Recent Discussions
About mods
On the topic of mods. Does it matter what type it is? If you have a speed mod that has a different primary stat, for example tenacity, and other secondaries, does it mean you that the whole mod is not speed or does the fact it says speed mean it has a basic value of speed? Just wondering because I am a little confused about it.45Views1like4CommentsGreat idea for Conquest!
Hey CG, can you please cheat up the speed and offense of every team so they can snipe out my key characters so that I can’t finish any feats? That would really improve my sense of Pride and Accomplishment! In Crumb’s name we pray, Amen!kickban48057 hours agoSeasoned Novice133Views1like8CommentsUnderstanding the players in the end game
CG needs to have a better understanding of the players that are in the "end game" of SWGOH. They also need to better understand those that consistently spend money on the game and what is valuable to those players. Case in point. I'm currently at over 13M GP. I have over 2K kyrotech of both types. I would LOVE to buy the "Jawa Merchant Chance Pack" from the store. But I, like many other payers at this level don't want to risk 2000 crystals with a 20% chance to get materials that we absolutely do not need at this point in the game. Many of these gamble packs have the same fatal flaw. Where I might have considered spending money/crystals, the chance of getting nothing of tangible value based on the current stat of my account will always keep those 3 wacky numbers safely tucked away. Another example is the Galactic Relic Mastery Vault 1 and 2 ($99, and $199): I'm sure some players might buy this, but seriously, for $200 and there isn't enough droid brains for a SINGLE R9 upgrade!?!? The pack only has 15 or 10 depending on which one you buy. I point this out because it has very clear for me for a long time that CG doesn't know WHAT resources the players in the end game need and how to properly value them. For those F2P players reading this.... I know you think its dumb to spend money on any game like this. I'm certainly starting to adopt this mindset, especially after spending $20 on Silksong and getting almost 200 hours of play time with the game. Just understand that if it weren't for the players that are willing to spend, the game would cease to exist. That said, it's important for CG to better understand the needs of the players that are willing to spend, what their pain points are, and to create items/packs that are more enticing for the players.31337Duck7 hours agoRising Adventurer279Views3likes9Comments- iengvy4yayug17 hours agoRising Newcomer9Views0likes0Comments
TB Zeffo Super Charged?
Today, we filled all ops in Zeffo in TB, and in both the Cal mission and the Clones Special Mission, I got totally waxed. I've crushed the Cal mission the last 2 days. Today they wiped out JKC and JKR before my JML even went. Did something happen today when the client restart happened? Anyone else seeing something weird like this?ttimpane18 hours agoNew Hotshot76Views0likes3CommentsCad Bane Rework, why not better???
Why did we not get a better rework to Cad Bane. He just doesn't stand vs many other Bounty Hunters. Aside from maybe Greedo, he is the weakest Bounty Hunter in the game. He is a Support that really isn't supporting anyone. He could even summon his TODO 360 Buttler Droid yet nope. That'd give him his best chance at being better. Yes he could't summon under Jabba but in other teams he could. He could also get his contract updated and applied under Baylon. But just as his kit is right now, here is some of my suggested changes that I'd like to share which will be in red as usual. I will say I am glad his basic is better though. Helps his health and protection recovery under his unique. Dark Side, Support, Leader, Bounty Hunter, Mercenary, Scoundrel, Separatist Gun Slinger: Deal Physical damage to target enemy with a 100% chance to attack again. Inflict Accuracy Down and Evasion Down on target enemy for 2 turns. Cad Bane gains 15% Turn Meter for each Critical Hit. Stun Glove: Deal Physical damage to target enemy, dispel all buffs on them and Stun them for 1 turn. In addition, remove 50% Turn Meter, doubled against Jedi enemies. If the target is debuffed, remove 25% of their Max Protection (stacking). This attack can't be Evaded. If the target is immune to Stun, ability block them for 1 turn instead. At Your Service: (Omicron, Leader{Added After Posting}) Bounty Hunter allies have +100% Potency and 50% Tenacity and gain Advantage for 2 turns when they inflict a debuff. When Cad Bane is in the Leader slot, and not the Ally slot, the following Contract is active: Contract: Inflict 20 debuffs on enemies. (Only Bounty Hunter allies can