Preventing Critolyte, Second Pass [MEGA]

Replies

  • Options
    @CG_TopHat stop forcing a NS fix for this raid to fix the Critolyte issue. The issue is isolates health steal up on raid bosses. Drop that and viola! It’s fixed.
    If you push this NS rework and then continue to rework the zombie then you’re back to square one with the outrage and demands for refund with the first pass. Stop making knee **** reactions and actually fix this major issue here.
  • Options
    WHAT!? The two hits are exactly what makes her effective in arena under both talzin or asajj. Under Talzin her two hits can revive two teammates, and under asajj she can remove turn meter twice. Removing her two hits will impact other game mechanics outside the sith raid as well! Why not only make changes internally to the sith raid?! Why completely ruin a viable non-meta arena team? Soon every shard will be either bastilla or traya lead. Yuck
  • Entus
    161 posts Member
    edited August 2018
    Options
    TyloRen wrote: »
    DEV POST
    CG_TopHat wrote: »
    We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.

    After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!

    So what are the changes?

    Basic – Strike from the Shadows
    • Two attacks if stealthed -> Double damage if stealthed
    • Stealth chance increased from 70% -> 90%

    Unique – Thrill of Victory
    • Heal Amount increased from 20% -> 40%

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.

    DEV POST

    Why not make it to where if you are over a particular threshold of bonds of weakness, you die. There is no reason to be over 100 unless ur running an infinite loop, otherwise Traya would have made use of the cumulutive damage and would have killed you already. Problem solved.
  • RawdSW
    150 posts Member
    Options
    Entus wrote: »
    TyloRen wrote: »
    DEV POST
    CG_TopHat wrote: »
    We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.

    After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!

    So what are the changes?

    Basic – Strike from the Shadows
    • Two attacks if stealthed -> Double damage if stealthed
    • Stealth chance increased from 70% -> 90%

    Unique – Thrill of Victory
    • Heal Amount increased from 20% -> 40%

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.

    DEV POST

    Why not make it to where if you are over a particular threshold of bonds of weakness, you die. There is no reason to be over 100 unless ur running an infinite loop, otherwise Traya would have made use of the cumulutive damage and would have killed you already. Problem solved.

    Agree, why make things overly complicated? Set a tier based max Bonds threshold and be done with it. This will also prevent all potential infinite loops in the future.
  • Options
    Entus wrote: »
    TyloRen wrote: »
    DEV POST
    CG_TopHat wrote: »
    We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.

    After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!

    So what are the changes?

    Basic – Strike from the Shadows
    • Two attacks if stealthed -> Double damage if stealthed
    • Stealth chance increased from 70% -> 90%

    Unique – Thrill of Victory
    • Heal Amount increased from 20% -> 40%

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.

    DEV POST

    Why not make it to where if you are over a particular threshold of bonds of weakness, you die. There is no reason to be over 100 unless ur running an infinite loop, otherwise Traya would have made use of the cumulutive damage and would have killed you already. Problem solved.

    Plus 1? Nah give it +1 for every single post on this thread. That’s actually an amazing idea.
  • Dralkyr
    457 posts Member
    Options
    As a non-NS user, I can't be positive of the changes' effects. However, one of the main complaints against this is that Acolyte won't be able to get through Foresight. Is that true? Sure, Acolyte herself won't get through the Foresight, but the resurrected toon under MT will, right? It' just like using Chirrut to call Baze to assist a Foresight-covered toon: Chirrut misses but removes the Foresight and Baze hits.
  • Options
    Dralkyr wrote: »
    As a non-NS user, I can't be positive of the changes' effects. However, one of the main complaints against this is that Acolyte won't be able to get through Foresight. Is that true? Sure, Acolyte herself won't get through the Foresight, but the resurrected toon under MT will, right? It' just like using Chirrut to call Baze to assist a Foresight-covered toon: Chirrut misses but removes the Foresight and Baze hits.

    It’s more than that. Acolyte will now do a lot less damage when called from the dead under a Talzin lead. She will now remove half as much TM when under a Ventress lead. She will revive fewer teammates under a Talzin lead. She will do less damage against enemies with foresight. She will heal for half as much. There are a lot of things.

    Bottom line is 2 attacks is not the same as double damage, and it changes a lot more than just the raid loop. It’s absolutely a nerf to other parts of the game.
  • Options
    Dralkyr wrote: »
    As a non-NS user, I can't be positive of the changes' effects. However, one of the main complaints against this is that Acolyte won't be able to get through Foresight. Is that true? Sure, Acolyte herself won't get through the Foresight, but the resurrected toon under MT will, right? It' just like using Chirrut to call Baze to assist a Foresight-covered toon: Chirrut misses but removes the Foresight and Baze hits.

