Hi,
First of all, I would like to acknowledge the recent changes to the game. Appreciated.
For a very long time time now, only speed stat (primary or secondary) has become the needed stat and all other stats (except perhaps CD and CC) have lost relevance.
It is time to bring balance to the game in this regard. Would like to understand what the developers plan to do about this.
Best regards,
Jar Jar Binks Rules!
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Obvious troll is obvious
The new Jabba the Hutt meta. Slow is the new fast.
He meant speed on mods, not speed overall.
The problem with mods is not speed, but irrelevance of some other stats. Potency/tenacity for example should be reworked. Protection/health mods should be equal increase, since we have toons and combos that benefit from protection and others from health. Crit chance/crit immunity, evasion/accuracy, offense/defense and so on. Right now ppl care about speed only, other stats are second. For example I will put a mod with defense primary and high speed secondary on a toon that doesnt benefit from defense AT ALLq simply cause i need him to be faster.
I do. For junk toons in TW.
that's already happening. Lots of players settle for less speed in order to get more dmg/health/prot/cc. Ofcourse they can make other stats worth even more in comparrison to speed, but effectively that would result in the same thing, but with a different stat.
I’ve got mods with close to 2500 Protection. That’ll be 25000 from just 1 mod, don’t even talk about multiplying by 50. Ridiculous.
And who’s going to compensate those people who have spent so much resources farming for mods with Speed?
That being said, when evenly matched losing a little speed to hit harder or have more health/protection does matter. Toons that rely on crit chance absolutely benefit from being properly modded.
Accuracy and crit avoidance do have a place, but yes it will always be a hard choice against 30 speed...B2 is the only one that I had in arena with accuracy over speed. He makes his own TM.
YES! Way too much emphasis on speed, no other mod strategy comes close. Speed boosts through mods should only add a SMALL % to a toon's overall speed and speed in general should only be a small difference between slow and fast. Currently, 95% (?) of toons are heavily impacted by speed. That stat should be 15-20% with the remaining have other areas of focus.
Already answered, but I now imagine a new arena where all toons go at the same time.
I like this, I mean, who is going to just stand there when the blue guy punches you?
TM bonuses occur by taking an action, so you still have to go first otherwise the opponent can take action to prevent TM. Imperial Troopers is a perfect example. Snowtrooper probably doesn't need a speed arrow, but you still have to defeat a toon to get the TM train moving. That's why you don't see IT in arena.
This is an ATB system.
In ATB systems, speed is the god stat. It's rather baked in. Action economy is a much more difficult value to calculate than hit points and damage output. Going twice for half the impact is better, after all.
Also, other stats need to be looked at closely. E. g. potency. My palp has both Zeta's and is on his way to G12, yet I have to get a lucky role to stun more than 1 or 2 enemies (with 0 extra tenacity!). On the other hand, everytime 3+ of my squad gets constantly stunned by enemy low potency palpatines. Just a few mins ago, enemy palp, not even zeta'd, running all life mods, 53% potency = my entire squad stunned.
That's utterly bullsh**. Rng to a certain extend is needed and can spice things up, but right now it's just completly off.
palp doesn't need potency outside of his base potency + lead bonus. So effectively there are no low potency palps out there, he will (almost) always have enough potency to get max chance to stun every character.
It's not like "uh uh, one battle went astray, everything is bad". I'm observing this behaviour for a couple of weeks now and it starts driving me nuts.
You do know how Potency works right?
like i said, a 79% potency palp isn't a low potency palp, he has the same chance of stunning 4 characters as a 120% potency palp.