Sith Raid Changes [MEGATHREAD]

Replies

  • Ultra
    11502 posts Moderator
    edited September 2018
    So not removing a lot of Tank gear from Sith Raid Reward pool?

    Speaking of rewards, can we increase the donations for Rancor raid gear from 2 to 5 and make their cost align with other gear? They are the most expensive gear pieces in the guild store

    EDIT: Mk 8 Gold Balls is VERY needed. Can't wait for the rest of the forum to catch up and change their tune
  • Haha people crying about the biotech implant need to check themselves

    Your lack of getting the issue only shows the shallowness of your knowledge

    Keep on truckin!
  • CG_SBCrumb wrote: »
    DEV POST
    Hi Holotable Heroes,

    We’ve released Mods 2.0 and now the top question on everyone’s mind is, “When and what are the Sith Raid changes?” We will be launching the changes detailed below along with the release that has the legendary Chewbacca in it, but today I want to walk you through how we are improving the Sith Triumvirate Raid to feel less time consuming and more rewarding. The majority of these changes do not impact the Heroic tier as we still want this to be a difficult milestone to work toward, but the path to get there shouldn’t be as arduous. We want players to master the mechanics while building up a solid roster to be able to complete higher tiers of the raid.

    As we discussed in our previous post, we are improving the rewards in two ways. First, we’re adding Mod Salvage to high tiers to give Guilds a reason to move up to Tier 6 or Heroic. Second, we’re removing some of the Challenge gear from the rewards that you’re already earning from the Daily Challenges and giving you a better chance to get gear you need to progress to the next tier.

    We also want to lessen the feeling of “what on Earth do I do here?” that may make you feel like you need to restart the raid multiple times to get a decent damage score. Part of this feeling is from the learning curve of this complex raid and that, we believe, is natural. This should decrease as you play the raid more and figure out the nuances to the mechanics. The other piece though is some of the denser mechanical difficulty that is driven by Nihilus’ Annihilate and Traya’s lightsabers. Both of these mechanics are hard to predict and often drives people to start over when things don’t go as planned at the lower tiers.

    Finally, we have reduced Raid boss health across the board in every tier except Heroic. After playing through the raid with all the changes above, we still felt the time needed to complete the raid was too long, and reducing boss health will speed things along in non-Heroic tiers.

    Changes to the Raid:
    Let’s start with our changes to Annihilate in Phases 1 and 4 (All Tiers including Heroic). Nihilus’ basic attack will no longer reduce the cooldowns of Drain Force and Annihilate when they remove a buff. Guessing whether Nihilus was going to attack a buffed ally and then chain into Drain Force was critical to not losing a character early in the fight but it was easy to get caught off guard. Drain Force will still reduce the cooldown of Annihilate but you can predict and counter it with careful use of Unbreakable Will.

    The next part of the mechanics changes involve Traya in Phase 3 (Tiers 1-6). We have changed Traya’s lightsabers to no longer dispel or apply debuffs based on the buff they start with. The sabers will still have random buffs, but this adjustment will hopefully decrease the need to restart until they get the right combination of buffs on the lightsabers because of the paired debuffs.

    Last up for the mechanic changes, Boss health has been reduced in Tiers 1-6. This will speed up completion rate and result in Guilds being rewarded more often. This also encourages Guilds to attempt higher tiers more frequently. The chart below shows how much health has been reduced to all bosses at that tier.
    4rFKtl6.png
    All of these numbers are still in the final tuning process, but are close to release values.

    Changes to Rewards:
    Guilds will be completing the raid faster with the changes above which means more rewards overall. We also wanted to increase the quality of those rewards at the higher tiers of the raid. We could see from the participation data in different tiers that many guilds were skipping tiers 5 and 6 as the increased effort was not worth the small increase in rewards.