    It’s more than that. Acolyte will now do a lot less damage when called from the dead under a Talzin lead. She will now remove half as much TM when under a Ventress lead. She will revive fewer teammates under a Talzin lead. She will do less damage against enemies with foresight. She will heal for half as much. There are a lot of things.

    Bottom line is 2 attacks is not the same as double damage, and it changes a lot more than just the raid loop. It’s absolutely a nerf to other parts of the game.

    very well said. you summed it up quite nicely.

  • cubiczar
    5 posts Member
    edited August 2018
    Options
    flux_rono wrote: »
    @CG_TopHat i can agree with many people here the acolyte change is both good and bad in there own aspects... why not make the very simple change to asajj's zeta/lead where you can only gain the turn meter one per turn like with Nute Gunrey's lead. doing just that should fix any exploit, i think, plus not change any viability of the characters in any area of the game.

    @CG_TopHat you should really listen to this advice. It fixes the problem with the least change to how the team works and basically doesn't affect anything except Acolyte in the sith raid. There are many other issues with removing the double attack the biggest two being the reduction in assist attacks from dead NS under Mother lead and the elimination of being able to get dmg through with foresight up.

    Whenever you are making a change you really should be looking for the least destructive way of making that change. Removing an entire attack changes so many things that you aren't accomidating with your attempts to make Acolyte perform the same as before by buffing dmg and health gain and stealth chance etc. Just do the sensible thing and modify Asajj's leader to give turn meter once per turn and eliminate all the other unnecesary changes.
  • Options
    Viserys wrote: »
    flux_rono wrote: »
    @CG_TopHat i can agree with many people here the acolyte change is both good and bad in there own aspects... why not make the very simple change to asajj's zeta/lead where you can only gain the turn meter one per turn like with Nute Gunrey's lead. doing just that should fix any exploit, i think, plus not change any viability of the characters in any area of the game.

    Disagree, this would annihilate the NS team in the raid.

    It actually wouldn't change them at all except for how Acolyte works. You would still get 50% turn meter for all NS when Talia attacks, and then you would get another 50% on the next turn when you either use Daka's heal or Asajj's heal or Mother's swarm. It would certainly affect any strategy that relies on Acolyte to take multiple turns in a row but they are already going to kill that with removing the second attack. The only NS that ever gets 100% turn meter in one turn is Acolyte.
  • Dralkyr
    457 posts Member
    Options
    Dralkyr wrote: »
    As a non-NS user, I can't be positive of the changes' effects. However, one of the main complaints against this is that Acolyte won't be able to get through Foresight. Is that true? Sure, Acolyte herself won't get through the Foresight, but the resurrected toon under MT will, right? It' just like using Chirrut to call Baze to assist a Foresight-covered toon: Chirrut misses but removes the Foresight and Baze hits.

    It’s more than that. Acolyte will now do a lot less damage when called from the dead under a Talzin lead. She will now remove half as much TM when under a Ventress lead. She will revive fewer teammates under a Talzin lead. She will do less damage against enemies with foresight. She will heal for half as much. There are a lot of things.

    Bottom line is 2 attacks is not the same as double damage, and it changes a lot more than just the raid loop. It’s absolutely a nerf to other parts of the game.

    Of course it is a nerf. But people are saying that it makes her useless against foresight-covered toons. I'm just saying it looks like it's not AS effective, but will still hit that toon. Just like calling any other assist against a foresight-covered toon.
  • Options
    Wow, NA changes will make NS useless against Shan lead jedi. Breaking through foresight is big. Since you have added foresight to tons of teams why take away a single, old mechanic. Talia is a better option for sith raid anyway.

    NS are a really fun team in arena to play. My zombie is geared up btw, and I prefer it that way. Not having a way to remove foresight is going kill it.

    The raid is kinda meh (on the design), pretending like it is not at least part of the issue with all this is a joke. And its not meh cause its hard, its meh because the mechanics negate so many possible teams for sole reason of calling it a challenge. take out 75% of teams people have to use and of course progression is slower. That is not challange.
  • Options
    Dralkyr wrote: »
    Dralkyr wrote: »
    As a non-NS user, I can't be positive of the changes' effects. However, one of the main complaints against this is that Acolyte won't be able to get through Foresight. Is that true? Sure, Acolyte herself won't get through the Foresight, but the resurrected toon under MT will, right? It' just like using Chirrut to call Baze to assist a Foresight-covered toon: Chirrut misses but removes the Foresight and Baze hits.

