You designed the game. You should have known all the interactions, and if you miss some, it’s not a bug, it’s a feature.
Figuring out perhaps obscure mechanisms to maximize score in a raid or other PVE content is as old as time. Game studios that yank the fun away after the fact are not playing in the spirit of gaming. Of course you can do what you want it’s your right as a Star Wars license holder and spender of money to make games, but you should be embarrassed nonetheless.
So rush to address this, but not the TW GP issue? Unreal. Keep placating the big spenders. Your fan base is dying and you don’t even see it because you are blind.
Yep. It’s complete bull. Like for real. There’s obviously not a bug. Just a team that works. But they’ll punish the players for it instead. Wonder how much we’ll take until we move on. I’m about to the breaking point myself...
I have a real hard time believing they didn't know about STHan before the release... he's the character of the month. So what, they were intent on making a raid to cater to their whales, and because some of us will be able to get through the raid thanks to an effective setup, they are going to take it away?
Wait what exactly are they doing? Was Han Stormtrooper bugging the raid or what?
In addition, all other allies gain 20% Turn Meter when Han is damaged while his Taunt is active.
This includes the damage granted by Darth Traya in p3 and p4 with her bonds of weakness damage
Yeah, its kinda funny how quick these things are fixed and yet other real issues stay on the table
Yep, DSTB exploit comes to mind. At least they learned from that nightmare not to blame the players this time . @CG_Leviathan
As a 90 GP guild who tried tier 6 and couldn't get past phase one, tried tier 5 and couldn't get past tier 1, I really hope they don't change how the raid works before we even get to complete it; That would be unfair.
Leaving the raid the way it works ( this is not a bug) would be better for the game. Games are meant to be figured out like this. Look at the Mario 64 competitions that still go on, and they compete to get the quickest time using all known exploits.
This is not a bug. This is the raid and characters working as described. Since when do things in this game get changed when they work exactly as described.
This is shameful. Figuring out strategies for the new raid is the whole point.
Basically what you guys (CG) are saying is any strategy that doesn't take hundreds of dollars to implement is not welcome in this game. This is truly disgusting.
Definitely going to try and get my recent crystal purchases refunded.
So...you bought a bunch of ST Han shards or something?
Well, I’m a little ticked because I spent gear on him wanting to do this. Luckily it wasn’t extreme, and I stopped before going past G10 because of this announcement, but it still sucks.
Wait what exactly are they doing? Was Han Stormtrooper bugging the raid or what?
In addition, all other allies gain 20% Turn Meter when Han is damaged while his Taunt is active.
This includes the damage granted by Darth Traya in p3 and p4 with her bonds of weakness damage
That is a really fancy kitten thing to do. Seems to me his ability is working as intended: giving turn meter everytime he gets damaged.
What is next? Take the unavoidable turn meter reduction from Vader's skill?
Newsflash, people have been finding ways to beat raids easily since the rancor, and turns out ST Han is the key for this one, if you are so salty about it then why not complain about turn meter removal strategies for rancor, or wampanader vs the AAT, get real you guys.
Didn't CG say something along the lines of wanting guilds to work together and people to figure out combinations that work? So when we do figure out something that works, they go and "fix" it? Cool.
They fixed this asap while tw bug they recently introduced? No words at all. Priorities! $$$$$$$$$! Remember Nutini ( Nutjawa)? They will probably delete this post soon
Clearly this raid was created to prevent tm reduction so no surprise this is getting fixed.
How about studying the mechanic first? Its sthan giving tm that is the base for this setup.
How about looking at the whole picture first?
The example I saw used Zentress' TM removal with ST Han to create a loop. They're not going to nerf St Han as a character to fix this so the most likely solution lies in the way Traya reacts to the TM reduction.
This somehow seems different than the nute fix. There under geared character could solo. And it only took 2 toons (very similar to the bug and subsequent fix where turn meter reduction worked in P3 of sith raid) I do understand it was not the intention of the development team to allow solos at this point in the sith raid but this ability seems to be working as intended furthermore it requires a maxed out team with a zeta(the rarest material in game ATM) this is truly and end game team.
It is not (see below for all context)"We are fairly confident it should be clear that any character at Gear Tier 6 should not be the key factor in allowing 2 members to solo any phase of any Raid, let alone a Heroic tier. That very clearly undermines our intent, the concept of a Raid, and any in-game progression."
I fully understand the intention is for this raid to be the most difficult content in the game. But please understand that a
portion of your playerbase thrives off of theory crafting. I for one zeta fives to theory crafting a new team for arena that fell flat on it's face. I have no problem experimenting new teams and wasting valuable resources such as zetas to try them. But theory crafting a new team to have it work better then the developers anticipated and subsequently Nerf the team is truly sole crushing to your playerbase.
