Cheater & hacker update 11/18
Greetings Heroes, We take cheating at Galaxy of Heroes very seriously and are tirelessly working to identify and remove cheaters from the game. You may have noticed or have heard that one of our investigations resulted in a mass banning. Well sit tight, cause this purge is just beginning (insert sinister laugh here.) After countless reports and over a year of investigation, we are confidently taking action on hundreds of accounts engaged in... well let’s just say they ended up on my naughty list. You no doubt are seeing some changes in your arena leader-boards as a result of this ongoing action. We are nowhere near the end of this battle. To quote the greatest rock band of all time... “We’ve only just begun...” And remember heroes, it is a direct violation of the terms of service to purchase in-game currency from third party vendors (aka if it is not in our store, it’s not legit.) Ya know, the Terms of Service bit about “...blah, blah, blah, Sell, buy, trade or otherwise transfer or offer to transfer your EA Account, any personal access to EA Services, or any EA Content associated with your EA Account, including EA Virtual Currency and other Entitlements, either within an EA Service or on a third party website, or in connection with any out-of-game transaction, unless expressly authorized by EA... blah, blah.” That bit. http://tos.ea.com/legalapp/WEBTERMS/US/en/PC/ And per usual, if you have any questions or concerns regarding cheating or banned accounts in the game please message me directly on the forums @cg_lucifersdaddy . Carry on, and don’t forget to wash those blasters every day! LD161KViews1like527CommentsSEE definitely needs a buff!
So, SEE in my opinion seems to 100% need a buff done too him, its quite ridiculous how bad he is. Palp teams can kill him, Geo teams can kill him, Sep teams can kill him, vader teams can kill him, Imperial Troopers absolutely destroy him, and Kylo can 1 v 5 him. This doesn't feel like a galactic legend at all, specially no where near the power level of Rey and Kylo. Its arguable that even JML who definitely needs some tweaks also, is actually better off than SEE. Sure SEE does massive damage once you get the ultimate out but, that's IF you can get the ultimate out and you definitely need him for offense if you want too use it. When placed on defence, he doesn't get a chance, his entire team get wiped out almost instantly by so so many different teams. Im sure over the next week we'll see even more silly counters come to light. And despite what the videos say, you can not solo GAS with him, myself and 2 other people have tried now multiple times and clones just rip through him, so that video was clearly faked an had their mods removed on the 501st. Again, this is just me voicing my opinion, and im sure it'll trigger many people as what doesnt on the forums but, im thinking maybe give him some leadership defensive bonuses for his team at least and maybe some damage bonuses like Kylo has. Specially considering hes meant to be used with Tanks. And his ability where all Sith recover 50% protection is a bit silly considering Sith rely on Health in the game. Just my two cense on it. Please buff "both" GL's.146KViews1like4384Comments[MEGA] Road Ahead: July 2021
DEV POST "CG_SBCrumb;d-202379" wrote: https://www.youtube.com/watch?v=O2yFhIaOAAk Hi Holotable Heroes, This month we are experimenting with a new format for Road Ahead! DojaFett and myself present the important announcements in video form, but we have also posted some of the highlights and major details in this forum post. We would love to hear your feedback on this format and let us know if you want to see more videos like this. There’s a ton of information on upcoming units, features and dates. It goes without saying that these details and times are subject to change as we get closer to release. New ship: Executor Available from a new Advanced Fleet Mastery Requirements to View and Begin the Event: Vader Relic 7 Piett Relic 8 Boba Fett Relic 8 TIE Pilot Relic 5 Bossk Relic 5 IG88 Relic 5 Dengar Relic 5 Ships Required to Begin the Event: This section has been updated Razor Crest (5-stars) (7-stars to complete) Slave I (4-stars) (7-stars to complete) IG-2000 (4-stars) (7-stars to complete) Hound's Tooth (4-stars) (7-stars to complete) TIE Advanced (4-stars) (7-stars to complete) TIE Bomber (4-stars) (7-stars to complete) Imperial