Nerf the relics before its too late

Replies

  • Yea once 6 dot mods get tiers the game will be ruined.
  • No money sp5mg01g6xg8ft.png
    spent cost me 200 Crystal's
  • I spent 300 crystals and got GG and JKR to lvl 2.... I just can’t fathom spending cash like the people in my shard that have 3 toons at level 7 already
  • RyuMac_81 wrote: »
    No money sp5mg01g6xg8ft.png
    spent cost me 200 Crystal's

    Still 5k power less than 7
  • This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.
    "Everything is proceeding as I have foreseen...mostly"
  • Yep, characters got a lot stronger as was expected. Not sure why people are so surprised.
  • A relic 7 vs relic 7 match is the most hilarious thing you have seen every character basically one shots every other character and it all comes down to who gets a turn.

    Yeah the damage to survivability ratio of relics is messed up. Lvl 7 relics give like a 100% boost in damage but only like a 20% boost to survivability.
  • A relic 7 vs relic 7 match is the most hilarious thing you have seen every character basically one shots every other character and it all comes down to who gets a turn.

    Yeah the damage to survivability ratio of relics is messed up. Lvl 7 relics give like a 100% boost in damage but only like a 20% boost to survivability.

    Dr offense goes from almost 4k to well over 12,000 that's over a 300% increase in damage. This is countered with a 20% increase in survivability which is inept.

    The buffs are waaaaaaay out of proportion just as some pointed out WEEKS ago with concern on here to be ignored... I've read about how will anyone be a tank when attackers get such huge buffs and there are no counters or mitigation to the pure damage increase from relics.
  • I'm just curious about one thing. Did CG employees ever actually PLAY the game? Or is that just another myth.

    If you haven't watched it, the RSG stream is talking about it right now on youtube. Quite entertaining providing all the examples of how dumb this is.

    I think the good comparison for this is when Fin called it another "Mods 1.0" back when mods first came out and were absurdly overpowered.

    You're either spending hundreds of dollars (per character!), or you are casual F2P who isn't going to be able to compete.

    Your 99.99 relic pack doesn't even take ONE character to level 7 relic!!! So you expect people to pay hundreds of dollars per character? Seriously?

    And if you're a "newer" player who started in the last 6 months, unless you're spending more than my rent per month, you will never catch up to the top tier.

  • APX_919 wrote: »
    This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.

    No. This is nothing like mods 1.0. Yes the giant stats gain is similar, but that’s where the similarity ends.

    The original mods were actually outstanding and allowed you to tune your characters however you wanted. Your attacker could be insane dps, balanced, or tanky dps. You could actually take a toon on divergent paths. One Rey build could be entirely different from another Rey build.

    These relics are liner. There is nothing here that allows you to change your character. Rey A and Rey B end up at the same place with a level 7 relic.

    Also, the main reason mods 1.0 were rolled back was because they were insanely ftp friendly. Who complained? The krakens. Why were they removed? The krakens. They were relatively cheap given all the things released in this game since that time.

    These relics are anything but. This is the biggest, baddest cash grab in history. And these things are expensive! Roughly 1000 low gear to get a level 2 relic. Once you blow through your initial stash, how many energy do you think it will take to get 1000 low gear? Let’s say you get 4 pieces of trash on a 6 energy node. That’s 1500 energy to get enough for a level 2 relic!!!!!

  • BobcatSkywalker
    993 posts Member
    edited September 12
    APX_919 wrote: »
    This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.

    No. This is nothing like mods 1.0. Yes the giant stats gain is similar, but that’s where the similarity ends.

    The original mods were actually outstanding and allowed you to tune your characters however you wanted. Your attacker could be insane dps, balanced, or tanky dps. You could actually take a toon on divergent paths. One Rey build could be entirely different from another Rey build.

    These relics are liner. There is nothing here that allows you to change your character. Rey A and Rey B end up at the same place with a level 7 relic.