    It’s more than that. Acolyte will now do a lot less damage when called from the dead under a Talzin lead. She will now remove half as much TM when under a Ventress lead. She will revive fewer teammates under a Talzin lead. She will do less damage against enemies with foresight. She will heal for half as much. There are a lot of things.

    Bottom line is 2 attacks is not the same as double damage, and it changes a lot more than just the raid loop. It’s absolutely a nerf to other parts of the game.

    Of course it is a nerf. But people are saying that it makes her useless against foresight-covered toons. I'm just saying it looks like it's not AS effective, but will still hit that toon. Just like calling any other assist against a foresight-covered toon.

    Only if she is calling an assist. But what if there are no dead NS? Or what if it’s not a Talzin lead at all?
  • Options
    I understand you're probably not going to go back on this change, after you already went back on the first one, but you HAVE to address people's concerns with Acolyte's viability in PVP with this change, especially after you stated that her PVP viability would be "virtually unchanged."

    I don't use NS for PVP, i only farmed and geared them for the sith raid, but from what I've read, this change has a HUGE impact on what Acolyte is actually capable of in PVP and you've basically flat out LIED to your player base.
  • Options
    TyloRen wrote: »
    DEV POST
    CG_TopHat wrote: »

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.

    DEV POST

    So basically, you're making Night Sisters useless in the Sith raid, which is the entire reason I built them up. So not only was zetaing Dakka a waste, so were both of Ventress's and Mother Talzin's. So how about you refund me all my NS zetas, all the gear I pumped into them, and a buttload of crystals for wasting that much of my time doing something that is now completely useless because you can't bother to adjust the REAL problems, i.e. the Raid itself and/or Traya. Thanks a lot.
  • Kailen
    90 posts Member
    edited August 2018
    Options
    So, let's see. We have another solution that is a massive nerf to a team that people have been spending lots of time and effort into, in order to *NOT* fix the problem of the new heroic unit that mostly whales have. Why am I not surprised.

    Having the double attack is extremely important for the acolyte. It's what helps set her apart, and is the main reason to use her. As it has been pointed out, it helps clear buffs/debuffs that make the first hit miss, such as blind and foresight. It helps give double resurrection with Talzin teams, a very important contribution. It decreases her chances of missing, by giving her a second try. And it gives extra shots at turn meter reduction with Ventress, boosting her effectiveness in other raids.

    And, the real reason why they're nerfing her: It cripples one of the better non-whale sith raid teams.

    Every player has access to the Night Sisters. Every player can build a team that competes in the sith raid, that can actually deal effective damage. Any player can help their guild with this build. And they don't have to spend thousands on the game to do so.

    THAT is why EA wants to hurt Night Sisters, instead of looking at where the real problem lies. This doesn't just hurt the Traya team, this kills the Night Sisters entirely in the sith raid. It severely harms Acolyte in PvP. It fundamentally removes the most useful aspect a character has. And the devs have the unmitigated gall to say "Acolyte's viability remains virtually unchanged."

    The problem is Traya. The problem is the raid. Stop destroying a whole other faction to ignore where the problem lays.

    This is a nerf. This is a nerf targeted at non-whales. Because you haven't given EA enough money, they are punishing you. They are punishing all of us. Go to Hell, EA.
  • Options
    The ones posting just get all your money spent over the years on the game are living in dream castles. It may happen in a fee circumstance but the vast magority will be told the money has alread been transferred to EA/CG account and that you will have to contact them. Google and Apple have severly change their policy on full refunds due to "changes" altering a character or characters in a way that you dont like.

    If you do this you run the risk of not getting even a fraction of the money spent and then your account banned. Games change in game mechanics all the time. It is part of the evolving process of playing a games such as these. I wouldnt believe all the ones who said they got full refunds unless they posted screenshots. A google rep told me after a certain time they can no longer refund since the funds were transferred. This full refund may have worked in past years but I assure you google and apple and the game developers plus backers sat down to work ways to prevent it. Most of the reason was because of scammers doing the full refund thing then continuing to play the game. So those who say you spent thousands take the hit. In the end it is your fault for spending that kind of money on a ever changing mobile game.

    You guys need a reality check seriously.
  • Options
    zanth99 wrote: »
    TyloRen wrote: »
    DEV POST
    CG_TopHat wrote: »

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.

