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LT_RABBUE's avatar
LT_RABBUE
Rising Rookie
1 month ago

Relic Delta & Current Pricing May Be Limiting Player Retention and Revenue

 

 

 

DEV FEEDBACK: Relic Delta and Pricing Are Hurting Casual Spenders (and Long-Term Growth)

 

I want to give feedback on something that is becoming increasingly frustrating in SWGOH: relic delta and how heavily it impacts the experience even when relic differences are minor.

Even when two players are relatively close in roster progression, relic delta creates a situation where matchups can feel discouraging and overly punishing. It does not just affect high-end competitive players, it affects the average player base the most, and it often makes progression feel less rewarding.

The bigger issue is that relic delta punishes the casual spender.

Whales will always outspend. F2P already expects the grind. But the middle group (players willing to spend $10 to $50 occasionally) are the ones who get hit hardest. When casual spenders realize that small spending still will not let them keep pace, they do not spend less, they stop spending entirely. That hurts retention and long-term revenue.

 

BUNDLE PRICING FEELS UNREALISTIC FOR WHAT PLAYERS ARE BUYING

It is also hard to justify current bundle prices when players are spending real money on a limited, non-transferable license to access EA/CG services. At current pricing, many offers feel aimed only at big spenders. A simple example: if a new (non-legendary) character releases requiring 330 shards, why not offer something like:
$10 = 110 shards

(no gear, no extras, just shards)

This would immediately pull in a huge number of casual Star Wars fans who want to participate in new content without feeling priced out.

 

LIGHTSPEED AND HYPERDRIVE BUNDLES PROVED AFFORDABLE PRICING WORKS

The early Lightspeed Bundles were some of the best-received offers SWGOH has ever had because they made progression feel achievable. Getting multiple R5/R7 characters for $10 to $20 kept casual spenders engaged and brought back returning players.

The $10 Hyperdrive Bundle was also a major step in the right direction because it gives new players an affordable entry point into the game. These proved something important: lower price points drive higher volume, better retention, and more consistent spending.

 

I UNDERSTAND THE NEED TO CATER TO BIG SPENDERS, BUT DO NOT HURT THE MANY TO PROTECT THE FEW

I completely understand that some content and pricing needs to cater to the big spenders out there. That is expected in a game like this. But the game should not hurt the majority of the playerbase just to preserve exclusivity for a small group. If you bring a boat load of more players into the pool, think about the money that can be made off of one of the most iconic and recognizable IPs in history. A stronger economy comes from volume, not just a handful of whales.

 

A MORE EFFICIENT PROFIT-MAXIMIZING APPROACH
If the goal is long-term growth and maximum profit, the best strategy is not relying only on whales. It is making casual spending feel worth it.

A healthier model would include:

  • Affordable shard bundles ($5 to $20 range)
  • Reasonable relic progression packs (clear value and simple pricing)
  • More consistent rotating Lightspeed “catch-up” bundles
  • Reworking or removing relic delta impacts to keep the game more enjoyable for the majority

 

CONCLUSION

Relic delta and overpriced bundles discourage the exact group that keeps games healthy: casual spenders. If people feel like they cannot keep up without spending heavily, they stop spending at all. Hyperdrive and Lightspeed bundles proved the opposite. Affordable pricing increases spending, excitement, and retention.If SWGOH wants stronger long-term growth, healthier player retention, and higher profits, relic delta needs to be reduced/reworked and bundle pricing should shift toward lower-cost, higher-volume purchases.

 

I know this is a bit of a dump but I think this game could be something so much greater than what it already is. I really want to see this game thrive and continue, but in order for that to happen CG needs to listen to the people who are giving them money. 

10 Replies

  • orcatrex's avatar
    orcatrex
    Rising Newcomer
    1 month ago

    You said all good,et is that price is too big, but for normal character 330 shards, 110 for 10$ just for shards without upgrade?? Are you sirius, for 35 you can buy characters with r5, and the package include few caracters more and same relic. Ok moustly that package dont exist for character wich you need. For me most stupid what EA made is quick journey and prize is big characters but all players wich allready have them for chanege got trash, i mean for 4-5 r3 characters they give you material wich is not enough to upgrade one on gir 12 to g13?? Is that ok? If i have characters wich other got free what i am than to EA some kind of garbage and who f.... me et is my mistake than??!?!? Im furius very

  • LT_RABBUE's avatar
    LT_RABBUE
    Rising Rookie
    1 month ago

    The $10 for 110 was mostly just an example of what more reasonable pricing could look like not that it has to be that. Also that wouldn’t be for any character that would be specifically the new ones. 

  • crzydroid's avatar
    crzydroid
    Hero (Retired)
    1 month ago

    You are talking about old characters that have LSBs and LSTs available. OP said 110 shards for $10 on new characters, whereas now marquee packs are $30 for 30 shards. 

  • The larger problem is that CG never admits when they make a mistake.  This has gone on for a really long time.  Relic delta is the most recent issue.  Before that it was datacrons.  At this point, nothing would make me happier in the game than if they ditched both.  However, they never revert any big changes once they implement them.  I would say datacrons are worse than delta.  They make both GAC and tw unbearable in certain conditions.  3 v 3 GAC is bad enough as it is without throwing these datacrons at it.  Pre cron, you could really be screwed if you dropped a battle and didn't quit and left loaded tm.  Now it is compounded with these horrible crons.  It also doesn't help that every team counter is essentially six teams.  Everything seems to be Bane, GL Leia, GL Kenobi, Mando Bo, Baylan, and SLKR.  It is beyond tedious at this point.  Really they need to slow down events.  Always having at least two things happening at once and many times three things is just too much.  This is supposed to be a fun distraction, not a second full time job.