contribute to the Contract.) Reward: All enemies have -50% Tenacity for the rest of the battle. All Bounty Hunter allies have their Payouts activated. While in 3v3 Grand Arena and all other allies are Non-Leader Separatist Droid allies: Non- Leader Separatist Droid allies gain +100% Potency and +50% Tenacity and can contribute to the contract. At the start of the Encounter, Cad Bane gains +5% Offense, +5% Defense +5% Critical Avoidance, +5% Health and +5 % Protection for each Relic Amplifier on Cad Bane and each other Non-Leader Separatist Droid ally. Cad Bane is Immune to Stun Effects, his Turn Meter can't be manipulated by enemy abilities, and his attacks can't be evaded. Whenever a Non-Leader Separatist Droid ally uses a special ability, Cad Bane has a 50% Chance to assist. For the Right Price:(Zeta) Cad Bane has +50% Critical Avoidance, +50% Critical Chance, and +50% Critical Damage, +25% Max Health and +25% Protection. When Cad Bane inflicts a debuff, he recovers 10% Max Health and 10% Max Protection. When Cad Bane scores a Critical Hit, he has a 50% chance to reduce his cooldowns by 1. While Jabba is in the leadership and all other allies are Hutt Cartel, All Hutt Cartel allies gain +20 Speed, +20% Defense, and +20% Offense, doubled on Cad Bane. Bounty Hunter allies with Payouts gain +20% Critical Avoidance. If all other allies are Mercenary, Every 5 stacks of Soldier of Fortune Cad Bane gains 10% Potency and 10% Tenacity and other Mercenary allies gain half that amount. Cad Bane starts the battle with a Stack of Soldier of Fortune for each Relic Amplifier level he has until end of battle. Cad Bane's Payout: Whenever Cad Bane receives Rewards from a Contract or when a non-Droid, non-Bounty Hunter Leader is a Separatist Ally, or Baylon Skol is Leading, he also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities.) Payout: Cad Bane has +65% Counter Chance, +25% Accuracy, +25% Evasion, +25% Health Steal. Inflict Thermal Detonator for 2 turns on attacking enemy when Cad Bane Evades. This Thermal Detonator can't be Evaded. I added a Omicron after I had Posted cause of he was working with Nute Gunray and Sidious to get info from a Jedi on a Holocron and he was leading a Separatist Ship and its Droids. Thought I'd pay homage to this.ordo801st2 days agoNew Hotshot142Views1like5CommentsHalloween Star Wars
Happy Halloween Holotable Heroes! Which Star Wars character would give out the best candy? And what are they handing out?CG_Meathead2 days agoCapital Games Team192Views2likes8CommentsShip Kit Concept: Jaster's Legacy
Inspiration: - Jaster's Legacy was the ship Jango Fett owned before he acquired Slave 1; it was named in honour of his mentor, Jaster Mereel; the ship was eventually destroyed on Oovo IV Unit Name: Jaster's Legacy Crew Member(s): Jango Fett Affiliation: Dark Side, Attacker Tags: Bounty Hunter, Cargo Ship, Mandalorian, Scoundrel Attacks and Abilities Basic: You Can't Run Deal Physical damage to target enemy and inflict Breach for 2 turns. If the target is already Breached, the weakest enemy then gains Breach for 2 turns. Special: Heavy-duty Firepower (Cooldown: 4) Deal Physical damage to all enemies and place Concussion Mines on them. Enemies with Target Lock or Breach can't Evade or Resist this attack. Then, Jaster's Legacy gains Potency Up for 2 turns. Crew: Making my way through the Universe Jaster's Legacy gains +5% Tenacity, Critical Chance and Critical Damage for each active Bounty Hunter ally or each enemy inflicted with Breach. Whenever a Concussion Mine explodes on the enemy, Jaster's Legacy and each Bounty Hunter ally gain 10% Turn Meter. If Slave 1 is present, it gains 50% Turn Meter instead. Reinforcement: Still Flying That Relic Enter Battle: Jaster's Legacy grants +25% Tenacity to each active Bounty Hunter ally and reduces the cooldown of Call Reinforcement on the Capital Ship by 1. Additionally, call a random Bounty Hunter ally to assist, and all enemies have -25% Tenacity for the rest of the battle.dosman22332 days agoSeasoned Ace61Views1like8CommentsRelic Delta, Hard Reqs, and Player Choice
