The elephant in the room (or game) right now is speed. It is not balanced, it is ruining the fun and it's driving people away... yet they continue to encourage it. Why?
I have enjoyed the game since December 2015 along with most of my guild but it's getting the point now where people are getting bored of worrying about character viability because of they can't match up on 'speed'
It's easy to go on here about balance I.E. Traya and also have a whinge about the G12+ stuff... but the root of the problem (as far as myself and many others are concerned) continues to be encouraged via speed and it's making no sense.
I get the whole concept of the game is turn based... but the whole point, much as it was at the start was utilising other characters with base speed from upgrades and that created a much more enjoyable experience. Now if you aren't going first, it's game over. Speed being the issue.
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I get your point entirely.. and whilst I am not against hoping on this said change... the same problem will persist in my opinion. I really hope something gives soon. It's becoming more of a job right now
But getting to go first and more frequently will forever be dominant - the only way to change that is to take the ships' approach and have everyone be the same speed.
That is how it was originally.... in fact back in the day the leader was the often deciding factor, not who went first. The game has lost it's way on this point.
Right, . . Cuz the Poe meta era was oh so much fun lol. Y’all are hilarious, speed is not the end all be all, for light easy playing, sure , for mirror matches, sure, but there is always a way via squad comp to handle another squad, and you do not need to be the fastest around.
Where did that happen?
It was just an image that was used that showed a bunch of mods and had a retribution symbol on it. Nothing was ever said about it as far as I know. It shows they at least thought about the idea.
The most they could do short of that is either take away the ability of mods to affect speed at all, in which case base speed becomes extremely important and characters that lack in that area would need very potent kits to make up for it or else they'd end up useless, and you'd have a lot more matches coming down to literal coin-flips as to who goes first if both teams run the same character with the highest speed. Or they could make it much easier for everyone to get max-speed mods, but they won't do that because that would reduce or eliminate their ability to make money off mods.
So basically, we're likely stuck with speed being as important as it is forever.
Most likely though is 7 dot mods, stealth nerf to all the current mods you have, basically creates a “start over situation” for everyone. When +30 speed mods are the new possible max, +19 +20 aren’t as impressive.
That’s not true. Speed is the most important stat in a lot of turn based games like swgoh, including the most successful one ever Summoners War. You could find the same complaints on the forum there and the same thoughts, although no one has ever been able to explain exactly what they want.
What do people want exactly ? Delete speed from the game and every single taken turn is a gamble ? Because short of doing that, or taking out all positives/negatives effects, speed will always be the most important stat by far.
Even in pokemon attackers would always be chosen for their speed. That’s been around for as long as turn based game have existed.
Speed secondaries pretty much killed all other mods. It's more important than any other stat. A bad decision in development voided out their other work.
Sadly there's no way to turn back time and fix it. It's just something we have to accept and hope to get lucky one day, or leave the game.
In my early playing days, I mistakenly assumed that maxxing out a set of six 5-dot tenacity mods would make debuffs roll off my team like water on a duck. Similarly, I guessed that investing in a six-pack of potency mods would reap a sea of red on my opponents.
I quickly learned neither were true and have always wondered why the game would not reward someone for putting that level of commitment in a player trait.
A nightmare squad with vader will roast my rebel Rogue One team without batting an eye, for example, since Vader will always go first. My only chance of winning is my empire squad with heavy speed mods and a double-zeta Tarkin lead. And my batting average there is probably still a bit short of .500. This has led me to have minimal interest in PvP and place my focus on fleet.
I really hope the upcoming mod rework adds value for the other mod variants. Right now, they're all the ugly red-headed stepchildren while speed dominates.
Just another aspect of the game to work with and around.
To resolve the problem, the disabling abilities and huge no-setup damage burst abilities need to be looked at. Some might be solvable by fixing the really bad potency/tenacity system to something that works better, so you can mod your team for tenacity to not get stunned/blocked/whatnot first round if you can't beat the other on speed. Which would force the other one to focus a bit more on potency to defeat you, leading to not using as much speed. Add some kind of setup on the huge damage dealers so they can't KO someone properly prepared the first turn.
Also, with a healthy resist system, the irresistable keyword can be removed, which I am certain would be very good for the game in may aspects.
This is the best post on the subject yet.
I remember when the Sith meta was first starting, I had like 99% tenacity on my Sith Trooper thinking that he'd be a debuff resisting MACHINE...yeah, um, NO.
And the "issue" is not raw speed alone but TM mechanics. Bastila gives 15% at the beginning of the battle making a fast GMY operate with 400+ speed at the beginning of a battle. ZEP gives 5% TM per expired or cleansed debuff. Rex gives 7,5% TM per critical hit. Several TM mechanics counter each other and this is why we see so many battles being won/lost after 2 turns.
Even the G12+ items dont make a difference because +12 raw speed is nothing compared to +50 or +75 or +150 TM that is granted event-based. I think they will keep the speed/TM thing going and make other sets more useable. Maybe they come up with something new: new stat types or new sets. On the other hand battles need to be controlable and predictable to a certain degree. So I dont expect them to add many new features to mods that would make us spend even more time to study (!) every toon we encounter.
Worst problem here is the TM lock. Due to strong TM manipulation, there are scenarios where you don't get another turn (at least no in recoverable shape) if the opponent is allowed to even begin his manipulation. This is also a huge problem with scaling raids. Give the boss +100% damage and +100% hit points won't make it harder if there are no turns for the boss to begin with.
There is a good reason many games implement diminishing returns on buffs and debuffs. Sith raid tenacity appears to be a really horrible attempt to implement something like that.
So if you had a speed secondary of 20, it will now give 4.
+4 is still usrful for mirror matches, but maybe other stats are actually more important than that. I would probably choose 6% crit chance over the nerfed +2 speed mods that I would have.