This raid was supposed to be different and reward the proper use of the raid mechanics in a strategic way, but instead it is just dumping all over every team out there even if they are using the raid mechanics.
The sith raid also severely punishes any kind of squad synergy, counter attacks, or assists except JTR teams. It makes no sense that high GP squads using the raid mechanics can barely do 1 million damage, while JTR teams breeze through doing 12 million damage.
Is it a deliberate handout to people who paid to get JTR the first time around, or another oversight like Akbar squad, or ST Han?
Either way, there should be multiple paths to victory, and so far every one that pops up other than JTR gets called a bug and shut down. If the intention is to only have one path to victory in the sith raid (Jedi Training Rey) than I guess it is working as intended. It is clear that as it stands right now - this raid is not beatable without JTR, and that is a problem.
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Yes, it can be frustrating when you think you're playing a Star Wars game and then you realize that the only thing being played is you.
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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Well, when the login character literally breaks the third phase, yes.
Especially when even RJT cant do as much as a non zeta toon can, its kinda dumb, dontcha think.
a little. but even then 100m is a little too much. i would accept 20m damage for such a easy to farm toon.
Prob. not. 40m, max. and it has 2 characters under super hard farms.
The idea that any toon can do so much damage is quite ****, honestly........
if JTR was un-affected by enrage i would definately be okay with that being patched.
Ok... 40m is your personal limit. So, your argument is based on incremental steps, not general principle. ... it's ok if it works like this, as long as the damage doesn't cross some arbitrary line. That's the problem I have with it. Would 10m be ok as is? 5m?
Do you think that there isn't a huge number of guilds that could field a bunch of STHan squads that do 5-10m damage and clear the phase? How many members would it take? What if it only took half that number because the STHan squad did twice the damage? Or a third of that number? A quarter? 10 members? 5? 1?
What difference does it make at all how much damage can be done by one squad if we're only talking about incremental steps from needing 'some' to needing 'a few' doing it?
bcos that would require a higher investment into sthan. if JTR could do 10m, and all top tier guild have JTR, why not just let her solo the whole raid?
See? Bad Argument.
I don't understand this at all. Seriously. You've already confirmed that you have an incremental issue, not an issue based on principle.
My principle is: no toon should be able to score such high damage for end game content that specifically is attempting to build team strategy
I think the fact that CG somehow missed the fact that the "log-in character of the month" on the same month the raid was released is the same one who breaks the content is...well, to be kind, odd (at best).
I realize they can't play test every character and presume every possible eventuality - but STHan is the log-in character (which is usually a hint about the new content or related to it in some way), then they have to nerf him? That's a little dumb, dontcha think?
C'mon man. I was born during the day, but not yesterday.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
But JTR on the other hand..
All the guilds that have beaten the raid on heroic.. "you need about 21 JTR teams for p1, 23 JTR teams for p2, leftover JTR and troopers for p3 and leftovers for p4
It's a bummer because I've found all the mechanics fun to strategize around and I don't see how they fix this phase without nerfing a character or making the entire phase the worst grind in the game. IF they do make Traya immune to all TMR, I hope they cut her health to 1/4 of its current level.
Regarding RJT, keep in mind that a lot of players maxed her and BB8 because they became an arena meta. So they're an "easy" button squad to find and people are already familiar with how their abilities can be effective. There are a wealth of characters that have not yet been explored because of resource constraints that I am fairly confident will be as effective in certain phases (e.g., Wampa, Hermit Yoda, Visas Marr, etc). This is no different than Teebo and Vader in H Pit. Certain characters gave an outsized advantage relative to the rest of your collection. The frustration I'm assuming you feel stems from RJT being a Hero's journey character... but for end-game type content this should be expected.
See? That's exactly my point. You've set an arbitrary damage number that seems appropriate TO YOU. In this case, you don't provide an exact number, but instead chose to use the words "such high damage" in an attempt to disguise the exact number that you think would be appropriate damage. Your argument isn't based on any principle at all. It's random. And it's clearly not valid.
That's a fair point. While I haven't been in this discussion; I'd just add that the Raid was specifically designed to prevent solos. Specifically those where a player could hit "auto" and solo. Based on this, it's justifiable they would want to alter mechanics to prevent this. I was always assuming that this content was designed to have a long shelf life than HAAT which can now be auto'd in P1, P3, and P4.
It is frustrating not to know exactly how they intend to combat this oversight. I have 2.8mm GP and still use ST Han in many areas of the game. Changing his unique would be enraging.
This is not your fault of course, but loose lips sink ships.
People are just giving you a hard time - we all know it's not your fault. And, in fact, they are doing it in a way that no one would have done it (at least no one that plays the game).
What they should have used a scalpel to fix, they decided a sledge hammer would work better....which makes no sense. Why fix the STHan "exploit" and the slightly overtuned functionality of JTRey when you can nerf dozens of characters across all 3 raids?
Their actions speak so loudly that CG's "we listen to our players" lip-service is completely inaudible.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
*This space left intentionally blank*
He actually breaks the encounter when you take a mid-range Rebel tank and put him in an Empire/Sith or Nightsister team. It's a rather obscure combination.
And just for the record, I don't want to see JTR nerfed. I want to see other teams synergies and abilities not preemptively negated completely by ridiculous raid mechanics.
It is a really typical move from this game to see "problems" nerfed from both ends when only one end is needed, resulting in the negation of entire kits, rather than just un-breaking them. This raid is a pure example of that kind of thinking.
Maybe don't make post calling JTR unballanced if you don't want her nerfed.
Would you like it better if I had said "Every other team (but JTR) is out of balance in the Sith raid"? Its the same thing. out of balance is a comparative statement, but I do get your meaning.
Yea, now it looked like you thought JTR was the problem instead of the other teams. Doesnt matter though, it's not like ea/cg are basing their decsions on threads like this one.