    Also, the main reason mods 1.0 were rolled back was because they were insanely ftp friendly.

    No they were rolled back because with 23.5% offense x6 that's 250% offense and no amount of protection, even 23.5% x 6 or 250% bonus protection would matter the damage was waaaaay more than the defense or life gained.

    Rey and other attackers just 1 shot everyone in the game no matter what.

    They took away the ability to put 23.5% offense main stats on all 6 mod slots. Now you can only add offense mains to 4 slots.

    Furthermore they reduced the offense from 23.5% to 5.8% so went from a 250% offense buff to just 5.8 x 4 or 23.5% total. That's a 10x reduction in offense buff.

    Protection stayed at 23.5% buff but offense was reduced to 4x less than previous levels.

    If what u say it true (too f2p friendly) cg would have just made mods cost more or cost Crystal's to limit f2p access there would have been no need to radically reduce the damage output players got from mods 1.0. What happened tho? Cg reduced the damage output of mods by 10 fold. 250% buff to 23% max (4x5.8%). That change had nothing to do with p2p or f2p, it was done for game balance.

    This is eerie similar to relics which give 300% plus offensive buffs and only about 20% more survivability. It's almost the exact same scenario.
  • Him after $200+9qj0ox1v9j92.jpg

    Mev89jdcolz389.jpg

    Resultwc97tg6p32zo.jpg

    Moral of the story? Save your money kids
  • Reptile wrote: »
    Yep, characters got a lot stronger as was expected. Not sure why people are so surprised.

    Oh we knew characters would get stronger. But the amount of in game power you can buy has never been higher. That has to do with G13 being released so recently. It's an enormous gap one can pay for. Not sure it's ever been like this.
  • Akenno wrote: »
    My GG got over 150k Health and my Malak even 220k... Relic 7 :)

    How much $$ did you pay in total for both Lvl7 relics? just curious

    3 lvl 7 relics costs every bundle you can buy so around 300$
  • Akenno wrote: »
    Akenno wrote: »
    My GG got over 150k Health and my Malak even 220k... Relic 7 :)

    How much $$ did you pay in total for both Lvl7 relics? just curious

    3 lvl 7 relics costs every bundle you can buy so around 300$

    Yeah, that's a paycheck to some people, perspective...
  • 1BjPQ9k.jpg

    Revan basic does 160k damage (2 attacks)

    RvGL0yh.jpg

    bastilla area damage at 80k plus

    (Keep in mind this is vs geo tb lvl 94 buffed toons so vs playable characters it will be much more than in the pictures.)

    tOHYfTn.jpg

    But dont worry GG does well over 100k area damage on his first attack before even increasing his damage at all so gg can clear a whole team before they even act. Imagine him with a few plus 30% stacks.

    A relic 7 vs relic 7 match is the most hilarious thing you have seen every character basically one shots every other character and it all comes down to who gets a turn.

    This GG can't even do half the damage to a relic 7 Malak... A relic 7 Malak can easily have over 220k health.
  • APX_919 wrote: »
    This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.

    No. This is nothing like mods 1.0. Yes the giant stats gain is similar, but that’s where the similarity ends.

    The original mods were actually outstanding and allowed you to tune your characters however you wanted. Your attacker could be insane dps, balanced, or tanky dps. You could actually take a toon on divergent paths. One Rey build could be entirely different from another Rey build.

    These relics are liner. There is nothing here that allows you to change your character. Rey A and Rey B end up at the same place with a level 7 relic.

    Also, the main reason mods 1.0 were rolled back was because they were insanely ftp friendly.

    No they were rolled back because with 23.5% offense x6 that's 250% offense and no amount of protection, even 23.5% x 6 or 250% bonus protection would matter the damage was waaaaay more than the defense or life gained.

    Rey and other attackers just 1 shot everyone in the game no matter what.

    They took away the ability to put 23.5% offense main stats on all 6 mod slots. Now you can only add offense mains to 4 slots.

