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Mr_T_8000's avatar
Mr_T_8000
Legend
8 months ago

Relic Delta - Constructive Feedback

Sharing my initial thoughts on the Relic Delta news—open to constructive critique and discussion:

TL;DR: Relic Delta (as currently described) risks flattening strategic PvP by making relic level the dominant factor. I propose capped scaling, synergy-based modifiers, mod integration, and transparency to preserve gameplay depth while incentivizing investment.

Preserve Gameplay Integrity While Incentivizing Investment

Drawing from a couple of early playtester videos (9/24/25), here are initial thoughts on the upcoming Relic Delta update. While the system aims to incentivize relic investment and roster growth, current details risk undermining the strategic depth that makes SWGOH compelling—especially in PvP. The community check-in post states this would be a “non-linear” enhancement for relic power. However, current information from testers makes it sound heavily weighted to relic levels alone.

In PvE, Relic Delta benefits players—especially in ROE Territory Battles, where relic gating already exists. But PvP matchups are more dynamic and demand a more nuanced approach.

Core Concern: Flattening Strategic Gameplay

Relic Delta proposes a steep power differential (up to 95%) between higher and lower relic characters. While it rewards investment, it risks reducing PvP to a relic arms race—where relic level alone dictates outcomes, sidelining counterplay, modding, and synergy.

This is especially damaging in PvP for GAC and TW, where roster diversity and intentional team construction are key. Players who rely on efficient, well-modded, synergistic squads will be crushed by brute relic power, erasing the incentive to play smart.

Historical Parallel: GP-Based Matchmaking Mis-Incentive 

We’ve seen this kind of incentive misalignment before in SWGOH under the old GP-based matchmaking system. We were incentivized to keep rosters lean and efficient to dominate within GP tiers. Unlocking or upgrading characters risked bumping us into higher tiers where we would be outmatched.

That system discouraged roster growth—contrary to (assumed) dev goals. When matchmaking was restructured, it felt safe to expand my roster without penalizing my GAC performance which aligned gameplay with (assumed) development intent.

Relic Delta appears to be aiming at the same problem—encouraging broader investment—but through combat scaling rather than matchmaking. This risks shifting gameplay itself, not just match fairness.

Initial Recommendations to Preserve Strategic Integrity

To align incentives without sacrificing gameplay depth, I propose the following:

  1. Cap the PvP Delta Effect
    • Limit Relic Delta’s impact in PvP to ~30–40%. Ideally, this is already being explored in current testing.
    • Preserves investment reward without erasing counterplay.
  2. Contextual Scaling Based on Team Synergy
    • Reduce Relic Delta’s effect if the lower relic team has strong synergy or counters.
    • Encourages thoughtful roster construction.
  3. Mod Quality Integration
    • Factor mod stats into Relic Delta calculations.
    • A well-modded Relic 5 should still challenge a poorly modded Relic 9.
  4. Preview Impact
    • Show players the projected Relic Delta impact before battle.
    • Adds agency and helps plan around relic gaps.
  5. Roster Depth Incentives Outside Combat
    • Use events, PvE scaling, and rewards to encourage unlocking/upgrading.
    • Avoid making PvP a relic-only contest—keep it a strategy arena.

Incentivize Growth, Preserve Skill

Relic Delta should be a pressure valve—not a dominance lever. It should gently nudge our rosters toward broader investment, not punish them for strategic restraint. The healthiest incentive systems reward both power and precision—not just wallet size.

Would love to hear how others are thinking about this—especially testers who’ve seen it in action as I am sure we will over the coming weeks. Hoping this helps shape a system that rewards both investment and skill.

2 Replies

  • Well said, however I disagree with your proposed “contextual scaling”. I don’t claim to know exactly what you mean by this, but it would be bad regardless of which of these you mean. 

    If you mean lore based variable scaling, it would shake up established teams, and do unintended things like lock Jolee Bindo to old republic.

    If you mean faction based variable scaling, it would be practically meaningless, as almost every toon falls into teams with the same faction. As such, it would serve as a nerf to select teams like Starkiller, instead of the intended buff to good team building.

    if you mean sub-faction based variable scaling, you would be giving CG another avenue through which to limit our choices, as they already do with things such as not giving new BB the Clone Trooper tag. Do you really want Rex to inherently do less damage on a Shaak-Ti team versus a GAS team?

    I could go on to list every extreme, but I think those examples cover it pretty well. Despite my criticism of that one proposal, I fully support your other ideas in search of a solution to keep relic deltas from killing this game. Good work soldier.

  • I think that you are too generous to CG. Your analysis is correct, but raids and TB (especially TB Ops missions) already massively prioritize bringing toons up to specific relic tiers. As a result, I don't think you've considered that the incentives that already exist might be sufficient, 

    If they are (and I think they are) then being forced to bring all of your most active teams to r9 means being forced to neglect other squads. 

    We are already pushed heavily towards certain teams. If we bring those teams to r5 and r6 and still can't use them in, say, Conquest s5 or as counters in TW, then that investment is largely wasted. 

    I understand that CG wants me to push more toons to higher relics, but I'm going as fast as Signal Data allows me, and others in my guild are gated by Droid Brains AND Signal Data. 

    As the OP says, this encourages accounts to build tall, by ignoring much of their roster to make sure as many resources as possible are available for a few, very strong squads, which is precisely at odds with the incentives in TB and CQ. 

    But also it simply kills theory crafting. As I've explained elsewhere, SW:ANH relied on underpowered characters going up against an overpowered Empire and winning because they had the right plan and the right personnel to exploit the one vulnerability the powerful Empire had. 

    That's theorycrafting. Another team is stronger, but you win by carefully selecting the abilities you want to use to exploit the stronger teams remaining weaknesses. Relic Delta would armour over those remaining weaknesses and make counters impossible to use without matching relic levels. This essentially demands the Rebels build their own Death Star to fight the Imperial Death Star. 

    Relic Delta stands athwart the spirit of Star Wars while also diminishing the players' role in determining success. 

    I don't want my brain removed from the equation. I want my brain engaged in the games I play. And I want the spirit of Star Wars to live on in this game. Therefore, I condemn the entire idea of Relic Delta and seek not to moderate it as the OP does, but to simultaneously drown it and incinerate it in the lava rivers of Malachor. 

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