NotReallyAJedi
May 2017 edited June 2017 in Dev Announcements and News
See what I did there? Eh? EH?
tenor.gif
TL;DR Version
Nute Gunray’s Leader Ability is broken (bad)
It grants units Turn Meter on Critical Hits outside of their turn (really bad)
We’re going to fix it (good)
ANYWAY, as most of you are aware, there is currently an issue where Nute Gunray’s Leader Ability, Backroom Subterfuge, is not working as originally intended. The short version is that a Nute Gunray, at Gear Tier 6, with only his Leader Ability maxed, can allow 2 Jawas to do an enormous amount of damage inside of the Heroic AAT Raid, effectively soloing a full phase.
We are fairly confident it should be clear that any character at Gear Tier 6 should not be the key factor in allowing 2 members to solo any phase of any Raid, let alone a Heroic tier. That very clearly undermines our intent, the concept of a Raid, and any in-game progression.
img.3.gif
So What's Going On?
Backroom Subterfuge currently reads:
“Stealthed allies gain 55% Critical Chance and gain 50% Turn Meter the first time they score a Critical Hit each turn.”
The wording states “each turn”, which means that Nute’s ability should be triggering the first time a character gets a Critical Hit on their turn, not on assists, which is what is happening.
We have known about this issue, but because there was never a situation where Nute’s ability was dramatically undermining the game, we had originally categorized Nute’s issue as a low priority bug. That said, we did not take this issue in to account when we buffed the Turn Meter gain on Nute (we increased the Turn Meter gain from 35% to 50%), and so these assists, coupled with the buff a few weeks back, are fundamentally undermining the Heroic AAT Raid.
This new issue obviously elevates Nute’s broken ability to a high priority bug and we’re going to fix it today.
ZrlZenR.gif
The Fix
So we’re doing 2 things here:
Backroom Subterfuge has been fixed and will now work as original intended
Which means that we will update the language to be explicit, so it will read something like this (language isn’t 100% final):
“Stealthed allies gain 55% Critical Chance and gain 50% Turn Meter the first time they score a Critical Hit during their turn.”
This means that assists will no longer trigger Backroom Subterfuge.
tumblr_nzrv5ndllp1qlujf1o2_250.gif
Closing Words
We know that there are players who are upset over this change. While we understand the feelings around this, we exacerbated an existing bug with a buff to Nute Gunray and now we need to fix it.
The Heroic Tier of any Raid should be difficult and require players to have a broad roster to overcome the challenge. This has always been the nature of the intent around these releases. Nute Gunray, in his current broken state, completely undermines that.
Finally, we are aware that there is an issue with the ESCAPE ability that is granted to players via the Raid mechanics. We know that this too is undermining the intent of the Heroic Raid Tiers, and we are looking in to solutions for this. We will discuss that update a little later.
Thank you so much for your understanding, and may the Force be with you all.
//NRAJ
Post edited by CG_Kozispoon on June 2017
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This discussion has been closed.
Mods feel free to imbed above quote as I am apparently not smart enough to figure it out.
Pretty typical, not surprised. But no hard feelings. My guild is still in phase 1, are we keeping the status quo I hope until guilds complete their first raid?
Replies
I wish the commmitment for refinement would be as fast in other cases also. Or better just stop that kind of marketing language.
And th is is called balancing. You may hate it, but its balancing
How about studying the mechanic first? Its sthan giving tm that is the base for this setup.
Lame CG, really lame.
In addition, all other allies gain 20% Turn Meter when Han is damaged while his Taunt is active.
This includes the damage granted by Darth Traya in p3 and p4 with her bonds of weakness damage
Yep, DSTB exploit comes to mind. At least they learned from that nightmare not to blame the players this time . @CG_Leviathan
As a 90 GP guild who tried tier 6 and couldn't get past phase one, tried tier 5 and couldn't get past tier 1, I really hope they don't change how the raid works before we even get to complete it; That would be unfair.
Leaving the raid the way it works ( this is not a bug) would be better for the game. Games are meant to be figured out like this. Look at the Mario 64 competitions that still go on, and they compete to get the quickest time using all known exploits.
This is not a bug. This is the raid and characters working as described. Since when do things in this game get changed when they work exactly as described.
The last thing the Sith raid needs is a buff.
Basically what you guys (CG) are saying is any strategy that doesn't take hundreds of dollars to implement is not welcome in this game. This is truly disgusting.
