[MEGA] Road Ahead: July 2021

Replies

  • Crayons
    565 posts Member
    Then that’s a very fair response
  • I don't understand why the nerfs are a whale vs f2p issue. Do whales not use these toons to counter GLs in GAC and TW? Will they be happier with these toons nerfed? Are they even competing vs f2p in any venue where these changes are relevant?
  • @CG_Doja_Fett_MINI , what about Hux’s unique and Jedi Master Kenobi’s lead? Both prevent TM gain/manipulation on all enemy/ally-and-enemy characters, besides Raid Bosses. Will that be expanded to exclude GLs as well? And if so, would that include JMK himself?
  • Konju
    1142 posts Member
    I don't understand why the nerfs are a whale vs f2p issue. Do whales not use these toons to counter GLs in GAC and TW? Will they be happier with these toons nerfed? Are they even competing vs f2p in any venue where these changes are relevant?

    It isn’t a f2p vs whale issue, I agree. I know that I only brought it up as such as counterpoint. This is exactly why my whale and dolphin friends are as upset as my f2p friends. I am a dolphin here: I’m not happy about these nerfs.
  • The whales that unlock JMK on day one already had a huge edge over everyone else without all these incoming nerfs. Is the goal to make them completely untouchable? Sure seems like it. [/quote]

    And yet I'd guess - more than anything - it was the big spending guilds that have driven this situation. So yes, essentially.
  • Granolo
    207 posts Member
    edited July 2021
    MolIza wrote: »
    So looking over all of these changes, given the most recent to CPit, what exactly are we supposed to be able to use to continue bearing that raid now?! Because the Vader comp that 90% of guild members use in either P1 or P4 is no longer gonna work now.

    But Vader's dmg, even though nerfed, was buffed for raids, so it shouldn't be a problem for CPit. Culling Blade's dmg was overall nerfed by 40%, but it was buffed by 100% against raid bosses, so it's stilla buff in damage in this particular instance.

    The nerf was basically to stop Vader as a GL counter.
    TargetEadu wrote: »
    The Vader Nerf shows that this is about GL Counters anyway, because Vader has no Defense Ignore, just big damage (and both GAS and JKL are getting some form of increased Armor Pen. and anti-tank synergy).

    True to that. Though I'm a little concerned about JML's viability, as GAS and JKL's dmg will be nerfed in his team (specially GAS, as his Armor Penetration will only be good in a full 501st team).

  • Granolo wrote: »
    MolIza wrote: »
    So looking over all of these changes, given the most recent to CPit, what exactly are we supposed to be able to use to continue bearing that raid now?! Because the Vader comp that 90% of guild members use in either P1 or P4 is no longer gonna work now.

    But Vader's dmg, even though nerfed, was buffed for raids, so it shouldn't be a problem for CPit. Culling Blade's dmg was overall nerfed by 40%, but it was buffed by 100% against raid bosses, so it's stilla buff in damage in this particular instance.

    The nerf was basically to stop Vader as a GL counter.

    Except Vader also relied on Weapon Tech, which was mega nerfed
  • I’m far from a dev.. or anyone involved in making this game.. but the only honest answer they could possibly offer to your post would be: “we don’t care, as long as the money keeps rolling in..

    The sad reality is: this situation will continue until the whales stop buying into it, or until the entire FTP base is gone.. and whales have to face each other .. and suddenly they get no benefit from dumping wads of cash into a mobile game..
  • Granolo
    207 posts Member
    Granolo wrote: »
    MolIza wrote: »
    So looking over all of these changes, given the most recent to CPit, what exactly are we supposed to be able to use to continue bearing that raid now?! Because the Vader comp that 90% of guild members use in either P1 or P4 is no longer gonna work now.

    But Vader's dmg, even though nerfed, was buffed for raids, so it shouldn't be a problem for CPit. Culling Blade's dmg was overall nerfed by 40%, but it was buffed by 100% against raid bosses, so it's stilla buff in damage in this particular instance.

    The nerf was basically to stop Vader as a GL counter.

    Except Vader also relied on Weapon Tech, which was mega nerfed

    That's a Wat nerf, and I think we should focus on asking for some kind of buff over that nerf, maybe have the Weapong tech have extra dmg, as it turned to be kinda useless as a damage tech. At least extra dmg in raids would be nice.
  • Granolo wrote: »
    Granolo wrote: »
    MolIza wrote: »
    So looking over all of these changes, given the most recent to CPit, what exactly are we supposed to be able to use to continue bearing that raid now?! Because the Vader comp that 90% of guild members use in either P1 or P4 is no longer gonna work now.

