also perfectly happy with a consistent stream of mod slicing materials) and I think the only aim behind this change is to try and make matches more fun and engaging and I think CG devs should be credited with putting work in with that as their aim.
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