Well, I’m a little ticked because I spent gear on him wanting to do this. Luckily it wasn’t extreme, and I stopped before going past G10 because of this announcement, but it still sucks.
That is a really fancy kitten thing to do. Seems to me his ability is working as intended: giving turn meter everytime he gets damaged.
What is next? Take the unavoidable turn meter reduction from Vader's skill?
Like savage and Kylo loops and acolyte and zombie loops?
Except for JTR's TM reduction
And SThan is gaining turnmeter like he is supposed to, not reducing trayas
How about looking at the whole picture first?
The example I saw used Zentress' TM removal with ST Han to create a loop. They're not going to nerf St Han as a character to fix this so the most likely solution lies in the way Traya reacts to the TM reduction.
That's why I said almost.
It is not (see below for all context)"We are fairly confident it should be clear that any character at Gear Tier 6 should not be the key factor in allowing 2 members to solo any phase of any Raid, let alone a Heroic tier. That very clearly undermines our intent, the concept of a Raid, and any in-game progression."
I fully understand the intention is for this raid to be the most difficult content in the game. But please understand that a
portion of your playerbase thrives off of theory crafting. I for one zeta fives to theory crafting a new team for arena that fell flat on it's face. I have no problem experimenting new teams and wasting valuable resources such as zetas to try them. But theory crafting a new team to have it work better then the developers anticipated and subsequently Nerf the team is truly sole crushing to your playerbase.
NotReallyAJedi
May 2017 edited June 2017 in Dev Announcements and News
See what I did there? Eh? EH?
tenor.gif
TL;DR Version
Nute Gunray’s Leader Ability is broken (bad)
It grants units Turn Meter on Critical Hits outside of their turn (really bad)
We’re going to fix it (good)
ANYWAY, as most of you are aware, there is currently an issue where Nute Gunray’s Leader Ability, Backroom Subterfuge, is not working as originally intended. The short version is that a Nute Gunray, at Gear Tier 6, with only his Leader Ability maxed, can allow 2 Jawas to do an enormous amount of damage inside of the Heroic AAT Raid, effectively soloing a full phase.
We are fairly confident it should be clear that any character at Gear Tier 6 should not be the key factor in allowing 2 members to solo any phase of any Raid, let alone a Heroic tier. That very clearly undermines our intent, the concept of a Raid, and any in-game progression.
img.3.gif
So What's Going On?
Backroom Subterfuge currently reads:
“Stealthed allies gain 55% Critical Chance and gain 50% Turn Meter the first time they score a Critical Hit each turn.”
The wording states “each turn”, which means that Nute’s ability should be triggering the first time a character gets a Critical Hit on their turn, not on assists, which is what is happening.
We have known about this issue, but because there was never a situation where Nute’s ability was dramatically undermining the game, we had originally categorized Nute’s issue as a low priority bug. That said, we did not take this issue in to account when we buffed the Turn Meter gain on Nute (we increased the Turn Meter gain from 35% to 50%), and so these assists, coupled with the buff a few weeks back, are fundamentally undermining the Heroic AAT Raid.
This new issue obviously elevates Nute’s broken ability to a high priority bug and we’re going to fix it today.
ZrlZenR.gif
The Fix
So we’re doing 2 things here:
Backroom Subterfuge has been fixed and will now work as original intended
Which means that we will update the language to be explicit, so it will read something like this (language isn’t 100% final):
“Stealthed allies gain 55% Critical Chance and gain 50% Turn Meter the first time they score a Critical Hit during their turn.”
This means that assists will no longer trigger Backroom Subterfuge.
tumblr_nzrv5ndllp1qlujf1o2_250.gif
Closing Words
We know that there are players who are upset over this change. While we understand the feelings around this, we exacerbated an existing bug with a buff to Nute Gunray and now we need to fix it.
The Heroic Tier of any Raid should be difficult and require players to have a broad roster to overcome the challenge. This has always been the nature of the intent around these releases. Nute Gunray, in his current broken state, completely undermines that.
Finally, we are aware that there is an issue with the ESCAPE ability that is granted to players via the Raid mechanics. We know that this too is undermining the intent of the Heroic Raid Tiers, and we are looking in to solutions for this. We will discuss that update a little later.
Thank you so much for your understanding, and may the Force be with you all.
//NRAJ
Post edited by CG_Kozispoon on June 2017
Flag · Like
This discussion has been closed.
Mods feel free to imbed above quote as I am apparently not smart enough to figure it out.
Pretty typical, not surprised. But no hard feelings. My guild is still in phase 1, are we keeping the status quo I hope until guilds complete their first raid?
@CG_Kozispoon @CG_Leviathan ?