    To address this gap, rewards for Tier 6 and above now include Mod Salvage and we are removing some of the Challenge gear from the AAT prize box that has been stacking up in your inventory because you’re already earning it in Daily Challenges. This will give you a better chance to get the gear you need to progress to the next tier and make the rewards feel consistently better than before.

    Added Mod Salvage Reward to Tiers 6 and Heroic (5-12 Salvage in Tier 6 and 7-14 Salvage in Heroic of one of the following)
    • MK1 Bonding Pin
    • MK1 Fusion Disk
    • MK1 Power Flow Control Chip
    • MK1 Fusion Coil

    Removed gear from AAT Reward Box
    • Mk 8 Neuro-Saav Electrobinoculars Salvage
    • Mk 8 BioTech Implant Salvage
    • Mk 5 Athakam Medpac Salvage
    • Mk 9 Fabritech Data Pad Salvage
    Please note this will impact Tier 6/Heroic AAT and Tier 5/6/Heroic STR
    Please also note that we are still doing some final tuning and this may result in a few more minor changes not listed above. We will detail all final changes in the patch notes when this releases.

    We look forward to hearing your feedback and discussion on these changes.

    DEV POST

    Do the devs know that only about 15% of all players actually enjoy the Sith Raid? It feels more like a chore than an actual game that's supposed to bring enjoyment. Just about everyone I talked to, including myself, dread it when we get the notification that a new raid has started, when we know it's about the Sith raid. Easily the worst part of the game, BY FAR.
  • DDeVito wrote: »
    CG_SBCrumb wrote: »
    DEV POST
    Hi Holotable Heroes,

    We’ve released Mods 2.0 and now the top question on everyone’s mind is, “When and what are the Sith Raid changes?” We will be launching the changes detailed below along with the release that has the legendary Chewbacca in it, but today I want to walk you through how we are improving the Sith Triumvirate Raid to feel less time consuming and more rewarding. The majority of these changes do not impact the Heroic tier as we still want this to be a difficult milestone to work toward, but the path to get there shouldn’t be as arduous. We want players to master the mechanics while building up a solid roster to be able to complete higher tiers of the raid.

    As we discussed in our previous post, we are improving the rewards in two ways. First, we’re adding Mod Salvage to high tiers to give Guilds a reason to move up to Tier 6 or Heroic. Second, we’re removing some of the Challenge gear from the rewards that you’re already earning from the Daily Challenges and giving you a better chance to get gear you need to progress to the next tier.

    We also want to lessen the feeling of “what on Earth do I do here?” that may make you feel like you need to restart the raid multiple times to get a decent damage score. Part of this feeling is from the learning curve of this complex raid and that, we believe, is natural. This should decrease as you play the raid more and figure out the nuances to the mechanics. The other piece though is some of the denser mechanical difficulty that is driven by Nihilus’ Annihilate and Traya’s lightsabers. Both of these mechanics are hard to predict and often drives people to start over when things don’t go as planned at the lower tiers.

    Finally, we have reduced Raid boss health across the board in every tier except Heroic. After playing through the raid with all the changes above, we still felt the time needed to complete the raid was too long, and reducing boss health will speed things along in non-Heroic tiers.

    Changes to the Raid:
    Let’s start with our changes to Annihilate in Phases 1 and 4 (All Tiers including Heroic). Nihilus’ basic attack will no longer reduce the cooldowns of Drain Force and Annihilate when they remove a buff. Guessing whether Nihilus was going to attack a buffed ally and then chain into Drain Force was critical to not losing a character early in the fight but it was easy to get caught off guard. Drain Force will still reduce the cooldown of Annihilate but you can predict and counter it with careful use of Unbreakable Will.

    The next part of the mechanics changes involve Traya in Phase 3 (Tiers 1-6). We have changed Traya’s lightsabers to no longer dispel or apply debuffs based on the buff they start with. The sabers will still have random buffs, but this adjustment will hopefully decrease the need to restart until they get the right combination of buffs on the lightsabers because of the paired debuffs.

