- 7r3yutjr4cci9 minutes agoSeasoned Newcomer2Views0likes0Comments
Feature Request: Mod Snapshot/Fallback
Problem: Even with the mod loadouts, it's quite tedious to apply those loadouts onto characters for the Order66 raid. Then tedious again, to fix all the mods that were removed from other characters in this process Solution: A. Have a button for capturing a snapshot. This snapshot could persists for an hour or so. Then after you're done with the raid, or any journey guide battles, you can revert all your mods to how they were set before Intuivate - Easy click of a button to start process & easy click of a button to revert back QOL improvement Temporary Storage - You'd only be storing the mod loadouts for an hour, then that memory gets released. On top of that, this would be user & trigger dependent - not everyone is going to be doing this all the time To save on computing/storage, you could just store the mod changes since tapping the snapshot button. Then roll those changes back after the timeframeWStankus1438 minutes agoSeasoned Newcomer20Views0likes2CommentsIt's not too late to get rid of the Coliseum
This is still a horrible feature. I've seen lots of players, especially competitive ones who tend to be maxing out every mode possible, quit the game because they simply can't be competitive here at all without dropping more money than their competitors. Not to mention that none of the battles are fun, have nonsense scaling to prevent strategy, and have resulted in the false bans of numerous players after they dropped hundreds of dollars into the era marquees and their gear. I consider myself a mid spender, often bought the episode pass, but am refusing to put a dollar towards them now that my investment can simply be upended by people spending more than I am.jblades952 minutes agoSeasoned Scout70Views4likes2CommentsMinor Conquest Complaint
Twice I've gotten an infinite loop waiting for a conquest battle to load. If I restart the game, I get back in fine and I can do CQ fine, so it's not a huge deal, but it's not neutral either since wherever the game hangs, it has already eaten the energy to start the battle. 40 energy over 24 hours isn't that big a deal, but it's not nothing either. That turns a 6-day Conquest into a 7-day and thus reduces data cron farming a bit. I realize that other people will likely have their DC farming reduced by the same amount, but I'd rather that this either just work or at least not eat my energy. I also wouldn't mention it after just 2 occurrences - it seems petty, I know - but I've heard others complain about it as well, including on BitDynasty's Conquest live stream. I don't know if it's happening to others at a higher or lower rate than it happened to me, but if I'm hearing about it, then you should hear about it as well, CG.MasterSeedy57 minutes agoSeasoned Ace146Views5likes7CommentsCharacter Kit Concept: Greef Karga (Magistrate)
Inspiration: - For Carl Weathers (1948-2024) Unit Name: Greef Karga (Magistrate) Relic Amplifier: IG-11 Commemorative Statue Affiliation: Light Side, Support Tags: Leader, Scoundrel Attacks and Abilities: Basic: Magistrate's Fire Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns. He inflicts an additional stack of Damage Over Time for each Scoundrel ally. Special: Don't Mistake My Hospitality for Weakness (Cooldown: 4) Call all Scoundrel allies to assist, dealing 40% less damage; the damage penalty is removed if the enemies are Empire, Imperial Remnant, Bounty Hunter or Pirate. If an enemy was defeated this way, all Scoundrel allies gain Offense Up, Defense Penetration Up, Critical Damage Up, Critical Chance Up, and Health Steal Up for 3 turns, and reduce their own cooldowns by 1. Leader: Magistrate of Nevarro Scoundrel allies gain 30% Max Protection, 20% Critical Chance and Offense. While in Territory Battles: All allies gain +60% Max Health, Max Protection, Critical Chance and Offense, doubled for Scoundrels. The first time a Scoundrel ally is defeated, they revive with 100% Health and Protection, gain Damage Immunity for 2 turns, reset all their cooldowns and gain a bonus turn, and all other allies gain 100% of their Max Health, Max Protection, Offense, Defense, Potency and Tenacity. At the start of each encounter, Greef Karga gain 100% Tenacity (stacking) until the end of battle. Defeated enemies can't be Revived. Unique: Worth Your While Greef Karga (Magistrate) can't be Critically Hit and is immune to Daze and Cooldown Manipulation. Whenever a Scoundrel ally Critically Hits an enemy, they gain 20% Turn Meter. If Cara Dune or any version of The Mandalorian are present, they can't be Critically Hit and gain 50% Turn Meter whenever they score a Critical Hit. Greef Karga (Magistrate) gains +5% Max Health (stacking) whenever Damage Over Time expires on an enemy.dosman22331 hour agoSeasoned Ace88Views1like2CommentsGuard and Penetrate data disk.
