The HAAT is possibly worst thing to happen to this game. It's so maddeningly unbalanced that most guilds need mercenaries to do it at all, even months and months after release.
Instead of being a guild building activity, this raid actual wrecks guilds. With no other way of earning proper high level gear, all the strong people have a very large incentive to join other guilds to get the rewards faster. Many players in our guild simply stopped playing. A lot of others went to stronger guilds. This never happened with Rancor. At least in that one, there were multiple levels and you got good enough gear even without doing heroic. With AAT it seems designed to split the user base and make mixed guilds almost impossible. The HAAT design has created a concentration of power in fewer guilds - now bored individual players are acting as mercenaries. Surely that's not the ideal outcome?
And the designers and testers? Saying this was for Jawa and Jedi? Hahahaha what a joke. It's only vaguely reasonable with the introduction of Zetas and entire toon category overhauls since the raid was released.
If the next Raid is as awful, I suspect that will be the end for me.
Rant over. Feel a bit better!
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Replies
The fact that people are going to HAAT guild is not because of the gears (which are meh imo beause we get challenge gears mainly), but because of the Kenobi's shards.
Because it's not the purpose of the game to become a chat tool. It 'll be way to heavy as an application to add functionalities allowing good chat on this game where you can have existing tools doing that already. Our guild have maybe 20 different chans with kind of help, guidelines, screenshot for every AAT phases, google docs ...
It's pretty much a leadership test, and if the leaders aren't willing to take the necessary steps to make HAAT happen then perhaps their expectations of loyalty and ability to hold a guild together are too high. I'm not saying it's an easy thing to do but it's not really that hard either- if you're trying to fast track it build your ranks up the best you can with the intention of merging into another guild/group of guilds. if you're not trying to put the investment in then well it's time to accept that you're a casual guild that's going to appeal to casual players who don't care about being competitive.
You need to put the complete user name, for example:
@Hskull
@Hskull55
Sorry for my English :]
I don't mind the enemy being tough with a bazillion hit points. It's the rest of it.
- The damage they do
- The sheer amount of unavoidable debuffs they have
- The immunity the "bosses" have to your own attacks
It's just not any fun to throw teams at phase 3 and watch the stongest team you have get mowed down by that **** tank shot or the droid who gets deathmark on your entire team. Can we beat it? Sure. Is there anything fun about it whatsoever? No. It's not any fun at all, period.
No, it's from today
Sorry for my English :]
I still think they should combine rancor and tank together and reduce the time commitment for having to do both.
https://swgoh.gg/u/iamryc/
Inefficient guilds fail. Sorry, that the game doesn't become easier because some guilds don't know what they are doing or have poor leadership. Should the well run guilds have content they can beat easily to accommodate?
Overall, if a guild is throwing "kittens" at a wall (thanks mods) and just hoping it will stick people will recognize the guilds limitation and will leave. If there was a plan that people believed in and made sense many people would prefer to stay in their guild and work towards the goal.
There are so many superteams that can be built that makes the raid relatively easy. It just may take a bit for newer players which is the intent for game ending content.
P1 - Kylo or Savage can solo
P2 - Clones, Droids, and a ton of other teams
P3 - Probably the most difficult for weaker guilds, but two tanks, EP, TFP, and either Teebo or Chirpa will get you decent damage.
P4 - Clones, Rebels, & Zader are a few that come to mind
Personally I think there are too many guild leaders that don't have a clue or are poor leaders. They really shouldn't be a leader in anything, but they like the authority of being a "leader". I've seen the posts if people saying "new guild, trying to recruit 40+ strong level players" and I just shake my head.
Normal AAT is the next point in progression after Heroic Rancor, and it's now in a reasonable place to be that next step after they nerfed it way back when. When it launched however it was another story. Guilds that were completing HR were knocking it out in a matter of hours and yet taking weeks to complete a single nAAT. The community screamed nerf, the devs responded, but in so doing they simply shifted the gap from:
HR >>>>>>> nAAT >>> hAAT
to
HR >>> nAAT >>>>>>> hAAT
because heroic tank difficulty stayed the same (as it should have). Now we have guilds that can complete nAAT without a reset, but can't complete hAAT without Mercs. It shouldn't be that way.
The reality is the progression line is and has always been broken. hAAT is very reasonable in difficulty for what current gear levels are capable of. Simply because you no longer notice it because you have the top tier on farm doesn't mean this isn't an issue for a large number of players.
Had CG left normal difficulty alone and instead added an easy difficulty with the tuning we see in normal now (with current normal rewards, while buffing normal rewards slightly) we would have had a much more reasonable progression curve. Unfortunately that ship has sailed. Posts like this still matter though, because hopefully they can remind CG to not make the same mistake next time and continue making guild breaking content.
It's just boring. It took my guild a while of farming normal before we were all heroic ready, now the idea of doing the exact same raid but harder is about as appealing as farming cuffs.
Exactly the same in our guild. I like the fact we have a mixed guild from all over the world. The way HAAT works seems designed to make this type of guild untenable which is just sad.
Exactly.
And to answer a few other comments, I saw the posts on this issue last year, but the fact that in July this year progression is still such a mess is why I wrote the post now. I was willing to see how things went.
Also, to those that commented about how it's possible to beat and only needing a few elite players etc or a great leader etc. this is of course true. However I still feel the game shouldn't mess up guilds of long time players (of differing ability and means) through bad and terribly balanced design choices.
Above all, it's totally boring! Even if you can beat it, it takes ages and has no joy in it at all.
Agree 100%. My guild recently started beating hAAT consistently. I don't enjoy it at all, it's just really boring. My debuffs rarely stick and I'm always ability blocked when the time comes to use a powerful special.
The guild I joined is aggressive and casual, I'm a top player but could never live up to the requirements in an alpha guild. I'm not checking social media to see when and where I can raid. My guild doesn't require that you always hit raid points. We work, have kids and socialize out side of our homes. I could easily leave my guild and rid the tail of a whale. There are 3 top teams in my guild, 2 of them are capable of playing with whales. If us 3 leave, the other 40 some players would likely suffer tremendously. Some would quit, most would disband.
I understand that the cream always rises. So most the powerful players in swgoh are in only a few guilds. They are aggressive, and sometimes I like aggressiveness. But I can't do it the majority of the time. Like I stated above, life and family come first. It would be nice if the NAAT started to produce 1/2 character shard rewards for the casual/daily player. At least for the top 10.
Just an idea... I don't want to leave my guildmates hanging.