    Last up for the mechanic changes, Boss health has been reduced in Tiers 1-6. This will speed up completion rate and result in Guilds being rewarded more often. This also encourages Guilds to attempt higher tiers more frequently. The chart below shows how much health has been reduced to all bosses at that tier.
    4rFKtl6.png
    All of these numbers are still in the final tuning process, but are close to release values.

    Changes to Rewards:
    Guilds will be completing the raid faster with the changes above which means more rewards overall. We also wanted to increase the quality of those rewards at the higher tiers of the raid. We could see from the participation data in different tiers that many guilds were skipping tiers 5 and 6 as the increased effort was not worth the small increase in rewards.

    To address this gap, rewards for Tier 6 and above now include Mod Salvage and we are removing some of the Challenge gear from the AAT prize box that has been stacking up in your inventory because you’re already earning it in Daily Challenges. This will give you a better chance to get the gear you need to progress to the next tier and make the rewards feel consistently better than before.

    Added Mod Salvage Reward to Tiers 6 and Heroic (5-12 Salvage in Tier 6 and 7-14 Salvage in Heroic of one of the following)
    • MK1 Bonding Pin
    • MK1 Fusion Disk
    • MK1 Power Flow Control Chip
    • MK1 Fusion Coil

    Removed gear from AAT Reward Box
    • Mk 8 Neuro-Saav Electrobinoculars Salvage
    • Mk 8 BioTech Implant Salvage
    • Mk 5 Athakam Medpac Salvage
    • Mk 9 Fabritech Data Pad Salvage
    Please note this will impact Tier 6/Heroic AAT and Tier 5/6/Heroic STR
    Please also note that we are still doing some final tuning and this may result in a few more minor changes not listed above. We will detail all final changes in the patch notes when this releases.

    We look forward to hearing your feedback and discussion on these changes.

    DEV POST

    Do the devs know that only about 15% of all players actually enjoy the Sith Raid? It feels more like a chore than an actual game that's supposed to bring enjoyment. Just about everyone I talked to, including myself, dread it when we get the notification that a new raid has started, when we know it's about the Sith raid. Easily the worst part of the game, BY FAR.

    You've been talking to yourself lately?

  • DuneSeaFarmer
    3525 posts Member
    edited September 2018
    Health pool reduction will be interesting in that less health, means lower damage totals needed to down the boss, thus less time for guild members to attend, smaller window of opportunity, since lower overall health means the overall time needed to complete will be drastically reduced. Why do I have the feeling a suckerpunch of the bosses doing exponentionally higher damage is coming. Like HAAT, small health pools but bosses debuff us like crazy resulting in shorter battles.

    Example: T4 75% health pool reduction, but a 50% increase in damage dealt by the boss.
  • The health pool reduction fixes everything smaller guilds disliked about the raid itself. The mechanics you can learn, the teams you can build. It's having to slog through days of putting in tens of millions of damage over and over that just make it boring more than anything. And in smaller guilds where it's T4 or T5 you realize you could just run 2-3 AAT or 2-3 HPit, actually enjoy it, and earn more rewards for less tedium.
  • Health pool reduction will be interesting in that less health, means lower damage totals needed to down the boss, thus less time for guild members to attend, smaller window of opportunity, since lower overall health means the overall time needed to complete will be drastically reduced. Why do I have the feeling a suckerpunch of the bosses doing exponentionally higher damage is coming. Like HAAT, small health pools but bosses debuff us like crazy resulting in shorter battles.

    Ha this may be true. The rewards are really kitten though. When I came back I think the guild I was in was doing t3. 8 holos. Like double u tee eff
  • Haha people crying about the biotech implant need to check themselves

    Your lack of getting the issue only shows the shallowness of your knowledge

    Keep on truckin!