    Furthermore they reduced the offense from 23.5% to 5.8% so went from a 250% offense buff to just 5.8 x 4 or 23.5% total. That's a 10x reduction in offense buff.

    Protection stayed at 23.5% buff but offense was reduced to 4x less than previous levels.

    If what u say it true (too f2p friendly) cg would have just made mods cost more or cost Crystal's to limit f2p access there would have been no need to radically reduce the damage output players got from mods 1.0. What happened tho? Cg reduced the damage output of mods by 10 fold. 250% buff to 23% max (4x5.8%). That change had nothing to do with p2p or f2p, it was done for game balance.

    This is eerie similar to relics which give 300% plus offensive buffs and only about 20% more survivability. It's almost the exact same scenario.

    It’s been awhile, but I don’t recall the available primary stat types being different. I thought the circle was always limited to health and protection for example. But your wrong about the reason. It got axed because of krakens recognizing it was ftp friendly and no other reason. Trust me.
  • Akenno wrote: »
    Akenno wrote: »
    My GG got over 150k Health and my Malak even 220k... Relic 7 :)

    How much $$ did you pay in total for both Lvl7 relics? just curious

    3 lvl 7 relics costs every bundle you can buy so around 300$

    Yeah, that's a paycheck to some people, perspective...

    And it's loose change to others. Perspective.
  • BobcatSkywalker
    993 posts Member
    edited September 12
    APX_919 wrote: »
    This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.

    No. This is nothing like mods 1.0. Yes the giant stats gain is similar, but that’s where the similarity ends.

    The original mods were actually outstanding and allowed you to tune your characters however you wanted. Your attacker could be insane dps, balanced, or tanky dps. You could actually take a toon on divergent paths. One Rey build could be entirely different from another Rey build.

    These relics are liner. There is nothing here that allows you to change your character. Rey A and Rey B end up at the same place with a level 7 relic.

    Also, the main reason mods 1.0 were rolled back was because they were insanely ftp friendly.

    No they were rolled back because with 23.5% offense x6 that's 250% offense and no amount of protection, even 23.5% x 6 or 250% bonus protection would matter the damage was waaaaay more than the defense or life gained.

    Rey and other attackers just 1 shot everyone in the game no matter what.

    They took away the ability to put 23.5% offense main stats on all 6 mod slots. Now you can only add offense mains to 4 slots.

    Furthermore they reduced the offense from 23.5% to 5.8% so went from a 250% offense buff to just 5.8 x 4 or 23.5% total. That's a 10x reduction in offense buff.

    Protection stayed at 23.5% buff but offense was reduced to 4x less than previous levels.

    If what u say it true (too f2p friendly) cg would have just made mods cost more or cost Crystal's to limit f2p access there would have been no need to radically reduce the damage output players got from mods 1.0. What happened tho? Cg reduced the damage output of mods by 10 fold. 250% buff to 23% max (4x5.8%). That change had nothing to do with p2p or f2p, it was done for game balance.

    This is eerie similar to relics which give 300% plus offensive buffs and only about 20% more survivability. It's almost the exact same scenario.

    It’s been awhile, but I don’t recall the available primary stat types being different. I thought the circle was always limited to health and protection for example. But your wrong about the reason. It got axed because of krakens recognizing it was ftp friendly and no other reason. Trust me.

    What your saying makes no sense. The mod 1.0 changes didnt effect the availability of mods to p2p or f2p players. There was NO CHANGE to how u acquire mods with the mods 1.0 rollback.

    They changed the amount of offense from 23% to 5%

    They changed the primary stats to be slot specific to prevent 6 offense primaries.

    They did NOT change how mods are acquired or farmed.

    How were mods 1.0 f2p friendly? What do u think they changed to make it less f2p friendly?

