We need a VIABLE f2p tenacity option

Benr3600
1098 posts Member
And no, Yoda isn't it. I have seen him used exactly zero times on my server since EP came along; I have tried using him but he is completely useless as he does no damage and dies after anakin/Lando aoe. And on defense he paints a target on your back, his AI is so terribad.

Luke is so horrible that even with g11 and meta Rebel teams he has never been anywhere near the meta, he is pretty much the worst rebel character save for HRSoldier.

Seriously, the last two days I am 0/6 against the Rex pay wall in my arena (he was leader of teams 5-8 yesterday, forcing me to go 0-4 for a 9th place finish) and there is nobody f2p that even comes close to his brokenness in this meta, in which aoe crit teams, either of the landakin or droids varieties, are the only viable choices for high end f2p arena unless you threw 3 refills per day at Wedge and all gear farming at Wedge and Biggs.

You need to give us Jedi Luke with some kind of significant EP counter worked in, top ten is either Rex lead with no clones of EP lead with, at most, RG. People say "there's more variety than ever!" Umm, not really. Top ten arena is some combination of Landakin/wiggs/droids with EP and Rex thrown in there and STH as tank. The last cookie cutter team was OB/STH/Rey/QGJ and now it's pretty much ep/sth/lando/jka/rex with a wiggs here and there.

And I don't understand how, despite the fact potency is already intrinsically superior to tenacity, there is a meta leader who gives a large boost in potency and there is nobody in the entire game who can match that with tenacity; the only ones who come close are niche like aayla and have Is this NOT the epitome of unbalanced?

Basically, f2p has been funneled into a web of aoe/crit, and at the bottom of it lies Rex.

Replies

  • medetec
    1571 posts Member
    Or, make tenacity that isn't +9999% worth a darn thing.

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/69383/tenacity-problem/
  • nerf Jedi Luke, he's too powerful already
  • Benr3600
    1098 posts Member
    edited October 2016
    Yeah when you have 5% more tenacity than opponent has potency, it gives you a 20% chance to resist? It's a real headscratcher as is. A simple change to make equal tenacity = 50% chance would work, and make tenacity a viable opton.
  • Sounds like you should start farming b2.
  • Berimbolo
    946 posts Member
    edited October 2016
    Not to he harsh, but if you can take out Rex leads and went 0-4 then you really shouldn't get any higher then that

    B2 solves most Rex issues and is usable at lower stars and pretty easy to gear
  • Double All Tencticy numbers or increase them by 50%.
  • leef
    13458 posts Member
    please no, it´s super anoying when debuffs dont stick.
    Save water, drink champagne!
  • medetec
    1571 posts Member
    Benr3600 wrote: »
    Yeah when you have 5% more tenacity than opponent has potency, it gives you a 20% chance to resist? It's a real headscratcher as is. A simple change to make equal tenacity = 50% chance would work, and make tenacity a viable opton.

    It's worse than that, 5% tenacity over enemy potency gives a 15% chancy to resist, no bonus. The 15% base resist is in effect until you pass it, it's not added to. To get any value from tenacity, you need 16% or more over potency.
  • medetec wrote: »
    Benr3600 wrote: »
    Yeah when you have 5% more tenacity than opponent has potency, it gives you a 20% chance to resist? It's a real headscratcher as is. A simple change to make equal tenacity = 50% chance would work, and make tenacity a viable opton.

    It's worse than that, 5% tenacity over enemy potency gives a 15% chancy to resist, no bonus. The 15% base resist is in effect until you pass it, it's not added to. To get any value from tenacity, you need 16% or more over potency.

    Oh, so it's even MORE broken than I thought. Thanks lol.
  • leef wrote: »
    please no, it´s super anoying when debuffs dont stick.

    What leef said. If you increase Tenacity--especially if you make it so people can have a reliable 50% chance to resist--you're making debuffs worth a lot less, to the point where they may as well not even be used. Attacks that only debuff have high base potency, while attacks where the debuff is incidental (ie: the attack is the main point, the debuff is icing on the cake) have low potency--and their base damage tends to be lower than a straight attack to compensate for the added debuff.

    In short: You're paying a price for applying a debuff. It's either reduced damage, increased cooldown, or (in some cases) no damage at all. You can't solve this with a broad, sweeping change like raising Tenacity across the board.
    Ceterum censeo Patientia esse meliat.
  • Benr3600
    1098 posts Member
    NicWester wrote: »
    leef wrote: »
    please no, it´s super anoying when debuffs dont stick.

    What leef said. If you increase Tenacity--especially if you make it so people can have a reliable 50% chance to resist--you're making debuffs worth a lot less, to the point where they may as well not even be used. Attacks that only debuff have high base potency, while attacks where the debuff is incidental (ie: the attack is the main point, the debuff is icing on the cake) have low potency--and their base damage tends to be lower than a straight attack to compensate for the added debuff.

    In short: You're paying a price for applying a debuff. It's either reduced damage, increased cooldown, or (in some cases) no damage at all. You can't solve this with a broad, sweeping change like raising Tenacity across the board.

    You do realize that when you increase tenacity, you are literally doing the exact same thing, ie. mod type/primary stat, secondary stats, leader ability etc. right?
  • It needs adjustment. A non linear system could work so that extra potency and tenacity are never useless, they just give diminishing returns.

