Wanted to start a thread specific to the announced goal of moving away from the current meta and being able to kill characters before they get a chance to take their turn.
Original Post:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/21365/community-update-3-18-16
2. Game-wide tuning changes
- Related to the level 80 cap increase, we are making some significant changes to the combat tuning.
- The goal is to mitigate (but not entirely eliminate) situations where characters can be killed before they’ve had any chance to act.
- Defense will now be more significant in the battle
- Speed will now be important in calibration of a character’s damage output. Generally speaking, faster acting characters will see a damage reduction and slower characters will see an increase.
- The “Advantage” ability is changing. It will now be a guaranteed critical hit for a single action.
- All characters will now gain a new mechanic (working name: “Fortitude”), which will be activated at a certain point in characters’ progression. This will act as another layer of health which needs to be exhausted by opponents before the character starts losing their health. Current healers will not replenish Fortitude. We may add characters and abilities in the future which will act on, around, with, etc. Fortitude.
How will these changes affect your current team and what team comps or synergies do you think will become more viable when these changes go live?
This is just for theory crafting and we won't know until we get closer but it is always nice to plan ahead.
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Replies
This change will increase the need for turn-meter bonuses, if the fights become longer the more you can stack additional turn-meter buffs the stronger your advantage will become over time due to being able to use more attacks overall.
Buffing style characters will become more important because those buffs should last longer or be used by more characters if they aren't dying on the first turn and have fortitude.
They will be nerfing more than that...dooku and sidious to name two others. I agree in the top post, turn meter advantages in any shape or form will be widely used in the upcoming meta like Han, Phasma, even Savage and Ventress to a certain extent. Last two because they have their own means of generating extra turn meter. Then really anyone really slow like Boba, Old Ben, again Ventress, Bariss are going to be strong IMO.
Ackbar could become a bigger player in the next Meta, Rebel teams might be better.
Debuffs are invalidated by any Yoda team
What do you mean by this?
I thought yoda took the opponents buffs and applied them to his team? So wouldn't the buffs and debuffs both stay on that team's chars?
If you are trying to say they might negate each other's effects that wouldn't be bad because you stay at neutral vs the enemy gaining an advantage from yoda's buffing them?
Also the debuffs and buffs taken could be of a different function, such as a speed debuff vs an offensive buff they don't factor into each other directly.
Maybe I am misunderstanding your point or my understanding of Yoda is incorrect?
I really like his concept as a character. I have him 7* but haven't geared him/leveled him up all the way yet to try it out. Have you used him and seen any effectiveness from his skills?
I've used him as an Ally in LS Battles and I went up against a Rebel team a couple times in the top-20 and he's legit in my opinion. The Rebel team was good in this meta. In the new meta especially with ST Han as a tank, they should be pretty solid. I bet Biggs will be a more viable character too.
Battle meditation makes your whole team immune to debuffs.
I'm really hoping that the update will allow for more team synergy builds and not just the bastardized comps we see now where you just take the fastest of everything. It would be really cool to see Resistance, FO, Jedi, Rebel, etc in the top-10.
I agree. I think the biggest problem is the AI currently. A lot of how we play revolves around how the AI acts/reacts. Wit the team synergies it would be nice if it was more based on the decisions you made and who you chose to target etc. but such as the nightsister team, great on offense but terrible on defense so it's hard to run it consistently.
If they eliminate the fast assist though FTP resources will have been wasted. QG will always be good as a lead of a Jedi team as well as his leadership ability is effectively add 20% turn meter each turn.
So who ever has good damage and health at the expense of being really slow will be key. So Savage? Maybe
Hope you are wrong, Sid deals quite low dmg as it is. Same with dooku but his support and should not so much anyway.
It's not even just the leader. It's that each team is some combination or has at least of, QGJ, Sid, Dooku, GS. 95% of the teams in the top-20 have at least 2 of those characters in every single team.
I would love to see some kind of added bonus to fielding a 5-man squad of a certain synergy. Maybe there's the leader bonus and then a squad bonus or synergy bonus that makes running a specific squad more appealing.
this...
Take 2 of the strongest characters from the Star wars universe and make them even weaker than they currently are, and put GS down where he should be.
My new Team will be:
Phasma
Savage
Lumi
Dooku
GS
QGJ Bench, Sid Bench
Hopefully all my Toons don't become Useless
I think Jedi teams might be even better. A speed squad with QGJ lead will probably still be strong, figure Old Ben will likely be better. If you're able to farm Ima Gun Di and Aayla, there's the whole counter strike squad.
But also consider droid teams, on my server I see a good droid teams in the 20s and unlike the speed builds I don't see them getting any nurfs, in fact some of them are rather slow and could see a buff to damage output. One of the reasons I can take out a team of HK-47/IG-88/IG86/GS with Poggle/Poe/Phasma is because I can usually kill 88 and 86 before they Poe can taunt.