i find Poe to be a well designed and balanced toon. He is only regarded as overpowered because he effectively guards glass cannons that can one shot even Barris "20k HP" Offee.
That should not happen. Armor and resistance should have a stronger effect in damage reduction. Because of this, almost all "Defensive" heroes are irrelevant and Offense will always win in PVP.
If the devs take the easy route and just nerf Poe to the ground, the meta will not change. It will still be whose team can deal the most damage the fastest.
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1st Lvl Tank - with 20 defense vrs a 1st lvl attacker who routinely does 100 dmg before crit. In this example the defense percentage for the tank is roughly 20%. This is great for the tank!
70th LvL Tank - with a whopping 300 Defense vrs a 70th lvl attacker who routinely does 4000 dmg before crit. In this example the defense percentage for the tank is roughly 7.5%. This is pretty bad compared to his 1st lvl percentage. We would expect a higher LvL tank to absorb more damage as he lvled up, not less.
In this example the same tank would need 800 defense to stay in line with his original 1st LvL percentage! And more if he was to become "More Tanky" as he Lvled.
So what does this mean? All you have to do is take a look at the current meta and you can see how this translates into the game.
Every character ATM is currently an "Attacker". There are no "defenders" there are just Attackers, Attackers that can heal, Attackers that can Taunt, Attackers than can buff Ect.This is exactly why only a few characters are used in the end game meta, because they are the better "Attacker" compared to another "Attacker".
I will use two examples to illustrate this point.
Attacker who can heal one - Barris, Who we will say for this example hits for 800 dmg routinely. But has a defense 150
Attacker who can heal two - Lum, who we will say routinely hits for this example 1600 dmg. But has a defense 90
Knowing full well how the current defense mechanic works, which are you going to choose? The better attacker is the answer in almost every single end game team currently.
So I leave you all with the question!
if our barris example as a support was vrs the same 4,000 dmg attacker and had 600 defense aka 15% defense.
If our lum example as a attacker was vrs the same 4,000 dmg attacker and had 150 defense aka 3.75% defense.
Would that change the meta?
All numbers in these examples are not based on anything other then numbers I pulled out of a hat. However they should be used for the purpose they were intended to illustrate how SWGoH Defense currently works.
If defense/armor works like it looks it does, it's waaaaaaay to low to matter. Strongest chars have defense around 250. Lowest have around 60. That's 190 damage in difference. With highest damaging toons doing damage closervabd closer to 10k in crits, (counting Poggle and stuff), it's pointless. It doesn't matter if you sre hit by 9750 or 9560. The rest of abilities (in particular, damage or speed) matter more.
Even worse, armor piercing. If it works as it seems (reduce the armor), current level are pointless, and work just as a way to fill the screen with useless data. Chars do around 3000 damage, have 150 armor, and 20 armor piercing. That's exactly like doing 3020 damage, in all circunstances.
Maybe it works, or is supposed to work, in a different way. But there's no way for us to know, as the game is a black box
can we please make defense stats meaningful? the small numbers are literally meaningless in the current state of the game.
If this is how they fix the current meta, expect tanks to be the next meta. Healing will also be very powerful and maybe stuns/control. Not saying that's a bad thing but matches will be a bit longer.
It would be nice if we knew how the stats interacted with eachother, though.
Boggle.
I work with a lot of salesmen. I recognize that dialect *wry smirk*.
The problem is not all the characters. The problem is the characters dealing enormous amounts of damage. Rey, QGJ, Geonosian Soldier, Leia, and FOTP deal way more damage, have higher survivability, and faster than most attackers.
This
and who said it should out pace damage? At present it is a meaningless stat. Do I think certain characters ALSO do too much damage? yes I do but I also think defense stats with the exception of Sillious's insane evade bonus against jedi are all next to meaningless.
Enemy sid and dooku went first, uderstandable plus my poe is missing a couple pieces. Then my poe and Poggle go. Now I expect 88 and 86 to go before the rest of their team, maybe hk as well depending on how geared their team is (remainder of the being lum/jc/han). My 88 goes, crits the entire team, but rather than go again or one of my other toons go, the rest of his team goes. That's with Poe reduction,poggle buff, and hk buff on 88. My droids are maxed, what gives?
Well mean I'm running poe droid team I can't get more cookie cutter than that!
My math must be off when I look at the speed. Or maybe it's the lack of Poggle's buff taking effect on the turn (like speed leaders) messing with things, which is frustrating.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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Droids aren't cookie cutter. Because there is so few of them. And peo is the only good tank.
This might help you understand how turn orders are determined:
http://www.teaminstinct.net/speed-and-you-a-team-instinct-special/
TeamInstinct.net -- Community Site and Home to Team Instinct
Defense Up will be great if only Armor and resistance scaled as high as damage.
Damage reduction 40-60% for two turns.
As we all know, there has been a huge outcry for Poe Dameron to be nerfed and this is due to his ability to taunt, Expose and most importantly, reduce the turn meters of his opponents. Coupled with him having such a high speed stat, high level play is usually decided based on a coin flip; 'Which Poe shoots first' (AYYYLMAO)
I personally use Poe all the time and I agree that he is quite a powerful toon, but I'd hate to see him nerfed to the ground, it be sad!
So here's my idea, leaving all his main stats intact, rework the Resistance Bravado skill like this:
Resistance Bravado:
0 Resistance allies in team (excluding Poe): Taunt for 2 turns with a 30% chance to Expose all enemies
2 Resistance allies in team (excluding Poe): Taunt for 2 turns with a 50% chance to Expose all enemies
4 Resistance allies in team (excluding Poe): Taunt for 2 turns with a 60% chance to Expose all enemies and reduce opponent turn meters by ?% (let the devs decide, they have the in-game data)
Logic behind this:
Okay okay. I see y'all getting ready to stone me. Hear me out
Encourage team building and usage of faction synergy:
With this rework to Poe's taunt, players have to build their teams wisely! A player can now team Poe up with a full team of DPS toons (FOTP and Leia) and try to knock out opponents using Expose to pack a more powerful punch or team Poe up with a team full of Resistance toons and be able to make use of his powerful turn reduction at the expense of not being able to bring a full team of DPS toons.
No more 'Which Poe shot first':
Unless both players use 'Resistance' teams, without the turn reduction, it will not matter which Poe goes first anymore. Yet, Poe will still be able to Expose enemies which in turn helps him stay useful in bringing some extra damage.
In Conclusion:
I currently only have 1 resistance character, Poe! So I don't benefit from this! I believe that this rework would encourage team building instead of Poe + 4 DPS toons and that Poe would not be a staple anymore, but would become a high potential toon for the Resistance teams out there!
Tell me what you feel about my idea! If you think this is something that could work, tag the devs in it! If you don't, I would like to hear from you too! Lets keep it civil:) Productive discussions are always awesome!
MrMeow
And by 2 resistance allies, do you mean 3 total? So 2 others along with Poe? I like your whole idea in general, this way they don't nerf his speed into the ground making him doo doo.