So I am one of the ppl who made a tiny contribution to this relic delta thing coming into being. I have said repeatedly that at the high end the benefit from another relic tier is not worth the resource investment. This did NOT mean that I never wanted to relic any toons, of course not. What it meant was that I'm so squeezed by hard requirements that I'm not interested in maxing out teams that I already have up and functional. There were very limited resources left over to build up teams that I wanted to relic up to functionality just bc I like the characters in the source material or I think the team is fun to play in the game. I set goals for making a toon functional in the game, then ignored opportunities to improve them unless they were hard-required at a higher relic tier so that I could add some variety. I don't want my roster to look like everyone else's, and far too many of my choices are dictated by what the Devs have planned for me. Of course, those goals for making a toon functional changed as relic materials became more available. At first I just wanted toons to hit r3, then r4, then the new raid reward structure made things much easier to reach middle tiers, and now I r6 things without worrying much about the total resources invested. I certainly worry about timing, about when I have the resources to spare and when I'm hoarding for the next GL or the next raid, but I never look at a character that I brought to r6 and think, "I wish I'd left them at r3." One possibly unappreciated problem with RD is that given the intense investment needed to bring teams to r8/r9, my freedom to bring other toons, toons that the devs did NOT prioritize, I not only have far fewer resources available to bring teams I like (but are not on the Devs' roster plan) to r6, but also r6 won't carry the same functionality that it did before RD. I have always been a strong opponent of hard funnelling. Some funnelling is inevitable, of course, but I don't want the Devs to plot my roster development for me. When you think about it, having the Devs choose where to prioritize your resource investments is rather contrary to the entire idea of a resource allocation game like SWGOH. So I'm annoyed to find that the new event is restricted to GL Ahsoka/Spectre. Between the Ahsoka chase followed by the new raid combined with the Jedi Master Mace chase followed immediately by the Pirate King Hondo chase, there's been little freedom for month after month now. This just isn't acceptable to players like me. And I understand I don't represent all players, but I'd be surprised if there isn't a significant percentage who would join me in saying that we wish to make more of our own choices. Building tall rosters is, indeed, how some people like to play, but it's not how everyone likes to play. People have r9 CUP and IG-86 and Jedi Knight Guardian and such for reasons. My r8 JKG would be r9 already if I had the resources. I just love the idea of a mouse-faced Jedi, and there are never enough women characters for me, so she'll always get more attention from me than I could justify by her kit. I was super happy the day our guild needed someone to take her to r8 for Ops missions. Not all the joys of this game are crushing your enemies and hearing the lamentations of their protocol droids. But the constant pressure to do what the Devs want and not what we want is leaving little room for those other joys. Now, maybe the Devs have plans to loosen up access to mid relic tiers (up to, say, r6), but maybe they don't. When I say that I'm not willing to take toons higher than r6 without a good reason, that doesn't mean that I'm not hoarding everything for the next GL. It means that I'm stuck using so many resources on what the Devs are pushing that I need a good reason to justify my personal side-quests. In particular, I farm signal data every day but rarely have any not required for the raid/GL-req/etc toon that's already 6-stars and will be late to its goals if I spend. Choice needs to be preserved, and thus to keep players like me happy in the new regime, the game will have to better support choice than it is right now. With that long preamble done, here are only a couple of thoughts about how to grow better: Resource events should not be limited to one GL or one faction. Like Assault Battles, there should be at least 2 equally viable paths to victory in these new events. It's most likely too late for the Ahsoka/Spectre event, but I'm tired of this already, and I see the trend increasing, not decreasing. You already have ways to hard-require toons -- GL chases, Legendary chases, TB planets and Ops missions, etc. Don't do this here. Any event that has an r9 (or higher) tier should drop a LightSpeed token the first time you complete it. It should have limited but meaningful choices about whom the player can use it on, but it should take older, less powerful toons right to r9. And yes, I mean old toons, toons that no one would take to r9 otherwise, but that can still be fun to a player. HK-47 and IG-86 are good DS droids that aren't prioritized today. There are many Jedi, from Jedi Consular to Ima Gun Di that could be targets. To make this work, the LightSpeed token should offer 3x LS choices and 3x DS choices. Pairing factions might also be a good idea. There are old, less useful Empire and Rebel toons that could be packed into a single