  • What a load of twaddle.

    Its nothing to do with "HURT THE MANY TO PROTECT THE FEW". The Few are the ones who allow the game to be F2P, and yes they should have some advantage to encourgage their spending- they aren't going to if small time spenders or f2p can keep up with them.

    Also your claim that  "Relic Delta & Current Pricing May Be Limiting Player Retention and Revenue" is based on what? Data? Of course not, its a claim based on sweet FA.

    But, you know who does have actual data regarding what works and what doesnt in terms of retention vs revenue? That's CG and EA. 

    Basically you find the game too expensive, CG are not going to change that for you unless the data they see when they make changes reduces revenue.

    As for "A MORE EFFICIENT PROFIT-MAXIMIZING APPROACH"- For a start "efficiency" has zero to do with this, you've just chucked in the word here with no understanding that it has no bearing on profit maximisation as you try to describe it. In fact this whole section is fluff with no depth whatsoever, and certainly no proof that this would maximise profits in any way whatsoever. You don't even consider that the guys with the actual data know how to maximise profits, or give any numbers that may compare your approach and CGs.

    Finally: 

    • Reasonable relic progression packs (clear value and simple pricing)

    The reason things aren't simple is so that people find it hard to work out the real value of items. Its why similar games like this have multiple in game currencies- with items "costing" different amounts depending on currency- it is meant to confuse and result in poor purchases both with real money and ingame currency.

    In fact its pretty much rule 101 when it comes to any game that is free but offers in-game purchases- the fact you clearly don't understand this merely underlines how you are the last person to offer advice on improving this game financials.

  • DUNCAN1919's avatar
    DUNCAN1919
    Seasoned Ace
    1 month ago

    Why would they charge low prices for new ones? That makes no sense- new characters are the most valuable. They are the ones whales will pay for.

    Seems the issue here is you are a small-ish account, can't get the new shiny stuff as easily as a) those who pay b) have much larger accounts than you, but who can get new toons 2-3 months behind the whales.

    Entitled much?

  • DUNCAN1919's avatar
    DUNCAN1919
    Seasoned Ace
    1 month ago

    Nonsense- we've had enough compensation packs to know they admit mistakes.

    Oh, sorry, when you mean mistake you mean "when they do stuff EdSolo75 doesn't like"......

  • LT_RABBUE's avatar
    LT_RABBUE
    Rising Rookie
    1 month ago

    I get where you’re coming from. The point I was trying to get across is that spending $100+ for a single character in a mobile game is just kinda wild to me. I think it’d potentially bring where more business if characters were a bit more affordable. I know this is a cliche and not completely fair comparison but in clash Royale the new units usually have launch bundles that are around $50 that gave you a brand new character with enough gold to level them up (idk if they still do this I juts remember it used to be a thing when I played). Like I mentioned in my post all people are buying is a limited license so prices that steep seem a bit outrageous.

    Furthermore I’m quite happy with where my account is and I just want the game to bring that Star Wars magic to as many people as possible while not forcing them to break the bank. 

  • LT_RABBUE's avatar
    LT_RABBUE
    Rising Rookie
    1 month ago

    I completely agree. It feels like CG sometimes gets so locked into the direction they’ve chosen that it becomes hard for them to admit when something didn’t land the way they intended. And I get it — they have investors, projections, and internal expectations to meet, so walking something back probably looks like “we made a mistake,” even if it would actually be healthier for the game long-term.

     

    We’re all human, and I fully expect mistakes to happen. What’s frustrating is that instead of acknowledging certain decisions and adjusting quickly, it often feels like they just double down and try to push through it. And I’m not saying they never fix things — they definitely do at times — but there are some issues that feel so obvious to the playerbase that it’s honestly mind-blowing how long they go unaddressed.

  • LT_RABBUE's avatar
    LT_RABBUE
    Rising Rookie
    1 month ago

     

    I hear your points about whales and internal data, but the core of my feedback is actually grounded in how F2P economies work and what publicly available data shows — not just personal opinion. Star Wars: Galaxy of Heroes has generated well over $1 billion+ in lifetime revenue, significantly outperforming other Star Wars mobile titles, which proves the game can monetize well — but it also means it relies on both whales and, critically, casual/mid-tier spenders to sustain long-term growth.  Public player count estimates indicate SWGOH peaked around ~4.2 M monthly active players in mid-2025 and has since declined to about 2.1 M as of January 2026, a ~48 % drop from that peak, with continued month-to-month decreases of ~7 % most recently — meaning the player base is shrinking more steadily than it has historically and retention is a real concern.  That trend lines up with what many in the community have observed about increased churn around recent updates — including relic delta — and isn’t just “sweet FA.” Yes, whales will always outspend, but casual spenders ($10–$50 range) are the segment most likely to convert repeatedly, and when pricing and relic impact feel punishing to them, they stop spending entirely, which hurts overall revenue. The early Lightspeed and $10 Hyperdrive bundles were widely praised because they made progression feel achievable for more players, drove higher volume purchases, and helped keep mid-tier spenders engaged — exactly the sustainable pattern we want to see in healthy F2P monetization. Saying “CG has actual data” doesn’t invalidate this; it just means they have more insight than we do, but public industry data and player trends still matter when discussing retention vs. revenue balance. Making casual spending feel worth it — affordable shard bundles, clear-value relic progression packs, and rotating Lightspeed-style bundles — isn’t “fluff,” it’s proven strategy in the broader F2P market and could help counteract the current downward trend in active players.

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