    Miss you too ;)
  • DDeVito wrote: »
    CG_SBCrumb wrote: »
    DEV POST
    Hi Holotable Heroes,

    We’ve released Mods 2.0 and now the top question on everyone’s mind is, “When and what are the Sith Raid changes?” We will be launching the changes detailed below along with the release that has the legendary Chewbacca in it, but today I want to walk you through how we are improving the Sith Triumvirate Raid to feel less time consuming and more rewarding. The majority of these changes do not impact the Heroic tier as we still want this to be a difficult milestone to work toward, but the path to get there shouldn’t be as arduous. We want players to master the mechanics while building up a solid roster to be able to complete higher tiers of the raid.

    As we discussed in our previous post, we are improving the rewards in two ways. First, we’re adding Mod Salvage to high tiers to give Guilds a reason to move up to Tier 6 or Heroic. Second, we’re removing some of the Challenge gear from the rewards that you’re already earning from the Daily Challenges and giving you a better chance to get gear you need to progress to the next tier.

    We also want to lessen the feeling of “what on Earth do I do here?” that may make you feel like you need to restart the raid multiple times to get a decent damage score. Part of this feeling is from the learning curve of this complex raid and that, we believe, is natural. This should decrease as you play the raid more and figure out the nuances to the mechanics. The other piece though is some of the denser mechanical difficulty that is driven by Nihilus’ Annihilate and Traya’s lightsabers. Both of these mechanics are hard to predict and often drives people to start over when things don’t go as planned at the lower tiers.

    Finally, we have reduced Raid boss health across the board in every tier except Heroic. After playing through the raid with all the changes above, we still felt the time needed to complete the raid was too long, and reducing boss health will speed things along in non-Heroic tiers.

    Changes to the Raid:
    Let’s start with our changes to Annihilate in Phases 1 and 4 (All Tiers including Heroic). Nihilus’ basic attack will no longer reduce the cooldowns of Drain Force and Annihilate when they remove a buff. Guessing whether Nihilus was going to attack a buffed ally and then chain into Drain Force was critical to not losing a character early in the fight but it was easy to get caught off guard. Drain Force will still reduce the cooldown of Annihilate but you can predict and counter it with careful use of Unbreakable Will.

    The next part of the mechanics changes involve Traya in Phase 3 (Tiers 1-6). We have changed Traya’s lightsabers to no longer dispel or apply debuffs based on the buff they start with. The sabers will still have random buffs, but this adjustment will hopefully decrease the need to restart until they get the right combination of buffs on the lightsabers because of the paired debuffs.

    Last up for the mechanic changes, Boss health has been reduced in Tiers 1-6. This will speed up completion rate and result in Guilds being rewarded more often. This also encourages Guilds to attempt higher tiers more frequently. The chart below shows how much health has been reduced to all bosses at that tier.
    4rFKtl6.png
    All of these numbers are still in the final tuning process, but are close to release values.

    Changes to Rewards:
    Guilds will be completing the raid faster with the changes above which means more rewards overall. We also wanted to increase the quality of those rewards at the higher tiers of the raid. We could see from the participation data in different tiers that many guilds were skipping tiers 5 and 6 as the increased effort was not worth the small increase in rewards.

    To address this gap, rewards for Tier 6 and above now include Mod Salvage and we are removing some of the Challenge gear from the AAT prize box that has been stacking up in your inventory because you’re already earning it in Daily Challenges. This will give you a better chance to get the gear you need to progress to the next tier and make the rewards feel consistently better than before.

    Added Mod Salvage Reward to Tiers 6 and Heroic (5-12 Salvage in Tier 6 and 7-14 Salvage in Heroic of one of the following)
    • MK1 Bonding Pin
    • MK1 Fusion Disk
    • MK1 Power Flow Control Chip
    • MK1 Fusion Coil

    Removed gear from AAT Reward Box
    • Mk 8 Neuro-Saav Electrobinoculars Salvage
    • Mk 8 BioTech Implant Salvage
    • Mk 5 Athakam Medpac Salvage
    • Mk 9 Fabritech Data Pad Salvage
    Please note this will impact Tier 6/Heroic AAT and Tier 5/6/Heroic STR
    Please also note that we are still doing some final tuning and this may result in a few more minor changes not listed above. We will detail all final changes in the patch notes when this releases.

