Forum Discussion
9 years ago
"Qeltar;45522" wrote:
Great post, but this is really more of the same thing just with different characters. The same two issues still exist: too much damage relative to health, and too much importance placed on who goes first in a turn-based game.
SWGOH right now is like tic-tac-toe where X goes twice at the start. Turn-based games should not be so reliant on start order, this should provide only a minimal advantage.
I don't disagree - I mentioned in some thread that Poe wasn't the only problem. It's speed compositions in general. FOO for example can do pretty much the same function as Poe...he's just not as common and widely known. For example, here's a great team iNstinct member saying he has the best meter team...which just wasn't the case because it didn't take FOO in to account:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/5167/best-turnmeter-team-for-pvp#latest
Now this team above can be taken out at a high rate not using Poe or FOTP.
Hot, nasty, badarse speed :) And I can't really fault CG necessarily. The toons individually aren't OP - it's just when put as a unit they are very strong. I think what they need to do is create toons that somehow penalize speed and initiative to some degree.
What we wanted to do in part with posting this information is to show that it's not about nerfing a given toon - but it's about speed in general...speed. Speed needs to be accounted for and that spans a decently sized subset of toons that go beyond Poe or FOO.
EDIT: Speed + damage. And...I'm not saying it's a "problem" now - it may end up being. We don't know how things will shake out at end game. This is just commentary on the current situation at this point in the game's lifecycle. The current speed race may get eclipsed naturally at some point. No one knows for sure. That's why I'm hesitant to say nerf any single given toon - firstly, it won't solve the speed problem and secondly maybe it's not a problem long-term at end game that needs fixed.
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