LST, allowing players the important strategic choice of shoring up LS or DS, Rebels or Empire, for game purposes like Territory Battles, but within that faction choices like Biggs or Wedge or Lando allow for the expression of player personality. For future raids, the first time someone completes a single r9-tier raid battle for max score, or alternatively the first time a player reaches the max individual crate, drop a single LightSpeed Token as discussed in #2. Only here, make it for another raid toon -- with your choices limited to raid toons that most ppl wouldn't relic up. On Naboo that might have been Jedi Consular. I leave it to you to decide who are the oldest and least desirable O66 raid toons that could serve as examples, but the point here is that this starts with the NEXT raid: meaning you can include certain trashy toons as raid-eligible with the intention of making them an LSToken option. Increase access to signal data. Honestly many players would like this option best, but I like it least. Yes, it does allow us to relic up more toons, which means that we will ultimately have more relic tiers to hand out to the toons we love rather than those scheduled for us by CG, but as signal data is unrestricted, it will also serve to make easier some things that are intended to be difficult. These are preliminary attempts at solutions to the problem, but the problem is serious and should receive serious thought. I invite my fellow players to critique my solutions and offer their own, but ultimately this is going to require the Devs to think carefully through how stressing a build-tall style of play affects the joy of players who don't share that priority and to provide options to keep the game fun for those other players.MasterSeedy2 days agoSeasoned Ace196Views5likes9CommentsShip Kit Concept: Gorillas in the Mist Hunter
Inspiration: - The Mist Hunter was a modified Byblos Drive Yards G-1A Starfighter owned by the Bounty Hunter Zuckuss and his Droid Partner 4-LOM first appearing in the Expanded Universe. - The Mist Hunters' interior had an Ammonia Atmosphere, so Zuckuss wouldn't need his breathing apparatus - The Mist Hunter had a cloaking device, thus making it highly evasive; it'll be the Scimitar of the Executor fleet - The final piece of the puzzle to completing the Executor fleet, unless Jango Fett and Fennec Shand get their ships first. Unit Name: Mist Hunter Crew Member(s): Zuckuss (Pilot), 4-LOM Affiliation: Dark Side, Support Tags: Bounty Hunter, Cargo Ship, Scoundrel Attacks and Abilities Basic: Ionized Precision Shot Deal Physical damage to target enemy. If the enemy is Debuffed, inflict Target Lock and Ability Block for 1 turn. If Slave 1 is active, gain Stealth for 2 turns. If Hound's Tooth is active, reduce target’s Turn Meter by 20%. Special 1: Mistform Protocol (Cooldown: 3) (Zuckuss) All Bounty Hunter allies gain Stealth and Tenacity Up for 2 turns. Mist Hunter gains Foresight and Retribution for 2 turns. If any ally is already Stealthed, they recover 25% Health and Protection. Special 2: Viral Cascade (Cooldown: 4) (4-LOM) Dispel all buffs on target enemy and inflict Buff Immunity, Target Lock, Breach and Healing Immunity for 2 turns. If the target is already Debuffed, spread all debuffs to all enemies. Mist Hunter gains Speed Up and Potency Up for 2 turns. Unique: Sensor Masking Array Whenever Mist Hunter evades an attack, it grants Stealth to the weakest ally for 2 turns. If Slave 1 and Hound's Tooth are both active, Mist Hunter gains +25% Evasion and +25% Potency. While Stealthed, Mist Hunter cannot be critically hit. Reinforcement: Dual Minds, Singular Purpose Enter Battle: Mist Hunter gains Mistform for 2 turns: Mistform: +50% Evasion, immune to Target Lock, and heals 5% Health whenever an enemy is Debuffed.dosman22332 days agoSeasoned Ace63Views0likes2CommentsShip idea: TIE Advanced v1 aka TIE Advanced prototype
Name: TIE Advanced v1 Affiliation: Dark Side Tags: Empire, Inquisitorius Crew: Either the Ninth Sister, Seventh Sister, Eighth Brother, Third Sister or Marrok The TIE Advanced v1, also referred to as the TIE Advanced prototype, was a model of TIE fighter and predecessor to Darth Vader's TIE Advanced. They were armed with two laser cannons and a projectile launcher used to fire tracking devices onto other ships. Unlike most TIE models, they were fitted with a hyperdrive and shielding and were mostly seen piloted by higher ranks within the Empire such as members of the Inquisitorius. In Galaxy of Heroes, the ship could be flown by either the Ninth Sister, Seventh Sister, Eighth Brother, Third Sister or Marrok. Discuss below what you think its abilities could be.70Views0likes3CommentsTouch up to Beskar Armor and how its used.