    But Vader's dmg, even though nerfed, was buffed for raids, so it shouldn't be a problem for CPit. Culling Blade's dmg was overall nerfed by 40%, but it was buffed by 100% against raid bosses, so it's stilla buff in damage in this particular instance.

    The nerf was basically to stop Vader as a GL counter.

    Except Vader also relied on Weapon Tech, which was mega nerfed

    That's a Wat nerf, and I think we should focus on asking for some kind of buff over that nerf, maybe have the Weapong tech have extra dmg, as it turned to be kinda useless as a damage tech. At least extra dmg in raids would be nice.

    It's a Wat nerf that impacts the toon Wat puts the tech on. And it's not just Vader, Spy in P4 SM of DSTB comes to mind.
  • wilhud
    46 posts Member
    Since three of the four characters being nerfed against GLs are part of the primary JML squad used most commonly, what is the plan for this squad moving forward? I see that Rey and SEE are receiving adjustments, but nothing about JML. His viability against other GLs seems like it is going to take a fairly big hit as a result. Will there be improvements to that squad or are there any new characters that we will be getting to bolster his squad? Or am I just not understanding these new changes and they will continue to be viable in countering other GLs?
  • CG I presume you read these comments or perhaps it's just an echo chamber for plenty of disgruntled players either way...

    I understand the need to preserve the power balance of GLs for the future of the game and I'm sure the vastly mentioned concerns over matchmaking and other problems mentioned will over time be addressed and short term speedbumps.

    However to really understand and to solve many of the issues in the game there needs to be a serious revise of the gear crunch and the journey players have to go on just to get a GL. The gear crunch you have already eluded to in a previous post needs addressing - recognising a problem, hinting at a solution but instead making the grind harder through introductions of relic 8 and now 9 really adds salt to the wound..

    If you look at the requirements for JMLS as an example it paints the picture of why players are so disillusioned.

    14 characters needed some of these legendary (more on this later)

    Which means going through gears 1-10 grinding through carbantis, stun guns and stun cuffs (to name a few of the tedious gear)

    G10-12 - a whole host of multiple annoying gear including kyrotechs - fastest way to acquire these are using GET2 currency but realistically you need these for the capital ships

    G13 - which in my opinion is an acceptable grind there needs to be a value in crossing that threshold but still very time consuming

    1 ship - why blueprints aren't double drop is beyond me. Farming a ship is the least rewarding/enjoyable part of the game

    Then you need to relic these characters. Relic 1-5 fine achievable. Relic 6/7 in light of R9 is another massive drain of gear which you can't afford when chasing a GL. If R8/9 are the peak will 6/7 become more accessible?

    As mentioned earlier you also need journey guide characters as part of the requirements on of these being Luke - who requires wampa and hermit yoda eating up your GET currency which you also need for GAS and Malik.

    None of this journey also reflects the reality that you also need to build other teams and focus on other areas of the game to be competitive. Now an obvious comeback to this analysis is that we're not meant to build Rome in a day and part of what makes this game so enjoyable and gives it such longevity is the concept of a player starting their journey and working upwards over a long period of time.

    However when you place such importance on having a GL to achieve this journey - grand, squad & fleet arena and conquest all effectively now requiring a GL to be competitive surely it becomes imperative to enable players who aren't krackens or have played for more then 3 years (the time I guess most players to have accomplished most of the journey characters, squads etc and to be working on a GL or 2,3,4,5 or 6) to at least have a chance of catching up.

    I don't believe that these changes are about money. But speaking economicaly unless most of your spenders are players who have played 3+ years who presumably will be least effected by these changes. Then I would argue that players who are trying to catch up working towards a GL are more likely to spend money as they can see progress rather then spend another £10 on a stun gun only to be faced with another 3 on gear 9!

    I apologise for the essay and I'm not meaning to rant. Fully understand that there is a bigger longterm picture that we cannot see regarding the meta. But please make the journey more enjoyable!

    Echo over!
  • Looooki
    1045 posts Member
    Was thinking about this point too as a JML owner. So far my thoughts is that GAS and JKL will hit harder on all non GL toons.

    My guess is can JML take out the remaining opponent GL? Looking at it now, I highly doubt it based on his stats and role as a tank instead of an attacker.