    We look forward to hearing your feedback and discussion on these changes.

    DEV POST

    Do the devs know that only about 15% of all players actually enjoy the Sith Raid? It feels more like a chore than an actual game that's supposed to bring enjoyment. Just about everyone I talked to, including myself, dread it when we get the notification that a new raid has started, when we know it's about the Sith raid. Easily the worst part of the game, BY FAR.

    Well, greatly reducing the RNG of Nihilus is going to help a ton. That was the most frustrating part for me. It’s also a major nerf to Nihilus because Annihilate will be triggered far less often. Throw in better rewards and I think attitudes towards the raid will improve significantly after this update, at least for those with an open mind who are willing to reevaluate everything. Of course some people will just be miserable because they want to be and won’t give it another chance.
  • Health pool reduction will be interesting in that less health, means lower damage totals needed to down the boss, thus less time for guild members to attend, smaller window of opportunity, since lower overall health means the overall time needed to complete will be drastically reduced. Why do I have the feeling a suckerpunch of the bosses doing exponentionally higher damage is coming. Like HAAT, small health pools but bosses debuff us like crazy resulting in shorter battles.

    Ha this may be true. The rewards are really kitten though. When I came back I think the guild I was in was doing t3. 8 holos. Like double u tee eff

    Remember when you ask for cool weapons, they give you weapons that are cold to the touch. :)
  • McRopeKey wrote: »
    This is what they are getting rid ofmh9vlcuwrbfi.jpg

    Not the component that looks like a black eyeball. The component is the thing you are likely running out of...

    Why don't you start buying components in the shipment and see what is going to happen in half a year?
  • Gorem
    1190 posts Member
    I love the people posting they have 1k of the eyeballs probably don't even realise the only reason they do is because of raid drops dropping them. The fact that people can see it already you don't even need to say inb4 later on people complain about the eyeball scarceness or the fact that so so many characters need it, like the 3rd most needed gear in the entire game.

    Haha :D But oh well, these changes rock so who cares :p Or maybe that was their plan all along :o
  • Health pool reduction will be interesting in that less health, means lower damage totals needed to down the boss, thus less time for guild members to attend, smaller window of opportunity, since lower overall health means the overall time needed to complete will be drastically reduced. Why do I have the feeling a suckerpunch of the bosses doing exponentionally higher damage is coming. Like HAAT, small health pools but bosses debuff us like crazy resulting in shorter battles.

    Example: T4 75% health pool reduction, but a 50% increase in damage dealt by the boss.

    The damage increase will come naturally from your guild jumping to T5 from T4. Much better rewards, for roughly the same amount of time to clear.
    Our guild is currently doing T5 while gearing for heroic, despite having already finished a T6. The reward to time ratio was terrible for t6. T5 we can clear faster than tickets build up, so once the changes hit we will migrate to T6 to get the mod slices and prevent the raid window from getting too short. After a month of that we'll likely be ready for heroic the way teams are coming together, but better late than never I guess!

    Nih basic not reducing cooldowns is a huge relief, less like playing russian roulette now and more like a real strategy game. Looking forward to that most of all.
    xSWCr - Nov '15 shard - swgoh.gg kalidor-m
  • @CG_SBCrumb liking the changes so far, I wanted to ask for a clarification if you don't mind though on the changes to Traya in phase 3. You mention that the lightsabers "no longer dispel or apply debuffs based on the buff they start with". Is this just for the original opening set of saber buffs, or for all the times the sabers have buffs they will no longer dispel or apply debuffs. If its just for the opening set of buffs, how long is it intended for the restriction on the sabers to be in place? Would it be for their opening turn, till the buffs are cleared and new ones apply? etc. If it just is for the entire phase, the second part of my question doesn't apply obviously. Thanks again and hope to get these changes implemented soon!
  • Will the sabers still apply any debuffs?