    I'm willing to trust you if you have any evidence to support your claim but just saying trust me isn't good enough.... especially when the changes they made had no effect on how p2p and f2p players both acquired mods before and after the 1.0 rollback.
  • This is for the Whales to spend a lot of money, there’s no way they will Nerf it and **** them off.... this was just a horrible idea and most Guilds will pay the price by losing members... smh
  • Relics r trash
  • APX_919 wrote: »
    This is Modgate 2.0

    Those who remember the golden days of early July 2016 will know this. Those that don't, here's a history lesson. This is when mods came out and for two days the stat boosts were ridiculous. Scavenger Rey with 90k health one shotting Royal Guard even at 110k health. It was the end of many early players (clearly not all, a lot of us kept playing) and mods had to be tuned back to where we recognized them as they stand now (the % boosts especially).

    These stats are eerily similar and the results even more so. While these are obtainable more readily than the early mods (only a revealed stat would increase, mods also cost a lot more then) for a few weeks, Arena will be a living nightmare for those unable or unwilling to put in the time and effort to build these.

    No. This is nothing like mods 1.0. Yes the giant stats gain is similar, but that’s where the similarity ends.

    The original mods were actually outstanding and allowed you to tune your characters however you wanted. Your attacker could be insane dps, balanced, or tanky dps. You could actually take a toon on divergent paths. One Rey build could be entirely different from another Rey build.

    These relics are liner. There is nothing here that allows you to change your character. Rey A and Rey B end up at the same place with a level 7 relic.

    Also, the main reason mods 1.0 were rolled back was because they were insanely ftp friendly.

    No they were rolled back because with 23.5% offense x6 that's 250% offense and no amount of protection, even 23.5% x 6 or 250% bonus protection would matter the damage was waaaaay more than the defense or life gained.

    Rey and other attackers just 1 shot everyone in the game no matter what.

    They took away the ability to put 23.5% offense main stats on all 6 mod slots. Now you can only add offense mains to 4 slots.

    Furthermore they reduced the offense from 23.5% to 5.8% so went from a 250% offense buff to just 5.8 x 4 or 23.5% total. That's a 10x reduction in offense buff.

    Protection stayed at 23.5% buff but offense was reduced to 4x less than previous levels.

    If what u say it true (too f2p friendly) cg would have just made mods cost more or cost Crystal's to limit f2p access there would have been no need to radically reduce the damage output players got from mods 1.0. What happened tho? Cg reduced the damage output of mods by 10 fold. 250% buff to 23% max (4x5.8%). That change had nothing to do with p2p or f2p, it was done for game balance.

    This is eerie similar to relics which give 300% plus offensive buffs and only about 20% more survivability. It's almost the exact same scenario.

    It’s been awhile, but I don’t recall the available primary stat types being different. I thought the circle was always limited to health and protection for example. But your wrong about the reason. It got axed because of krakens recognizing it was ftp friendly and no other reason. Trust me.

    What your saying makes no sense. The mod 1.0 changes didnt effect the availability of mods to p2p or f2p players. There was NO CHANGE to how u acquire mods with the mods 1.0 rollback.

    They changed the amount of offense from 23% to 5%

    They changed the primary stats to be slot specific to prevent 6 offense primaries.

    They did NOT change how mods are acquired or farmed.

    How were mods 1.0 f2p friendly? What do u think they changed to make it less f2p friendly?

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/55335/mods-myths-and-facts/p1

    Read my post from the time. The original costs of mods was 3x less and the drop rate was 100% and 100% t5. After the krakens wailed, they went to 3x more and like a 33% drop rate and included t3-5. The 100% drop rate will have now and the upgrade costs we have now didn’t come until relatively recently. This was one of the key changes that killed mods for ftp.
  • Intrapidoo wrote: »
    I just leave this picture here. I know you guys never listen, test or think ever before doing a release but this time please stop.

    xcjw9oub6oxz.png

    w4b5zu0osoja.png

    b0adizmoe01x.png

    g6mwnst1c35h.png

    whats the problem here?
  • New abilities? What?
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