TIE Fighter (4-stars) (7-stars to complete) New Character: Maul Available from Conquest New Galactic Legend Lord Vader Lord Vader Requirements Group 1: Hunter - Relic 5 Tech - Relic 5 Wrecker - Relic 5 Tusken Raider - Relic 5 Padme Amidala - Relic 8 Lord Vader Requirements Group 3 Sneak Peek: General Skywalker - Relic 8 Conquest #7 Preview New Data Disks Steadfast Focus - 2 Capacity - Common: Allies are immune to Ability Block, Daze and Stun for 2 turns at the start of battle Opportunistic Support III - 1 Capacity - Epic - Whenever an ally attacks out of turn, all allies gain 6% health New Boss Modifiers Kenobi! - Whenever the allied Leader is damaged, all other allies gain 10% Offense until the end of their next turn. At the start of the allied Leader's turn, they dispel all debuffs on all allies and all buffs on all enemies. Whenever an ally drops below 50% Health, the allied Leader gains 100% Turn Meter. The first time the allied Leader is defeated, all enemies recover 50% Health and Protection and reduce their cooldowns by 3. Mandalore - All allies start the encounter with 3 stacks of Beskar Armor, which can't be copied, dispelled, or prevented. Defense and Character Raid Boss Changes Defense Changes The details of what’s getting changed and added are available below, but this won’t be going into effect for about another month in order to give you time to make an informed decision on whether to re-relic those characters up to Relic 8 or use those resources somewhere else. Darth Vader Basic: Terrifying Swing Increase damage multiplier across all tiers by 20% Increase final upgrade chance to inflict Ability Block to 100% against Jedi and Rebel enemies Final: Deal Physical damage to target enemy with an 80% chance to inflict Ability Block for 1 turn, increased to 100% if the target is Jedi or Rebel. This attack can't be evaded or resisted by Jedi and Rebel enemies. Tier 7 Upgrade: +15% Damage, +15% Ability Block chance, and +20% Ability Block chance against Jedi and Rebel enemies Special 2: Culling Blade Reduce damage multiplier on all tiers by 40%, increase debuff damage scaling to 100% against raid bosses on final tier, final tier has +25% Critical Chance when used Final: Deal Physical damage to target enemy and dispel all debuffs on them. This attack deals 50% more damage for each effect dispelled, increased to 100% against raid bosses, and grants 100% Turn Meter if the target is defeated. This attack has +25% Critical Chance and can't be evaded. Tier 7 Upgrade: +10% Bonus damage, +50% bonus damage against raid bosses, and this attack has +25% Critical Chance and can't be evaded Special 3: Merciless Massacre Increase Merciless' Critical Chance increase to 50% Tiers 5-7: ... Merciless: +50% Offense, +50% Critical Chance... Tier 5 Upgrade: +35% Critical Chance Unique 1: No Escape Add 2% Protection recovery when Damage Over Time effects expire to the final upgrade Final: At the start of each encounter, Darth Vader gains 8 Speed until the end of the encounter for each of the following: Empire ally, Sith ally, Jedi enemy, and Rebel enemy.\n\nDarth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires. Whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies. Tier 7 Upgrade: Darth Vader is immune to Turn Meter reduction and recovers 5% Health and 2% Protection whenever a Damage Over Time effect on an enemy expires; whenever Darth Vader activates Merciless Massacre, dispel Stealth from all enemies General Skywalker Basic: Furious Slash & Granted: Telekinesis Remove "ignores Defense" on both abilities; add Defense Penetration to the basic, ramping if all allies are 501st Tiers 0-6: Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st. Tier 7: Deal Physical damage to target enemy. This attack can't be evaded and has +65% Defense Penetration, tripled if all allies are 501st. \n\n If this is the first ability General Skywalker uses during his turn, he immediately uses the Special ability Telekinesis, if able. \n\n Telekinesis: Deal Physical damage to target enemy. If possible, this attack will critically hit enemies with Armor Shred. If the target enemy is Dazed, reduce General Skywalker's ability cooldowns by 1. Leader: General of the 501st Increase Protection recovery for allied 501st turns while in Cover to 20% Recover 100% Protection when exiting Cover due to all other 501st allies being defeated Jedi Knight Luke Skywalker Basic: Prevailing