So first off the reason for this buff is used is awesome for the most part. It is just not the best in TB for example. Why would you build up or have your Armor in a battle, then drop it off when you go to a new area. How does that make since. I feel that Beskar Armor should stay on until end of the Battle not the End of the Encounter. Thats sad to see. I bring this up cause a few years ago before the new TB, I wanted to rock this buff on Enfys nest. Yet once I got to the second Encounter or Wave it fell off then I lost. Yet I feel this buff could also boost various Mandalorians and Mandalorian Armor Wearing Characters( Example, Boba Fett when he in Legends is a Mando.) I will be posting various character buffs with my suggestions on adding Beskar Armor to them down below as well as a light touch up to the Armorer. Also, she is an Armorer and she is wearing armor, why doesn't she have any stacks of her own. Maybe make it unique that she has 1 stack at the start of battle until she applies another stack she then goes up to 2, and then up to 3 when all allies have Beskar Armor. A Unique way to build up and get a reward for it as the battle goes on. Here is how I'd touch up a list of Mandos and what level they should have going forward. Would help Mando teams and various Bounty Hunter teams. No Canderous, IG-12 and Grogu, and Maul don't get it cause they aren't wearing any armor. I will also say the levels and stats will stay the same. Ill make a separate post about The Armorer and my suggested touch ups to her. Here is the list and what the Beskar Armor does. Yes This does remove Armorer from buffing certain characters up yet her adding a single stack in battle would level them up 1 level instead of needing 3. Yet other characters outside of these listed can get it the way it is normally. Also various abilities and omicrions and requirements are needed to get the higher levels at the start. Every other one needs the Armorer to boost them up. Beskar Armor - Beneficial effects build based on the cumulative number of stacks: 1 Stack: +50% Defense and +15% Max Health 2 Stacks: Recover 30% Protection at the end of turn 3 Stacks: +100% Counter chance and can't be critically hit Level 1 Beskar Armor list: The Armorer, The Mandalorian, Sabine Wren, Bo Katan, Paz Vizla, Gar Saxon, Imperial Super Commando, Boba Fett, Padawan Sabine Wren. Level 2 Beskar Armor List: Bo Katan Mandalore, Boba Fett, Scion of Jango, Jango Fett, and The Mandalorian(Beskar Armor). Padawan Sabine Wren(Unique Omicron) Level 3 Beskar Armor List: Bo Katan Mandalore(Unique Omicrion), Boba Fett Scion of Jango(Unique Omicron), and The Mandalorian(Beskar Armor) (only when The Armorer is an active ally), and finally The Armorer(Leader only). Still even having the Beskar Armor stick around till the end of battle will make Beskar Armor 10 times better. Especially for various PVE game modes.ordo801st3 days agoNew Hotshot40Views0likes1CommentCheating and Appeals Process
Hello Holotable Heroes, We have updated our process for you to submit a cheater or to appeal a ban. To submit a potential cheater, please fill out this form: https://forms.gle/SDaJmjYy1is2M8Rn7 To appeal a ban, please fill out this form: https://forms.gle/BdaiA13JqiaZGDPbA Submitting a person as a potential cheater does not mean they will get banned automatically. We will investigate the account and act accordingly. For Privacy reasons no notification will be sent to tell you if any action has been taken. Appealing your ban does not mean you will be unbanned. You will not be informed on any decision we make. Bans issued under the previous cheater investigation system will not be investigated. We understand cheaters ruin the fun of any video game and it’s frustrating to see that happen here. Under the previous system to address cheating in SWGoH, we banned more than 4,000 cheaters and we anticipate actioning on more with your help. We are aware that people will go to extreme lengths to cheat at a Video Game (Sounds weird saying that, but those people do exist). We take fairness seriously and we will not tolerate cheating in SWGoH. With your help we hope to remove bad actors that negatively impact players experiences and deter others who may be tempted to. We look forward to continuing to make SWGOH a place you enjoy. Thank you for your continued support, see you on the Holotable! -SWGOH Dev TeamEA_Vendcera3 days agoCommunity Manager7.9KViews12likes53CommentsGuavian Sentinel: Kit Concept
