Forum Discussion
9 years ago
"ExarTheKun;c-1178622" wrote:
Haha. With the influx of new character-specific game mechanics, tenacity up is slowly dying. Debuffs that can't be resisted or cleansed are making a rise. Eventually tenacity up or cleanse characters will become a liability in any team.
Meta is ever shifting.
@ExarTheKun
Yes I know, but... why introduce new mechanics when there was one already? (Or why keep things simple when we can make them complicated)?
Since day 1, there is a Tenacity vs. Potency balance that players can use to tweak how much they think debuffs should be resisted or stick. That mechanics never quite worked for some reason, the result being tenacity is insignificant, debuffs just stick. The response was Tenacity Up as we know it (instead of like a Defense Up: +xx%, resists more often). Now debuffs don't stick, ever. Now that this is broken the other way around, again, the response is Debuffs that aren't categorized as such (Fracture) or can't be resisted. This again will be abused (or is already?), then the next response will be "Super Tenacity Up Also Works For Such And Such" etc. etc.
Each new mechanics brings its share of confusion and bugs too.
I guess my point is: instead of having a single-dimension progression along the lines of Potency & Tenacity (too many debuffs? Ok, let's boost Tenacity. Too much resist? Let's boost Potency etc.), they're piling up more and more incompatible mechanics to bypass each previous one. And the way I think this is harmful is this: Every new mechanics leaves its trail of road-kills on the side, casualties of a fight they were not even part of. E.g. Thermal detonators, Tenacity Leadership / Uniques and mods and worst of all...
Why the f**k do I have to purchase thousands of Holo Projectors Mk3 for the sake of adding 2.0% of completely useless tenacity-base to all of my toons and their mother?
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