Strike Add additional true damage if target enemy is a Tank (excluding raid bosses and GLs) Tier 7: Dispel all buffs and deal Physical damage to target enemy. If they are a Tank, also deal true damage to them (excludes raid bosses and Galactic Legends). Then reduce their critical damage by 10% (stacking). Jedi Knight Luke Skywalker gains 10% Max Protection (stacking, max 100%) until the end of the encounter. This attack can't be countered. Tier 7 Upgrade: If target enemy is a Tank, also deal true damage to them (excludes raid bosses and Galactic Legends); Jedi Knight Luke Skywalker gains 10% Max Protection (stacking, max 100%) until the end of the encounter Special 1: Stalwart Advance Remove "and all attacks ignore Defense" from Jedi's Will Increase Offense to 50% and add 25% Tenacity to Jedi's Will Tiers 0-6: Deal Physical damage to target enemy and call another target ally to assist. Jedi Knight Luke Skywalker gains Jedi's Will for 2 turns, which can't be copied, dispelled, or prevented. If target other ally is a Jedi, who is not Old Republic, they also gain Jedi's Will for 2 turns. Jedi's Will: +100% Counter Chance, +50% Offense, +25% Speed, +25% Tenacity Tier 7: Deal Physical damage to target enemy and call another target ally to assist. Target enemy is inflicted with Blind for 2 turns. Jedi Knight Luke Skywalker gains Jedi's Will for 2 turns, which can't be copied, dispelled, or prevented. If target other ally is a Jedi, who is not Old Republic, they also gain Jedi's Will for 2 turns. Jedi's Will: +100% Counter Chance, +50% Offense, +25% Speed, +25% Tenacity Base Stats Add 195 Armor Penetration to his base stats Wat Tambor Unique 2: Mass Manufacture Remove "attacks ignore Defense and" from the BlasTech Weapon Mod Tiers 0-7: .... BlasTech Weapon Mod: Gain 15% Turn Meter at the start of each enemy's turn; enemies defeated by this character can't be revived Character Raid Boss Changes The following abilities are being updated to include Galactic Legends to the Raid Boss exclusion: "(excludes raid bosses and Galactic Legends)" Bastila Shan (Fallen) - Unique 3 - Force Bond Tier 2: If Darth Revan is in the leader slot: Bastila and Darth Revan have +70% Max Health and +70% Health Steal, and Darth Revan also recovers Protection from Corrupted Battle Meditation. Allies are immune to all debuffs during any ability used by an enemy with Corrupted Battle Meditation (excludes debuffs from raid bosses and galactic legends). If Jedi Knight Revan is on the enemy squad: Bastila gains Advantage and Foresight for one turn at the start of Jedi Knight Revan's turns. Darth Malak - Unique 1 - Gnawing Terror Tiers 0-7: ... Sith enemies can't gain bonus Turn Meter (excludes raid bosses and Galactic Legends). ... General Grievous - Special 2 - Skittering Horror Tiers 0-7: ... they lose 10% of their Max Health (excludes raid bosses and Galactic Legends) ... General Skywalker - Unique 1 - The Chosen One Tiers 0-7: ... increase their cooldowns by 1 (excluding raid bosses and Galactic Legends) ... reduce their current Max Health by 20% for the rest of the battle (stacking, excluding raid bosses and Galactic Legends) ... Grand Admiral Thrawn - Special 1 - Fracture Tiers 0-7: ... Fracture on Raid Bosses and Galactic Legends: ... Jedi Knight Luke Skywalker - Special 2 - Repulse Tiers 0-7: ... Repulse on raid bosses and Galactic Legends: ... Moff Gideon - Unique 1 - Know Your Adversaries Tiers 0-7: ... he inflicts Demoralized on all enemies (excludes raid bosses and Galactic Legends) until they are defeated ... C-3PO - Basic - Baffling Trick Tiers 0-7: ...(raid bosses and Galactic Legends:)... Galactic Legend Changes Rey - Special 2: Sudden Whirlwind Tier 2: Deal 2x massive damage to target enemy. Then, deal Physical damage to all enemies. Enemies defeated by this ability can't be revived. This attack can't be countered or evaded and deals 7% more damage with massive damage per Relic Amplifier level. .... Sith Eternal Emperor - Leader: Sith Eternal Added "Sith allies gain 5% Turn Meter whenever an enemy gains a buff that can't be dispelled" to final tier Tier 2: Dark Side allies have +25% Mastery, +30% Potency, and +20 Speed, doubled for Sith allies. Whenever a Deceived or Linked enemy uses an ability, Sith Eternal Emperor gains 10% Mastery (stacking) until the end of encounter and other Sith allies gain half that amount. Whenever a Linked enemy uses an ability, Sith