Is the basic idea/game mechanic that single toons inserted into any team should completely disrupt the opposing team's synergy? Because it feels/plays like a single toon added to any team completely breaks the opposing team's synergy.
Examples:
Rex breaks Zader synergy because every crit grants TM.
R2 breaks Zaul synergy because the accuracy bonus means you almost never miss.
Pre-taunt characters break rebel synergy because they suck up that first strike damage.
And the list goes on. It seems like Team synergy should counteract team synergy as opposed to a single toon countering an entire team synergy (such as Zaul's evasion/TM gain team countering Zader's TM removal team, and Sith Trooper gaining taunt when sith abilities are used since there are sith toons as fast/faster than rebel toons now).
I dunno. Maybe it's just me. That just seems more like a well thought out game mechanic than introducing single characters who break entire teams.
Am I missing something? Besides a profit model?
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Replies
Now yes, you can sub in a Fett or someone else who can go first and dispel the taunt, but that disrupts the Rebel team synergy because it isn't a rebel toon. It creates a dynamic where teams are not a focus. Individual rooms you cobble together are the focus. Until they become too strong, then something else gets released that you have to pay to play and resets the board.
But it's a team building game. The focus should be on Rebel, Resistance, Sith, Jedi, Phoenix, etc in terms of the R-P-S, whos synergy beats what.
I am salty because by investments continually are rendered worthless almost as soon as I achieve them. And I read. I'm not building toons people aren't using. I'm just always one toon behind.
So you make a silver bullet character to counter the prevalent meta, but you make them well-rounded enough that they aren't ONLY good against that meta.
Get you a garbage can robot who can do both!