    P.s. mk8 biotech salvage over 2500 here... that means I have enough to get over 1/4th of all toons what they need for g12, not counting the ones I already equipped. Am glad this is getting dropped from rewards so I can get other gear instead! I always feel a little sad when I get raid rewards and all the gear I got was useless.
  • The entire problem with the sith raid is DN. As long as his annhiliate remains random, and he gets that **** shield from basic attacks, he will continue to drive people away from this raid.

    They fixed it though. It’s now extremely predictable. You don’t have to try and guess who he will attack, or how many times.

    Well, they PARTIALLY fixed it. Nihulus won't decrease his CD by removing BUFFS from your toons anymore. However, you still have the joy of RNG applying defense down on basic attacks to your toons, getting just enough for Nihulus to use Force Drain and reducing the CD of Annihilate to use immediately. Granted, that's a more rare occurrence, but still a part of what makes him an RNG nightmare.

    He's more predictable, but people will still be put into situations where a restart is the better option.
  • McRopeKey wrote: »
    This is what they are getting rid ofmh9vlcuwrbfi.jpg

    Not the component that looks like a black eyeball. The component is the thing you are likely running out of...

    This is the one I'm short of. I have 2 full prototypes of the other one and not enough of this one to complete full pieces.
  • Keep the mk8 biotech implants! Those saying they have plenty should also state the number of G12 they farmed. I have 55 G12 and have 0 challenge gear, they are my main bottleneck from G11 to G12....
  • McRopeKey wrote: »
    This is what they are getting rid ofmh9vlcuwrbfi.jpg

    Not the component that looks like a black eyeball. The component is the thing you are likely running out of...

    Yeah I have none of those. So many toons need like 180 of those to go to G12. Bad idea to remove them
  • The main problem is that sith raid takes too much time and it's boring, you don't feel you accomplish anything. Running 3 teams (JTR, Jedies and Machinegun Magma) now in p1 t5 just took me half an hour without any restarts. It's boring, it's not time I want to spend on the raid. We are a 95m GP guild and when I checked only 10 people had participated in p1. The participation in p2 are higher about 30-40 people, because people can auto it.

    This change is probably making us complete a higher tier, but the raid will still be EXTREMELY BORING to complete every time we run it.

    Make the raid simmable.

    Every time you run a team that team's score are set as a "best score" for that phase. Only score done in one phase counts.
    You get a list of all the teams you have run in the current phase, and their best score (or the ten best if you want to make the simming harder to achieve)
    You can sim and you would make the same damage as your best score (or average or lowest of top 10, if you have 10) in 1 second.
    You can run the raid normally to try to improve your best score, if you don't succeed you get your current best score, if you succeed you improve your best score. This will make you feel you achieve something by running a raid. Not like now, when you feel you have accomplished nothing.

    When a char is nerfed you can reduce all best scores with that char accordingly or wipe them.

    You will always have an incentive to improve your best score, make a new team that works better than your last, etc. While not having to run an endless number of runs, taking too much time.
    I think that would make this game better, because it would still be interesting to do good runs, but not force you to do it every time. And it would still make collecting an important part to succeed in the raids.

    It would even give an incentive for running average teams, and collect toons that can do average damage. Now you would never spend the time or the money to collect those teams, because you don't have the time to run them anyway.

    There are so many other aspects of the game taking a lot of time, but at least with those you feel you accomplish something.
  • +1 on need the MK8 biotech pieces left in. challenge gear or not, can't bring most toons to G12 without them, and I have at least 20 toons (including new ones) that need them.