Eternal Emperor gains 8% Ultimate Charge. After the start of each encounter, whenever an enemy gains a buff that can't be dispelled, Sith allies gain 5% Turn Meter. Whenever a Sith ally is defeated, dispel all debuffs on other Sith allies and they recover 100% Health and Protection. Sith allies can't be revived, and they ignore defense when targeting a Jedi enemy. DEV POST UPDATE 07/26/2021 Doja and I spent most of the weekend gathering sentiment and feedback regarding the Road Ahead. Below are some of the most recurring comments we noticed, and hopefully the following responses will help clarify some of the questions and concerns you have. We also appreciate the vast majority of you separating the video format from the news contained within the message. Hopefully we can deliver more videos in the future and work toward expanding the ways we interact with the SWGoH community. Galactic Legends and non-GL counters/interactions: The community has always been excellent at puzzle-solving, theory-crafting, and finding ways to maximize the effectiveness of their rosters. The changes are meant to not only allow for more design space for powerful characters below Galactic Legends, but also to prevent situations in which a non-GL could one-shot or otherwise severely and regularly reduce the effectiveness of a Galactic Legend. As we mentioned in the video, changing characters post launch is a last resort. There needs to be a balance between how consistent a counter is and how powerful the squad they are facing is in comparison. This is not just for squads with GLs, but for any squad that is able to counter another. For a healthy balance to the meta, counters should require a similar amount of resources to the team they can beat, whether that’s mods, gear/relic level, and/or specific units. GLs require a large amount of time and resources to unlock and their place in the meta should reflect the difficulty involved in unlocking them. They are late-game units and it makes sense they would be commensurate in power and effectiveness to their status as late-game roster acquisitions that take a lot of effort to acquire. Difficulty of Events Post-Character Changes: We are reviewing existing Journey Guide events for any unintentional side effects. Our goal is to keep these events around the same level of difficulty as before. Three of the characters had specific updates to their kits to maintain the character’s utility as a high-end unit in other areas of the game, such as PvE events, etc. General Skywalker, for example, had things added to his kit because we wanted to offset the changes and make sure he remained highly effective - especially when leading a full 501st squad - in other areas of the game. Dark Trooper: We noticed some confusion surrounding Dark Trooper and wanted to clarify that DT is not getting any direct changes to its kit. Rather, the changes to Sith Eternal Emperor reduce Dark Trooper’s effectiveness in this matchup and that is why we specifically decided to return resources for Dark Trooper. Relic 9 Timing: Relic 9 is further out and will be coming to the game after the character changes are implemented, not before. We’ll share more details on R9 as it gets closer. Having said that, the character changes needed to happen before R9, otherwise the underlying issues surrounding defense being ignored would only be exasperated. Razor Crest Shards and Conquest 7: More details on obtaining Razor Crest shards will be coming soon. As far as Conquest 7 (and the concern of no August Conquest), as mentioned in the video, Conquest 7 will experience a slight delay. Three Conquests over the next three-ish months is still the plan. This should result in little to no interference with the timeline of playing through the next three Conquests and reaping the resulting rewards of your efforts there. Executor Requirements: We saw a lot of discussion surrounding the requirements for Executor and it’s place in the fleet meta. It is our intention that the Executor will be commensurate in power to the difficulty involved in acquiring it. --- I hope this response sheds some light on our perspective. We will continue to escalate your feedback to the team and be here to answer as many questions as possible.139KViews1like1685CommentsVersion Update 2/28/18 QoL + Sith Raid + Characters [MEGA]
