Concept Proposal: Galactic Expeditions
Hello. I would like to suggest a new feature called Galactic Expeditions. The idea is to use characters that currently just sit in our rosters. We could send unused characters on missions lasting from 4 to 24 hours. While they are on a mission, they cannot be used in GAC or TW. This adds a new strategic choice for players. There could be different mission types. For example, Rebels could go on recon for shards, while Smugglers could go on raids for credits. Success should depend on specific stats like Speed or Tenacity, making us care about modding the whole roster. This would be great for the game because it makes every character valuable and gives us more ways to earn resources. You could even let players use Crystals to finish missions faster. What do you think about this idea?3Views0likes1CommentA Brief History of Bounty Hunters
2015 (Launch year; six Bounty Hunters initially) Boba Fett Attacker Cad Bane Support Dengar Attacker Greedo Attacker IG-88 Attacker Zam Wesell Attacker 2018 (Bounty Hunters get reworked, with Contract and Payout mechanics, as well as being required for the Chewbacca event) Aurra Sing Attacker Bossk Tank Embo Attacker Jango Fett Attacker 2020 (First Light Side Bounty Hunters) Greef Karga Support The Mandalorian Attacker 2021 (Conquest is added, along with two new Bounty Hunters from 'The Mandalorian') Boba Fett, Scion of Jango Attacker Fennec Shand Attacker 2022 (The Hutt Cartel gets added: Boba Fett, Cad Bane, Embo, and Greedo receive the tag) Boushh (Leia Organa) Attacker Jabba the Hutt Galactic Legend, Support Krrsantan Tank 2025 (10th Anniversary, along with a slew of new Bounty Hunters) 4-LOM Support Asajj Ventress (Dark Disciple) Attacker IG-90 Support Zuckuss Tank There's still a few more Bounty Hunters to add (Latts Razzi, C-21 Highsinger, Hanharr, Beebox, Calo Nord, Sugi, Bazine Netal, Rako Hardeen, Beilert Valance, Caij Vanda, etc.), but looking at the current roster of them, it's pretty satisfactory117Views0likes4CommentsKit Idea: Cloud Car
Cloud City cloud car: Crew: Ugnaught, Willrow Hood (gl) Tags: Rebel, Attacker, Tank, Support, Basic: Armor Piercing Cannons Deal damage to target enemy with a 100% chance to inflict stun and protection disruption, and give target ally bonus protection equal to the max health of all active enemy ships combined. If target enemy is a bounty hunter, inflict 12 stacks of armor shred. Special: Evasive Maneuvers Grant all allies foresight for 5 turns, and heal the weakest ally to full health and protection. If target ally is a ship, reset the cooldowns of all allies, including the allied capital ship, then grant retribution to the strongest ally for the rest of the match. The first time a rebel ally loses foresight, remove the enemy capital ship, and inflict speed down on all enemies for 3 turns. Special: Planetary Vaporization Instantly defeat all active enemy ships. This attack cannot be evaded. This ability starts on cooldown. (10) Unique: Staunch Defender When a rebel ally uses a special ability, grant all allies damage immunity for 4 turns. If a rebel ally with damage immunity gets attacked, all debuffs on them are dispelled, and the attacker loses 50% of their health. This damage can defeat enemies. Unique: Savior of Bespin Whenever an ally uses an ability, grant speed up to Cloud Car and reduce the cooldown of Planetary Vaporization by 10. If a rebel ally is (somehow) defeated, they are revived with 300% protection, and Cloud Car is granted an immediate bonus turn.54Views1like3CommentsMore and More paywalls?