In the past, we have had data disks that don't stack. However, Guard and Penetrate appears to be different. The text (for blue) states: "At the start of (sic) battle units gain 300% Defense. Whenever an ally is damaged by an enemy, they lose 10% of this Defense and gain 10 (sic) Defense Penetration. Whenever an enemy is defeated, all allies gain 50% Defense. (This effect doesn't stack)" Now, it doesn't state (and I don't think from testing that) the whole disk doesn't stack. So, am I to take it that these disks do indeed stack, other than what appears after the last full stop/period? "Whenever an enemy is defeated, all allies gain 50% Defense. (This effect doesn't stack)". It seems a little odd that just this section doesn't stack. 50% after an enemy is defeated seems so little compared to the 300% when you start the battle. Also, are they any worthwhile 1 dot data-disks in this Conquest? They all seem quite useless, making matching 3 and 2 dot data-disks quite difficult.harvestmouse11 hour agoSeasoned Ace97Views0likes4CommentsWorst GAC matchup ive seen yet!!!!
My 11 year old sons newer 1.4million gp account with 28 relic characters and no galactic legends, late game journey characters, no conquest characters is matched up agains an 8m+gp account with 125 relic characters, 4 galactic legends, multiple conquest characters and journey characters. There is no realistic way he can even be competitive, unless the opponent does nothing. How is this even fair?russdpipes3 hours agoRising Adventurer934Views1like33CommentsShip Materials in the Store?
I would happily buy a pack of yellow ship tokens. I am constantly running low on them.jfkgrosi23sq4 hours agoRising Newcomer9Views0likes0CommentsCharacter Concept: Bode Akuna
Bode Akuna Faction: Light Side Role: Attacker Tags: Mercenary, Scoundrel BASIC 1 – “I’ve Got Your Back” (Blaster animation) Deal Physical damage to target enemy and inflict Expose for 2 turns. If Jedi Knight Cal Kestis is an ally, attack again. SPECIAL 1 – “Part Of The Job” (Jetpack/bombs animation) (Cooldown: 3) Deal Physical damage to all enemies and inflict Burning for 2 turns. Enemies already Exposed take bonus damage. ————————————————————————————— BASIC 2 - “No. I’m a Father” (Blaster/Saber animation) Locked until “You’re Not The Only One Who Survived” is active. Deal Special damage to target enemy and dispel all buffs on them. This attack ignores Protection and cannot be evaded. If Jedi Knight Cal Kestis is an ally, he loses 5% Health and Protection (this damage cannot defeat him), and Bode gains Critical Damage Up for 2 turns SPECIAL 2 - “What’s Best For My Family” (Saber/Force Animation) (Cooldown: 4) Locked until “You’re Not The Only One Who Survived” is active. Remove all Protection from allies (this does not count as damage and cannot defeat allies). If all allies had their protection removed, gain Defense Penetration Up. Deal special damage to all enemies and dispel all buffs on them. Cannot be evaded. Enemies with Burning or Expose take double damage. If Jedi Knight Cal Kestis is an ally, he’s inflicted with Offense Down and Speed Down for 1 turn, while Bode gains Offense Up, Speed Up, and Critical Damage Up for 2 turns. ———————————————————————————— UNIQUE – “It’s Us Against The Galaxy” At the start of battle, gain Stealth. +30% Defense and +40% Counter Chance for self and all Scoundrel allies. When called to Assist, deal damage twice. When ally Jedi Knight Cal Kestis uses basic or takes damage, Bode is called to assist, and gains a stack of Ghost Star. If Jedi Knight Cal Kestis is defeated, Bode loses all stacks of Ghost Star. Ghost Star: +1% Offense, 2 Speed (Cannot be dispelled or copied) If Bode has 10 stacks of Ghost Star, and Jedi Knight Cal Kestis is an ally, Bode consumes all stacks of Ghost Star, ignites his lightsaber, and gains “You’re Not The Only One Who Survived” for the rest of the battle. This effect triggers immediately and does not require Bode to take a turn. You’re Not The Only One Who Survived: +100% Offense, +25 speed. Gain 100% Turn Meter, Critical Damage Up, and Tenacity Up. Ally Jedi Knight Cal Kestis loses 20% Health and Protection, and is inflicted with Confusion for 1 turn. Immune to Stun and Ability Block. Unblock abilities “No. I’m A Father” and “What’s Best For My Family”. Lock abilities “I’ve Got Your Back” and “Part Of The Job”. Gain tags: Unaligned Force User, Dark Side.dipansini10 hours agoRising Newcomer12Views0likes0CommentsConquest difference
Seems like our characters are doing far less damage than they should in Conquest hard mode. I even loaded up with things like stacking fervor, booming voice, perseverance. Still wet noodle. I must've missed some change? 14+M account. All the stuff at high relics. This is weird. It's occurring on the first two sectors too so once it gets to sector 5... ooof.HokieChuck88811 hours agoRising Ace164Views0likes4CommentsWhen will we stop seeing new characters till we get some balance?