UPDATED: @CG_RyDiggs 2/28 6:10PM PST Clarification: Sith Triumvirate Raid release: Hello Heroes, It has been a great week of version updating and releases and we've enjoyed the excitement. There is still more to come, however we have no more releases planned for tonight. Please know we plan to release the Sith Triumvirate Raid VERY SOON. I'll update you all tomorrow as necessary so stay tuned! Cheers! "CG_Leviathan;d-158998" wrote: (CG_Leviathan standing in for Kozi here) Quality of Life Improvements Raid Tickets (Daily) Fixed: Guild Officers can now rest assured that the Raid Tickets (Daily) leaderboard in Guild Management will consistently be accurate. Device Linking: An account on an iOS device can now be linked to an Android device so that it can be played on both devices (same with Android to iOS). This allows players that are changing phones, or have multiple devices, to continue their game progress. This option is available in Settings. Note: Accounts across iOS devices will continue to support linking via Game Center and accounts across Android devices will continue to support linking via Google Play. Galactic War Simming: Players that have reached level 85 and completed Galactic War 150 times can now sim Galactic War Text Search: When filtering units by category, you can now search via text entry, for example typing “Han” to see all the characters with Han in their name. The search includes all tags set for the character such as “Dark Side” or “Jedi” Pre-Battle Filters: Selecting units in the pre-combat screen is now much easier as units can be filtered by category or text. Favorite Unit Improvements: Units that are not activated can now be set as a favorite, allowing easy access when seeking shards. Favorited units are now sorted to the top of the character inventory, minimizing the need to select the filter. When viewing gear details, any characters that have been favorited are sorted to the beginning of the characters that need that gear. Multi-Sim Ship Challenges: A Multi-Sim button is now available in Ship Challenges once 3 stars has been reached in the final tier of Ship Building Materials, Ship Enhancement Droids, and Ship Ability Materials. Sim Credit Heist and Training Droid Smuggling Events: Tiers with 3 stars can now be simmed. Inbox Message Delete button: All inbox messages that currently only have a “GO” button will now also have a “DELETE” button so the player isn’t forced to press “GO” remove the message. (Ex. Raid Started and “New Guild Orders”.) Rearranging Units: There are a variety of situations where a player’s tall unit (ex. Darth Vader) is obscuring a small unit (ex. Hermit Yoda). This resulted in players being unable to select the obscured unit when an Ally ability allows it (ex. Hera’s Backup Plan ability). To ensure units can always be selected and seen, units will now rearrange based on unit height. The one exception is the leader unit, which will remain in the front. This tech also applies to opponent ships to minimize situations where an opponent's ship can not be targeted (this was primarily an issue on the Capital Ship’s turn). Zeta Purchase Confirmation: To avoid accidentally upgrading an ability to its Zeta level, a confirmation message will now warn players prior to upgrade. Shipment Improvements: To significantly reduce the number of required taps when viewing details on a shipment and then choosing to purchase, shipments now show the quantity of gear/shards owned at the top level and the details screen acts as the confirmation. Last Month Leaderboard: The “Last month’s top 3 guilds” leaderboard has been visually improved Legal Changes: Added a button linking to a new legal form for German players. Territory War Improvements Minimizing Ties: To minimize the chance of a tie and reward players for skill in combat, bonus banners can be earned from successful attacks. Details: All successful attacks earn 5 banners Bonus banners can be earned for defeating the squad/fleet on the first or second attempt First Attempt: +10 Banners Second Attempt: +5 Banners 1 additional banner can also be earned for each surviving unit If less than the max units are brought into combat, 1 additional banner is earned for each empty slot. This is so players are not penalized for attacking with fewer than 5 units. Banners earned for setting defenses have been increased to compensate for this change and ensure balance in defense and offense. 