  • @Looooki

    Exactly. JML is nerfed. It's sad, too. I liked him.
  • R9 is their way to fix JML since he is a tank. However his team is taking a big hit with these nerf’s. I am perplexed that they still will not take time to fix his ultimate. Also, they will have to add time to arena as these matches are going to take more than 5 min.
  • Ravens1113
    5215 posts Member
    Can’t wait to see what response if any CG has to all this backlash
  • Stiehl
    27 posts Member
    Pretty tone deaf to say taking away choice and flexibility from the players will lead to greater health and longevity of the game. Just another occasion to add to the list of "proof devs don't play their own game"
  • Ravens1113
    5215 posts Member
    Ravens1113 wrote: »
    Can’t wait to see what response if any CG has to all this backlash

    You can't hear the crickets?

    Seriously, Crumb acknowledged they discussed this at length internally. I'm pretty sure this is the response they expected. And I'm pretty sure they know what it could do to their bottom line. And I'm pretty sure that answer is virtually nothing

    Oh I know. I’m just curious what they’re gonna say or do. This is a really big deal
  • NicWester
    8928 posts Member
    Okay, cool. Now that I've had time to watch the video and think about the changes I can say what I think, which is--we need more information before this can be considered a good or even bad-but-necessary change. Please go into more detail about how these units have led to restrictions on other characters that came out after. I would suggest something like how Finn's zeta got changed because it handcuffed what future Resistance characters could do.

    I'm open to the idea of how this is going to make tanks more useful and even encourage that. But my concern is how this is going to force people into farming Galactic Legends. I don't mind a good long farm, I got Rey and Luke without paying and I'm working on Kenobi, but I've also been playing since early 2016 and have so many characters that I can do something silly like bring tuskens to g12 or work on extreme silver bullets like jawas. One of the things I enjoyed most when I started was that all characters were some degree of useful and we were encouraged to just farm whatever we wanted. That led me to farm General Grievous early on because a friend told me it was impossible and I said "Bet?" At the time people were saying GG was worthless because it was too much effort to put into a character that didn't do anything special, they wanted him to be massively overpowered. My response on the forum at the time was that it's a GOOD thing he isn't overpowered because it means you don't need to get him if you don't want to--the process was grueling and really stunted me, I didn't care because that wasn't the point of farming him, but if you make him overpowered then you're also de facto making him mandatory for all players, which means subjecting every player to a grueling farm.

    That principle generally applies to Galactic Legends because they're the ultimate characters. I know that the intention is that players build their collections naturally and then, once they've reached a certain base level, to begin to graduate into collecting Galactic Legends. But that's not how people are using them in practice. In practrice they have, like an overpowered GG would have, made these characters and their long, grueling farms de facto necessary to play at any level. If you need a Galactic Legend to do anything, then there's no incentive to farm anything that doesn't directly or indirectly lead to a Galactic Legend until after you've farmed every Legend. That restricts the players.

    So my suggestions for a future dev post:
    --Cite how, exactly, these characters have become constraining to new characters.
    --Explain how players without Galactic Legends are supposed to stand a chance against those who do.
    --Consider new player experience going forward.

    Overall I'm open-minded. But there isn't enough information out there to say one way or the other.
    Ceterum censeo Patientia esse meliat.
  • Brotherius
    201 posts Member
    edited July 2021
    xGriiMErZ wrote: »
    You really are just trying to push F2Ps out ain't ya?

    The relic 8 is completely sickening, time to add the rest of the relic 8 mats to a raid or conquest.

    The new content for ships to a long time and we get this? A ship that requires a disgusting ammount of relics for what seems like zero reason.

    Why not finish the fleets like Res and FO that don't even have tanks yet.


    As someone who loves to f2p counter GLs, this hurts to read and eliminates a lot of the current counters. However, I’ll consider that it still leaves a few open and it seems new toons can add more f2p capabilities (such as bad batch). It’s their way of changing the meta counters and fixing their power creep that comes with every new squad.
  • About the format - I think you guys made a fun video and I appreciated the humor and work that went into it.

    I’d ideally like the Road Aheads to be both though - the normal text update along with a video for those that want to watch. Needing to watch all of a 7-10 minute video to find the specific news you want to hear about I think is prohibitive for some, vs being able to scroll through the text and find what you want to know about in seconds. But thanks for offering something new and fun :)
  • I don't know if this has come up yet or not, but I'm curious about something.

    If the non-GL counters are getting nerfed, and GLs are getting lumped in with Raid Bosses, does that mean that only a GL can do damage to a GL? Also, does this mean that you MUST use the GL as your lead as opposed to using a different toon's lead with the GL in the team, such as using JML under a JKR lead? What if you use one of these soon-to-be nerfed toons with a GL, such as Badstilla or Thrawn with SEE, will that mean that they won't be effective against the GL, even if they're in a group with one? Will the GL's be tweeked to allow these nerfed toons to work as they should under their leaderships?
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