Any era upgrades past level 70 don't seem to be available in any game mode other than going to the store and spending money. I unlocked the next tier in Coliseum and am working on getting characters to 70, was expecting to see the new materials (Mk VII Aurek Ability Module), but there's not any. Coliseum stops awarding the materials need to level up it looks like. So even if you whale your way to 70 or buy shards to get toons to 7* for Maul, that's no longer enough because you also have to have characters at lvl 85 which they've put behind another pay wall. It's crazy the effort that seems to have been put into making intentional pay walls for content, instead of making enjoyable game modes. I'm hoping I've missed an announcement somewhere that this will come later (they keep telling us to trust them) but I've yet to find anything. Appears that "lvl 65" for f2p is actually almost as high as you can go at all, because past 70 you can't access with any meaningful gameplay or strategy. Just a credit card. I also will say in community terms, I have no clue why people defend the era units as separate and reasonable. We were able to use these toons in the past when they released without waiting, could experiment with them on teams, and get them to G12 or relic way sooner and cheaper than what they've done. It's fine defending this mode IF what they had before wasn't better. But from all ways you can look at it, new characters were released in a much better way before than they are now. Again, that's my opinion, but looks pretty consistent that people aren't enjoying the gameplay or formula.1.3KViews3likes23CommentsOlder TB character shard battles should be added to ROTE, on their planets
Yes, I know hoth is really late, but I had a thought. (Maybe planets can be switched out. Felucia is boring right?) Why do players who join Guilds that are doing ROTE have to get screwed from getting older TB characters? Why cant we do both KAM and Wat missions on Geo? I think it would help a lot with allowing newer players to catch up while also being in a "modern" or up to date guild.87Views4likes7CommentsAnyone get the Jawa feat?
Talking about the conquest feat vs the Great Mothers mid-boss in Sector 4/Hard. Just curious. I have r7 Scav, r6 Nebit, r5x3 others. I get trashed. Might be possible with straight r9s, but this feat looks like a joke to me. Just curious as to whether anyone has seen anything theory-crafting wise that I've missed.189Views2likes7CommentsRayvis: Kit Concept
Lore: A Gen'Dai warrior, Rayvis was bested by Jedi Knight Dagan Gera and pledged a debt of loyalty to him. After Dagan betrayed the Jedi Order and was hidden by Santari Khri in a bacta tank on Koboh, Rayvis was captured by the Jedi. He was imprisoned for 200 years until Order 66, when the fall of the Jedi allowed his escape. He returned to Koboh and cobbled the various bandit factions into the Bedlam Raiders, whereupon he would search for Dagan's whereabouts, until Cal Kestis freed Dagan. Rayvis and Dagan were reunited, until Cal slew Rayvis in single combat. Rayvis would lead a faction of Bedlam Raiders, though plays relatively nicely with other Mercenaries, but his true strength would be unleashed through Dagan's leadership. Owing to Rayvis's Gen'Dai heritage, he is very finicky to defeat with a lot of Health Steal, Defense and reduced damage taken, though most of these effects can be negated by Burning (an in-game simulation of burning regenerative tissue to stop it healing, like a hydra). His animations are taken from his final boss fight. Tough Gen’Dai Tank who disrupts enemies, unites his Bedlam Raider allies, and is notoriously difficult to be killed. Unit Name - Rayvis Tags - Dark Side, Tank, Leader, Bedlam Raider, Mercenary, Scoundrel Mastery - Armour, Health Steal, and Protection Let This Be a Test (Basic) (Final text, Omega) Deal Physical damage to target enemy. If they are debuffed, gain 1 stack of Renewing Tissue (max 9) until the end of the encounter. If they are buffed, deal damage again. Renewing Tissue: 10% reduced damage taken per stack; lose 1 stack of Renewing Tissue and recover 5% Health when receiving damage (Animation - Rayvis fires his blaster at the target, then steps forward and swipes at them with his mace) Missile Barrage (Special 1, cooldown 4) (Final text, Omega) Deal Physical damage to all enemies twice, dispel all buffs on them, and inflict Burning, Daze and Stagger for two turns. Then, the healthiest other Tank ally Taunts for 3 turns. Call all Bedlam Raider allies to assist. If Dagan