30 banners for characters and 34 banners for ships. For example, if a player attacks a squad that has not been attacked by any other player, attacks with 5 units, and only loses 2 units, then 18 banners will be earned (5 for win, 10 for first time bonus, and 3 for the surviving units) Defends: The number of times a squad/fleet has defended is recorded on the squad tile and the tile will remain after the squad is defeated. This will help players identify how well their squad is defending and will communicate the potential attempt bonus to attackers. Increasing Defensive Squads for Top Guilds: As top Guilds have so many squads, the average of 4 defensive squads per player isn’t allowing them to fully demonstrate the strength of their rosters. To remedy, the average defensive squads will scale up to ~6 per player if both participants are in the highest active GP tier. New Achievement: A new achievement has been created for Territory War wins. It has 11 levels with achievements at 4, 8, 12, 16, 20, 24, 28, 32, 36, 40, and 50 wins. Previous wins will count toward progress. Pre-Battle Squads: Units will no longer be pre-populated in pre-battle for Territory Wars specifically. This is to prevent accidentally entering a battle with the preselected units that typically are not meant to be together. See you on the Holotables! -Levi Original Dev Post "CG_Leviathan;d-160578" wrote: UPDATED: @CG_Leviathan 11:45am PST Hey Holotable Heroes! In ADDITION to all of the Quality of Life update information we’ve provided over the past weeks AND today (< > ), we’re even more excited to bring you details about the upcoming Sith Raid and new powerful characters! NEW CHARACTERS Three new characters make their debut on the Holotable to help you craft your team. For more information on these updates, please see their Character Strategy posts below, but be mindful. Hatred... is a fragile alliance at best. Darth Sion Visas Marr Darth Traya SITH TRIUMVIRATE RAID The presence of the Darkside is here to make itself known. Phase one abilities: Unbreakable Will:Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating Menacing enemies. Survive any attack at 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified. Phase two abilities: Soothe: Remove all stacks of Cycle of Pain and Cycle of Suffering from this unit Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe (max 5 stacks); Sion also gains 5% Offense and 10% Counter Chance Cycle of Suffering: +150% Offense, can't be Resisted, can only be Dispelled by Soothe; Sion also gains 50% Offense and 60% Counter Chance Phase three abilities: Stand Alone: Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles. Tanks: +100% Tenacity Attackers: +100% Offense Supports or Healers: +100% Maximum Health Activating Stand Alone removes all stacks of Bonds of Weakness from Traya. This ability has a global cooldown and can only be used by each unit once. Phase four abilities: Soothe All: Granted to Healers and Supports. This ability functions like Soothe, but affects all allied units and removes stacks of Bonds of Weakness and its damage increase. Stand Together: Granted to Attackers and Tanks. Remove Isolated from target ally. Unbreakable Will: Granted to units when they kill an enemy. Special buffs: In this phase, Traya has a buff called From the Shadows, making her untargetable and invulnerable until both Nihilus and Sion are defeated. In addition, defeating Nihilus or Sion will grant a buff to the remaining Sith Lords until the end of the raid. For defeating Sion: Savage Ambition: This unit gains 10 speed (Stacking), and 5% Critical Chance (Stacking) every time they perform a move or score a Critical Hit. For defeating Nihilus: Dreadful Ambition: This unit’s damaging attacks reduce the target’s Offense by 10% for the rest of the battle (stacking, max 30%). See more details and Game Changer footage: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/160590/revealed-darth-traya-sith-triumvirate-raid-abilities BUGS GENERAL iPad Mini: The application should no longer crash on boot of device. iPad 2: Fixed occasional crash condition in Fleet Arena and Ship Challenges battles. iPhone X: The Apple Notch no longer overlaps text boxes in the Tank Takedown raid. iOS: Promote Tutorial no longer overlaps the gear upgrade slot when promoting a Character. Android: In Territory Battles, the “Deploy” Score Bar will now update in real time after deploying units. The reduce level button in the Training Menu now