Lore: Guavian Sentinels were the security force of the Guavian Death Gang, a criminal organisation active thirty years after the battle of Endor. They were cybernetically enhanced, with chemical concoctions fed into their bloodstream through the use of a mechanical pump, magnetised boots, and communicated via high frequency streams from their faceplates, and used to enforce the organisation's will under cell leaders, like when Tara Rashin was hired by the First Order to steal a piece of cargo from a freighter entering the atmosphere of the planet Batuu. The inspiration from this kit comes from the VR game Tales From the Galaxy's Edge, where the Guavian Death Gang are the main enemies faced by the player. This is definitely one of my more experimental ideas with the Modification effects, similar to Wat's Tech or L3's enhance upgrades, but I think I worded it well. Precise Attacker who augments their own skill through various Modifications. Unit Name - Guavian Sentinel Tags - Dark Side, Attacker, Guavian Death Gang, Pirate, Scoundrel Mastery - Accuracy, Damage, and Defense Penetration Prototype Weaponry (Basic) (Final text, Omega) Gain Accuracy Up for 2 turns, then deal Physical damage to target enemy and inflict Accuracy down for 2 turns on a Critical hit. If any Modifications are active, Accuracy Down can’t be resisted and Guavian Sentinel also gains Retribution for 1 turn (see Cybernetically Enhanced for a description of Modifications). (Animation - Guavian Sentinel raises their blaster rifle and fires) Somebody Sneaking Around (Special 1, cooldown 4) (Final text, Omega) Dispel Stealth from all enemies and deal Physical damage to them. This ability deals an additional instance of true damage for each enemy who was Dispelled this way, and gains additional bonuses for each Modification currently active on Guavian Sentinel: Reservoir-pump Modification: Gain 10% turn meter for each Stealthed enemy Magnetic Modification: Inflict Defense Down on all enemies for 3 turns, and all Pirate allies gain Critical Hit Immunity for 2 turns Cybernetic Modification: This ability can’t be countered or evaded, and inflicts Ability Block on all enemies for 1 turn (Animation - Guavian Sentinel rolls a thermal detonator into the enemy team and it explodes) Cybernetically Enhanced (Unique) (Final text, Zeta, Omicron) Whenever Guavian Sentinel is evaded by an enemy, he inflicts Accuracy Down on them for 2 turns and gains 10% turn meter. While he has Retribution, he can’t be Critically hit or Countered, and his basic ability can’t be evaded. At the start of battle, Guavian Sentinel gains the granted Modifications as special abilities. Reservoir-pump Modification: Gain Critical Chance Up, Speed Up, and Tenacity Up for 2 turns, which can’t be copied, dispelled or prevented. This ability can’t be used until Guavian Sentinel inflicts Accuracy Down 5 times (cooldown 4) Magnetic Modification: Gain Defense Up and 5 stacks of Bulwark for 2 turns, which can’t be copied, dispelled or prevented. While this Modification is active, Guavian Foot Soldier is immune to Daze, Stagger, Stun and turn meter reduction. This ability can’t be used until Reservoir-pump Modification has been used this encounter (cooldown 4) Cybernetic Modification: Gain Frenzy, Offense Up, and Potency Up for 2 turns, which can’t be copied, dispelled or prevented. This ability can’t be used until Magnetic Modification has been used (cooldown 4) While in Grand Arenas: Modifications instead last until the end of the encounter.181Views0likes6Comments