Gera is an ally, this attack can’t be evaded and Rayvis gains Critical Hit Immunity and Defense Up for 3 turns. (Animation - Rayvis fires a barrage of missiles from his shoulders into the enemy team) Warrior’s Death (Special 2, cooldown 5) (Final text, Zeta) Inflict Healing Immunity for 2 turns on target enemy, which can’t be evaded or resisted. Then, deal Physical damage to them, dealing an additional instance of true damage for each stack of Renewing Tissue, and consume all stacks of Renewing Tissue. Mercenary allies gain Speed Up for 2 turns, and Bedlam Raider and Dagan Gera allies gain Offense Up for 4 turns. This ability starts on cooldown. (Animation - Rayvis transforms his mace into its flail form, then swings it around his head quickly and slams down on the target enemy) Leader Of The Bedlam Raiders (Leader) (Final text, Zeta) Bedlam Raider allies have +50% Max Health, +30% Tenacity and +20 Speed. Whenever a Bedlam Raider ally attacks out of turn, they have a 50% chance to call another random ally to assist. Mercenary and Scoundrel allies gain 5% turn meter whenever they gain a status effect, doubled for Bedlam Raider allies. If all allies are Bedlam Raiders at the start of battle: - allies are immune to Stun and turn meter reduction - Rayvis gains 80% Defense and Tenacity - other Bedlam Raider allies have +10% Defense and Armour Penetration per stack of Renewing Tissue on Rayvis It’ll Grow Back (Unique) (Final text, Zeta) Rayvis gains 100% Health Steal and takes 30% reduced damage from Jedi and Light Side Unaligned Force User attacks. This Health Steal increases by an additional 50% (stacking) while he is below the following Health thresholds: 100%, 75%, 50%, 25%. The first time Rayvis falls below each of these thresholds, he gains a stack of Gen’Dai Resilience until the end of the encounter, which can’t be copied, dispelled or prevented, and recovers 10% Health per stack of Renewing Tissue on him. Rayvis has - 200% Health Steal while he is inflicted with Burning. If all allies are Bedlam Raiders or Dagan Gera, Rayvis loses all Protection and gains that much Max Health, and takes reduced damage from Percent Health damage effects. Gen’Dai Resilience: +100% Defense per stack (max 4); when at max stacks, Rayvis takes 30% reduced damage until the end of the encounter Soldier of Fortune (Unique) (Final text, Omega) At the start of battle, Rayvis gains 1 stack of Soldier of Fortune for each Bedlam Raider ally until the end of battle. Whenever Rayvis loses a stack of Renewing Tissue or inflicts a debuff, he gains 2 stacks of Soldier of Fortune. Whenever Rayvis gains a stack of Renewing Tissue, he loses 3 stacks of Soldier of Fortune. At the start of their turn, all Mercenary allies gain +5% Critical Avoidance (stacking) for each stack of Soldier of Fortune they have until the start of their next turn.149Views1like6CommentsThere are no universal squads for completing CM
Medical Station, Malachor, Death Star - On these planets, no squad, including squads led by a galaxy legend, can complete any CM on auto-battle. On the previous planets, squads including legends can complete all available CMs. Even the dark side fleet cannot pass CM on dark side planets.187Views0likes8CommentsBug or bad wording?
I've just gotten off the back of doing a ROTE mission on the light side path on Coruscant. I wanted to take in a full GR team but only had four at the correct requirements. I then spent my precious relic mats getting Echo to R5 only to see that it hadn't updated. That last sentence is completely unrelated to the topic and I just wanted to complain because I was saving those for SEE but got nothing in return :) Anyway, I took in a fifth who wasn't GR, therefore invalidating some of Quadme's kit (the team ended up being Quadme + the Poncho Bros, JKA, and Dash. But I thought "not a problem, I'l get through it anyway." Dash ended up dying. Huzzah! Now I can use Quadme's summon because it specifies "If all allies are Galactic Republic." I promptly used it and watched the summon slot remain obstinately empty. Needless to say, I'm confused. I know there are abilities and mechanics in the game that specifically state "if all allies were x at the start of battle, do x." Quadme's does not have this, so it stands to reason that if you took in a non GR ally and they died, some of the clauses would start working again. Apparently not. If Quadme's summon is coded to needing all GR allies from the get-go, the ability should be worded as such. Please update the description.78Views0likes4Comments