    The real problem with why there's a disparity, is that every account has an apparently not random seed on item drops. Some accounts get thousands of extras, other accounts never get them at all except 3 (5 times) on the two challenge days. Same exact thing happens with Pit and HAAT gear. There is a not random seed that affects what gear you get for the life of the account. Fix that, and nobody would have such a problem with much needed for *most* accounts challenge gear getting removed. No matter what, why do you guys always need to have a downside for every upside?

    No matter what the update, it's always good good good, wait we arbitrarily decided to take something critical away.

    Dingo
  • Please consider adding Rancor raid rewards as well to the Heroic Tier. For top players Rancor raid gear is still a huge bottleneck
  • They continuously screw us big time with little gracious fixes here and.there to seem as though they give a flip. Like a wife beater that buys her diamonds every six black eyes
  • Vendi1983 wrote: »
    They can't ever win eh. "Remove challenge gear!"

    "Wait! Not THAT one! I actually need that!"

    There are lower level players that need the rest of the challenge gear that's being taken out too, you know. Not just top tier players getting everyone to G12 do raids.

    It’s only affecting Tier 6/Heroic of the AAT raid and 6/Heroic of STR. Lower level players will still get the chance to stack them up through challenges and lower tiers.
    That being said, I say keep just those when it comes to challenge gear.
    And I’m sorry, you’re upset with the community’s feedback. Perhaps we shouldn’t let the devs know what we want and should just have them take shots in the dark? Move along sir.
  • @CG_SBCrumb @CG_TopHat @CG_Carrie

    Thanks for the update. Here’s my two cents on it:

    1.) Health pool reduction seems to be great. No complaints there.

    2.) The p1 Fix was very welcome as well. Only think I would like to see is his drain force not ignore protection only because he can deal some massive damage after a buff steal. Still leaves the window open for those restarts. His main attack ignoring protection isn’t an issue IMO.

    3.) The P3 fix is nice, BUT you should implement it for heroic as well. You’ve been saying you don’t want to have so many restarts but that’s a huge issue in heroic as well. Please push it for heroic too.

    4.) Rewards fix is very underwhelming. The slicing material is nice, but the real issue is the lack of meaningful rewards. The challenge gear is a good start (except the mk8 biotech implant salavge; please keep it). However you are ignoring a glaring problem with the heroic reward structure. It is WAAAAAY too top heavy still. The difference in rewards between 10 and 11 is huge. I’m not talking about top 3 or even top 5, but cmon. People need to be rewarded properly for their efforts. If top 10 is meant to give full drops of G12 or G12+, then you need to increase the chance for other gear in spots 11 and below. Increase the drop rates for stun guns, carbantis and cuffs and also allow the chance for full drops of those pieces. Something, anything, would be better.

    5.) Tenacity: Given the mechanics of stacking speed, it’s impossible to solo this raid. Allowing teams that rely on debuffs (Zader for example) shouldn’t be punished. I think a decrease in tenacity stacking would be beneficial.


    Other than the rewards I like these changes across the raid as whole. Please look at this feedback before the final changes.
  • Moorebid
    488 posts Member
    edited September 2018
    We usually do T3-4, but if the health is to be reduced with at least 75%, won't it be too fast then? I mean, I can do 25% DMG in P2, now I should be able to solo it, with some extra teams left...?
    Here comes the added stress of checking in every time, to see if you can attack lol
  • DDeVito wrote: »

    Do the devs know that only about 15% of all players actually enjoy the Sith Raid? It feels more like a chore than an actual game that's supposed to bring enjoyment. Just about everyone I talked to, including myself, dread it when we get the notification that a new raid has started, when we know it's about the Sith raid. Easily the worst part of the game, BY FAR.

    [Citation needed.]
  • mk8 Biotech implants are worse than cuffs and others if u ask me..Just keep all the Monday Challenge Gears..Even the mk4 Souro Data pad is needed in lots of numbers..Just keep those and remove all other Challenge Gears
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