I haven't completed 12 galactic war nodes in 5 days. It is terribly unbalanced. Just because I have 3 gear 10 toons doesn't mean I should be battleing gear 10,11,12 teams. I don't mind using multiple teams to win, it's fun. But when your battleing a maxed out Rey, gear 10, and she kills your biggs maxed out gear 10 in 3 hits, there's obviously a issue. Anyone else have this issue? It's really cool to use different teams and synergies in GWar, but to be so ridiculously outmathced is not right, fun, and a waste of time and resources. Anyone else have this issue?
P.S. If this is posted 2 times I am sorry. When I did this the first time I hit the little pencil in the bottom right corner and not post.
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Correction - gear up your toons that aren't your top 5 (in stat power, not galactic power). If you keep improving your top 5, the teams you face will keep getting stronger too.
Or get Resistance and don't worry about it.
I haven't lost a toon in a month.
Stopped loosing chars after I got zFinn to, but best option if you don't have him is sacrifice
GW was fine, but people complained about it being hard, they listen and made it easy, then people complained that they had made it to easy(some was even the same complainers) then I think they had it with complains with and gave us this weird GW, with the end statement from John S. "It's meant to be hard" as an end of discussion statement
I kind of think gw just is a living organism now and really no way to fix it or change it up. I feel for the people who don't have the meta arena squad. Resistance helps so much for sure, but maybe not as much as they used to. Facing CLS r2 thrawn gk and zolo 3 times isn't a walk in the park every day lol
You need to flex your turn meter advantage. Use the first 4-5 nodes to give at least 3 and as many as 5 teams one battle each, doing your best to end the battles with all abilities off cooldown. Then you use the weakest team possible for nodes 6-10, your second strongest for 11, and your strongest for 12. In this way you'll go into the last three nodes with almost every character alive, full abilities, without having lost much protection, and--most importantly--high turn meter.
I just started using Resistance so I was doing it with out them previously. Built several strong teams and purposely limited power on my A team. TM loaded on each early node.
Every great once in a while I'd lose a character on node 11 but I'd retreat and try something else.
It also keeps GW fun. I could probably walk through every node with Resistance now but it's fun to try different teams and combinations. Still use my Rebels and/or Res on nodes 11 and 12 though.
Only if you play wrong.
Vote in the poll going about being able to use a 6th ally for the 12th node. Interesting thoughts in there. Just saying