    At worst keep it simple and raise tenacity across the board in all aspects but eliminate the 15% base resist chance (or maybe take it to 5%). Tenacity needs to be easier to attain than potency. This way tenacity and potency aren't useless, but you don't nerf characters that depend on landing debuffs either.
  • Benr3600
    1098 posts Member
    A bell curve would be perfect for making you throw all your resources at potency/tenacity to significantly alter efficacy but not drastically, while allowing moderate pot/ten to have an actual effect and not be a total waste in most circumstances as it is now.
  • Benr3600 wrote: »
    NicWester wrote: »
    leef wrote: »
    please no, it´s super anoying when debuffs dont stick.

    What leef said. If you increase Tenacity--especially if you make it so people can have a reliable 50% chance to resist--you're making debuffs worth a lot less, to the point where they may as well not even be used. Attacks that only debuff have high base potency, while attacks where the debuff is incidental (ie: the attack is the main point, the debuff is icing on the cake) have low potency--and their base damage tends to be lower than a straight attack to compensate for the added debuff.

    In short: You're paying a price for applying a debuff. It's either reduced damage, increased cooldown, or (in some cases) no damage at all. You can't solve this with a broad, sweeping change like raising Tenacity across the board.

    You do realize that when you increase tenacity, you are literally doing the exact same thing, ie. mod type/primary stat, secondary stats, leader ability etc. right?

    Yes, but that's different because it's a player choice. A mod only has enough space for a certain number of stats, so if you're choosing to put more tenacity on a character, other players can compensate by putting potency on one of theirs (And, in both cases, the presence of potency and tenacity on a mod comes at the expense of not being something else--offense, hp, speed, whatever). These are customization options that people are exercising, and that's great.

    What people seem to be asking for is to just flat increase across the board that doesn't come at the expense of anything else.
    Ceterum censeo Patientia esse meliat.
  • medetec
    1571 posts Member
    NicWester wrote: »
    Benr3600 wrote: »
    NicWester wrote: »
    leef wrote: »
    please no, it´s super anoying when debuffs dont stick.

    What leef said. If you increase Tenacity--especially if you make it so people can have a reliable 50% chance to resist--you're making debuffs worth a lot less, to the point where they may as well not even be used. Attacks that only debuff have high base potency, while attacks where the debuff is incidental (ie: the attack is the main point, the debuff is icing on the cake) have low potency--and their base damage tends to be lower than a straight attack to compensate for the added debuff.

    In short: You're paying a price for applying a debuff. It's either reduced damage, increased cooldown, or (in some cases) no damage at all. You can't solve this with a broad, sweeping change like raising Tenacity across the board.

    You do realize that when you increase tenacity, you are literally doing the exact same thing, ie. mod type/primary stat, secondary stats, leader ability etc. right?

    Yes, but that's different because it's a player choice. A mod only has enough space for a certain number of stats, so if you're choosing to put more tenacity on a character, other players can compensate by putting potency on one of theirs (And, in both cases, the presence of potency and tenacity on a mod comes at the expense of not being something else--offense, hp, speed, whatever). These are customization options that people are exercising, and that's great.

    What people seem to be asking for is to just flat increase across the board that doesn't come at the expense of anything else.

    The reason people are asking for a flat increase is because there's currently no reason to use tenacity, and because there's no reason to use tenacity there's also no reason to use potency except on characters with poor base potency like Han Solo.

    There are 56 characters with 24% or higher base potency, which negates entirely the highest base tenacity in the game on B2 at 39%, much less the great majority of other characters with much lower base tenacity.

    To get any use from tenacity on say CT-5555, who is a character with relatively high base tenacity (8th highest at 31) against Royal Guard (16th highest potency at 39) you need to add 24 potency to see a 1% increase in resistance over base. If you want a dice roll 50/50 chance to resist, you need to add 58 tenacity against an enemy with 0 bonus potency

    Ahsoka, who is already squishy and gets destroyed by crits and needs to hit to try to sustain assuming she doesn't outright die, needs 38 bonus tenacity to have a 1% increased chance to avoid being stunned by an unmodded Royal Guard. The only thing potency / tenacity is currently accomplishing are keeping Asajj Ventress, Darth Sidious and Boba Fett (who have unnaturally low potency) down. And we all know how much we need to hold them back.

    I think that's a problem.



  • scuba
    14042 posts Member
    It would be a never ending cycle.... Make tenacity better... great your opponents are not debuffing and stunning you anymore or at very low rates.... That also means your debuffs will not be landing as much either. You really can't have both if you want debuffs to exist in the game which IMO I like the debuffs they make more characters useable/interesting. With high resist rates characters like Vader, EP etc would become almost useless.

    Are you really ready to have your Han solo shoot first be resisted 85% of the time or your EP stun resisted 85% of the time?
  • medetec
    1571 posts Member
    EP is already 55 potency above the max base tenacity in the game when he is lead. A full 3x set of tenacity and a tenacity cross gives 0 bonus resist against that currently. I'm not worried. A 15% flat bonus in most cases would to absolutely nothing until additional tenacity was added by mods, which is easily countered by potency. Im not saying that you should get an 85% resist rate agaist everything, but stacking full tenacity should be worth something.

    Han is a separate issue, he is one of a small handful of characters that actually use debuffs and have sub-twenty potency. To fix that fringe case his unique should read:

    Shoots First
    Han has +35% Counter Chance and +10% Critical Chance. Han takes a bonus turn at the start of each encounter. During this turn, he can only use his Basic ability, but it will Stun the target for 1 turn and targets cannot Evade or Resist the effects of this attack.
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