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Regorea's avatar
Regorea
Seasoned Novice
1 month ago

Punch-Ups Are Disappearing: Relic Delta, RNG Resets, Era Power.

Hello Capital Games team and community,

I’m a Day-One player. I’ve stuck around (and spent) because Star Wars: Galaxy of Heroes was at its best when you could think your way through fights: smart mods, correct turn order, knowing your win condition, and pulling off a punch-up that felt earned.

Lately, a lot of the game feels less like “I played it better” and more like “I met the number” (or “I restarted until the coin flip landed”).

TL;DR: Punch-ups are disappearing, resets are replacing challenge, and long-term roster value is dropping faster than it used to.


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1) Relic Delta: it feels like the game checks your stats before it checks your play

Most of us have had that classic SWGOH moment: you scout a matchup, tweak mods, adjust speeds, and win a fight you “shouldn’t” win on paper. That’s the kind of win that kept people engaged.

With Relic Delta, more matchups feel like they’re decided before decision-making matters. You can play clean, but if the coefficient gap is big enough, it doesn’t feel like there’s counterplay — just a wall.

What players feel: “My mods and turn order used to matter here. Now it’s a hard no unless I push more relic levels.”

Request: If Delta is staying, please tune it so modding/turn order still matters meaningfully, or restrict it to specific modes where it’s clearly explained and balanced around counterplay.


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2) RNG design: too many fights are “restart until it behaves”

I’m not against RNG existing — SWGOH has always had RNG. The problem is when the optimal strategy becomes restarting.

You know the loop:

you do everything right,

one early coin flip goes against you (targeting, resists, crit chains, etc.),

and you can tell within 10 seconds the run is dead… so you reset.


That isn’t satisfying difficulty. It’s friction.

What players feel: “I’m not learning or improving. I’m just rolling the dice until the run lets me play.”

Request: Add guardrails in high-stakes content so one bad roll doesn’t instantly decide the outcome. Make difficulty come from decisions and tradeoffs, not reset volume.


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3) Era power: it’s getting harder to feel good about long-term investment

Most of us didn’t build rosters for “the current quarter.” We built them because we love Star Wars and because the game used to let older teams stay relevant through kits, counters, and smart play.

When temporary/era power dominates too hard, it makes the game feel like:

what you built last year is “fine”… until it isn’t,

and the solution is always “build the newest thing right now.”


That creates a constant depreciation vibe — even for spenders.

What players feel: “My roster doesn’t feel like it’s growing. It feels like it’s being replaced.”

Request: Increase the cadence of legacy kit health updates and reduce how steep temporary power dominance is, so older investments degrade more slowly.


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Concrete asks.

1. Publish the design goal for Relic Delta (where it applies, what it’s meant to fix, how it’s tuned).


2. Rebalance Delta so punch-ups still exist through mods/turn order and correct play.


3. Reduce “reset meta” design by adding RNG guardrails in key modes/encounters.


4. Commit to a regular legacy kit health cadence (even small, consistent passes).


5. Improve transparency: show recommended benchmarks up front rather than hidden thresholds.



I’m posting this because I want SWGOH to stay healthy long-term. The game is at its best when it rewards mastery and planning — not just thresholds and resets.

Respectfully,

A Day-One Player


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“I don’t mind losing to a better plan; I mind losing to the loading screen.”

“I’m not chasing perfection — I just want my decisions to matter more than my restart count.”

2 Replies

  • Regorea's avatar
    Regorea
    Seasoned Novice
    1 month ago

    Quick actionable summary (so this can be forwarded internally):


    1. Relic Delta transparency: Please publish the goal of Relic Delta and where it’s intended to apply (what problem it’s solving, and what “healthy” outcomes you’re aiming for).

    2. Preserve counterplay: Tune Delta so mods/turn order/correct play still enable some punch-ups and creative counters, instead of turning matchups into hard stat walls.

    3. RNG guardrails: Reduce “reset meta” design in high-stakes content—fewer runs decided by one early coin flip; more consistency/telegraphing for key mechanics so decision-making matters more than restart count.

    4. Legacy kit health cadence: Commit to regular, predictable updates for older teams (even small passes). This helps long-term rosters feel like progression rather than replacement.

    5. Reduce hidden thresholds: Where relevant, surface recommended benchmarks up front (speed/tenacity/survivability targets) so difficulty feels learnable—not guess-and-reset.

    6. Mode clarity: If Delta-style scaling or other heavy modifiers are meant for certain modes, keep them contained there and communicate it clearly in-game.

     

    I’m not asking for the game to stop evolving — I’m asking for evolution that keeps strategy relevant, reduces artificial frustration, and respects long-term investment.

    1. Publish the design goal for Relic Delta (where it applies, what it’s meant to fix, how it’s tuned).

    I think they covered that here: 

    https://forums.ea.com/blog/swgoh-game-info-hub-en/design-fireside-chat-edition/12686659

    2. Rebalance Delta so punch-ups still exist through mods/turn order and correct play.

    There was a whole thing where numbers were being tweaked in consultation with SWGOH YouTubers and we ended up with this: 

    If by "punch ups" you mean "why can't I beat R9s with my G12 Traya", that was always dumb. R7 is pretty cheap these days and RD=2 is only 10%. 

    I agree with you on communication and reworks. Lobot and Hutt Cartel trash were "reworks" in name only. Those toons were trash before and they're trash now. Mace and Tarkin were legit reworks. If CG can pump out a new meta shift + new faction every quarter, they can throw us a bone a couple of times a year and make one of the old toons actually useful. 

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