Why is it we get a new character they are broken the best team on D in GAC and we see 0 incoming nerf to remove it. like the highest win rate lv 75% and my all r9 colnes and r10 lv lost to r9 stranger and rest at r7 with maul,visas,barrissk. FIX YOUR GAME. why does stranger stop lord vader and bane. this makes 0 sense this is the dumbest team on D since Dark side rey had a FDC.lSweetllew393911 hours agoNew Vanguard196Views0likes6CommentsRotE : Tips for fleet mission on Geonosis ?
May someone explain me how I can do this mission (and win) against this demoniac Malvolance ? I fail every times I try... I have most of the DS ships : Leviathan, Chimaera/Executrix with Scythe, Defender and Interceptor, and Executor with PO 7* Thanks you :)Arakyuzo20 hours agoRising Scout1KViews0likes4CommentsDarth Revan Fan touch up with Tactical Supremacy
So Darth Revan is a great character and Really doesn't need a touch up. However I feel a light add which would be more Lore accurate would be having Darth Revan grant his Sith Empire Allies with Tactical Supremacy. Especially since Darth Revan was really great at Strategizing. I will say if Thrawn and Revan were in the same era and same team, the Galaxy would be dominated by these 2. Ill show the light addon to a few abilities. Would be a cool to see what can be done since most of the Sith Empire hang under Darth Malgus. Yet Darth Revan's lead is still awesome. Here's my take on it. Ill put a reminder of what Tactical Supremacy is in the abilities it is in. Also some fun little synergy with HK-47 since Revan sent him on assassination trips. Cool little nod to HK's stories. Insanity: Deal Special damage to target enemy and inflict Fear on them and enemy leader for 1 turn. If the target is the leader, or if the leader is defeated, inflict Fear on all enemies for 1 turn. This Fear can't be copied, dispelled, or resisted and this attack can't be evaded. If Darth Revan is in the lead, Sith Empire Allies gain Tactical Supremacy for 2 turns. Fear: Miss the next turn, can't use abilities, and can't evade. Increase cooldowns by 1 and Fear expires on taking damage from an attack. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn Lord of the Sith: Sith Empire allies are immune to Turn Meter reduction while they are debuffed, and gain 10% Critical Chance and 15 Speed for each of their own debuffs. At the start of each Sith Empire ally's turn, they gain 5 stacks of Ferocity for 2 turns. If all allies are Sith Empire at the start of battle (excluding summoned allies), Sith Empire allies have +50% Critical Damage, and gain Tactical Supremacy for 2 turns at the start of battle and when the Enemy leader is Defeated. At the end of each turn, if an enemy fell below 50% Health during that turn, inflict Deathmark on the enemy leader for 1 turn if Darth Revan is in the leader slot and not the ally slot. This Deathmark can't be copied, dispelled, evaded, or resisted. Conqueror: Darth Revan has +100% Defense Penetration. At the start of each Sith Empire ally's turn, dispel all Foresight on all enemies, which can't be evaded. If Darth Revan is in the leader slot, HK-47 starts the encounter with Stealth for 2 turns and has his Leadership ability active until he is defeated. When HK-47 uses Assassination Protocol for the first time, HK-47 gains Stealth and Tactical Supremacy for 2 turns. When a Sith Empire ally is inflicted with Ability Block or Stun, they dispel that debuff and gain Ferocity for 2 turns. Enemies can't assist or attack again if their attack is targeting Darth Revan.ordo801st22 hours agoSeasoned Hotshot19Views0likes0CommentsWhy no Droid Tri-Fighter for the Separatist? Limited ships for Separatist fleet.
I've just started playing and been making up different fleets I plan to use once I get the ships unlocked. Tried making up a fleet with Malevolence, however, there's only 3 droid ships and 3 different versions of the geonosian ship. Not much variety considering there were many other ships shown in the Clone Wars show and movies. The droid tri-fighter and General Grevious starfighter to name a couple.FaustusFrost23 hours agoNewcomer48Views0likes3Comments
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