    DEV POST

    So basically, you're making Night Sisters useless in the Sith raid, which is the entire reason I built them up. So not only was zetaing Dakka a waste, so were both of Ventress's and Mother Talzin's. So how about you refund me all my NS zetas, all the gear I pumped into them, and a buttload of crystals for wasting that much of my time doing something that is now completely useless because you can't bother to adjust the REAL problems, i.e. the Raid itself and/or Traya. Thanks a lot.

    @zanth99 your close when you say the REAL problems, i.e. the Raid itself and/or Traya.
    THE REAL PROBLEM IS actually BONDS OF WEAKNESS PLUS HEALTH STEAL UP. Essentially a more specific version of the raid and Why Traya works. others with health steal up also make the loop devs have said Qi-Ra.

    They could just turn off health steal up, you know the bonus health steal Qi-Ra, Traya, and EP provide. That fixes the issue of the loop, no need to rework any kits. change Health Steal UP in Raid

    Zombie isn't even on the Cricolyte team so I'm not sure how Zombie even got dragged into this conversation. If Zombie's kit is changed because a loop team Zombie isn't even on -- I would lose my mind. I was on the fence but something must be in the water!!! People have gone mad!!! The conspiracy theorists were all right!!! NOOOOOooooOOoOoo (Vader Voice)

    Devs said live next week, its been over a week. Was checking in but they havent chimed in yet. Players have shared their thoughts again, this the second mega thread is the same = changing kits for a raid is unacceptable from a player perspective. Changing all these kits effects all NS (daka, MT, AV, Tal, Zom, even Initiate because now it less useful) NS actually work well together in all game modes and NS even have been confirmed as WAI many times.

    How about NO HEALTH STEAL UP vs P3/4 just regular health steal that each character has naturally. problem fixed. no? ???

    if not Why not just make 50 BONDS LETHAL. lots of easy options to stop the loop.

    Also its not much of a conversation when only the players talk, players have provided many alternative options to fix the loop without changing kits.
  • Options
    I frequently go to 40-50 Bonds. If your considering that option a low end CAP for lethal BONDS should be no less than 50, otherwise the whole raid needs a rework because it takes 25 or 30+ stacks to even get the full bonus offense ready then land a few hits then cleanse which resets your p4 offense buff.
  • Lumpawarump
    111 posts Member
    edited August 2018
    Options
    We really need a dev response here. Your solution to repair the HSTR raid mechanic will damage a currently viable PVP team. I run NS in arena and that will have to come to an end. I know, arena teams change over time - but this is the first time I can remember that my team has had to change because one of the underlying toons was rendered ineffective by a raid-related nerf. This isn’t a change to Nute, CG. Nobody was using Nute in any other facet when his loop was uncovered for the Tank raid.

    You are hurting players that can’t even do HSTR yet. My guild is still on tier V.
    Post edited by Lumpawarump on
  • Options
    Ahhhh - the dev answer
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/178540/content-update-8-9-2018-mega-thread/p1
    Despite 7 pages of reasons why not, they do it anyways. I am so ****. Really. Because of their POS raid they can't seem to get right?
    #AcolyteShootsTwice
  • Farebearclaw
    25 posts Member
    edited August 2018
    Options
    @CG_TopHat I’ve given Acolyte a run in the arena and it does not seem to be double damage...I used to average 11-12K per single shot which should be 22-24K for this new double damage attack. I’m now only getting 17K. Definitely not double damage. Maybe double damage before the Crit multiplier which is definitely not the same result as before.

    Edit: I’ve seen some better numbers now but still disappoint about not being able to break through foresight.
    Post edited by Farebearclaw on
  • Options
    Also, this has changed my approach to teams with foresight, it no longer gets through and that’s frustrating. Im not a fan...
  • Options
    Can someone correct me if I'm wrong. Qi'ar only became farm able today. So the only people who have been using this endless loop are the guilds that had already won HSTR enough to have unlocked a *7 Taya already. The only infinite loop possible is with Traya, Vista's effect is 1 turn & Qi'ar's requires multiple critical hits (not impossible, but not garented either). So how is player who have already proven they can beat the raid, winning it faster using their rewards from it "breaking the raid"?
  • Options
    Where are the devs?!!
  • LonesomeHawk
    10 posts Member
    edited August 2018
    Options
    No need to sum up the negative effects of this "modification" again.
    But - @CG_TopHat when do you take an answer to all these posts into consideration?
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