works correctly. When Data Card is tapped in the store, Notification Badge now appears correctly. Fixed issue where the size of a ship would change when scrolling between ships in the Ships Inventory. Fixed issue where the Chimaera Ship's turn meter is not visible on devices with 4:3 aspect ratio. Text will no longer overlap in Territory Battles for Dark Side Rebel Base Platoon Missions on devices with 4:3 aspect ratio. Icons will now appear correctly in rewards prize screen after completing multiple battles or challenges. Abilities: Large ability descriptions will display correctly when tapped during a battle. Fixed issue where the first time user experience overlaps Settings button in the first Light Side Mission. Fixed issue where the glowing effect extended past Continue button when using Multi Sim. Targeting: Friendly characters can be more easily targeted. Ship Abilities: When a ship ability is available to be upgraded, it is now being badged in the ship details screen. Packs: Ability Materials Mega-Pack: "Buy Again" button is now disabled after buying a pack that has a purchase limit of 1 per day. 7-star unit achievements now appear in the same session they were earned. Fixed issue where collecting materials needed count did not reflect actual count. User Interface: Fixed issue where scrollbar position doesn't reset after viewing a full gear piece in Territory Battles Prize Boxes. Shipments: First time user experience now lists Guild Events Store. Ships Combat: Fixed issue where sometimes players were unable to select some of their own and enemy ships when many buff/debuffs active in combat. Inbox: Fixed issue where users sometimes received multiple instances of the same inbox message. PVP: Action Caps and Cooldowns: Fixed issue where the cooldown button could show the wrong timer when out of action caps refreshes. Fixed occasional issue where units left with very low health appear to have 0 Health in battle. Mods: Selling a fully upgraded, 5 star mod returns the correct credit value under all conditions. Squad Management: Fixed issue where squad tabs would only allow a max of 12 characters names. CHARACTERS Darth Nihilus: Darth Nihilus' Drain Force ability no longer has a delay when using it on debuffed enemies. Darth Nihilus: Fixed issue that caused Darth Nihilus' Drain Force ability to reduce Annihilate ability cooldown when hitting a raid boss (raid bosses are immune to cooldown increase). Darth Nihilus: Fixed issue where Darth Nihilus' lightsaber glow was covering the hilt of his lightsaber. Droid: Fixed issue where K-2SO and R2-D2 were sometimes stuck in the running man/smoke screen animation. Fixed an issue where Ezra Bridger and Captain Han Solo were missing the scan line textures on their weapon materials. General: Some units health no longer clips over other units when in an ally slot. RAIDS & GUILD EVENTS Guilds: Guild leaderboard is now tappable. Guilds: Fixed issue where guild chat prompts an error when empty text is submitted. Guilds: Fixed error when a demoted officer attempts to abandon a raid. Guilds: Fixed issue where the logo of the first place guild in any leaderboard was missing. Guilds: Invite button is no longer grayed out when resending invitation. Guilds: Guild messages in guild chat will no longer overlap members text. Raids: Visual: Fixed occasional issue where the Engage All Threats icon hides the AAT’s Turn Meter bar in Phase 3 of AAT Raid on 4:3 Aspect Ratio devices. Raids: Users can no longer skip the Finalizing Results time after a raid has been completed. Raids: Fixed issue where the cost is doubled when launching the same raid at the same time on two devices. Raids: Fixed issue where players joining a guild can no longer attempt to join an in-progress raid. Territory Battles: Command button can no longer be tapped during the first time user experience. Territory Battles: Pop up messaging will now appear when users try to assign an already deployed character to a platoon. Territory Battles: Fixed issue where icons for missions are incorrectly assigned and sometime overlap when one Territory Battle ends, and another starts via same session. Territory Battles: Fixed issue when returning to map from a selected zone (Mission, Recon, or Deploy) would not put focus on the active zone. Territory Battles: Empire: Enemy abilities will now use the correct border color on map vs detail screen. Territory Battles: Decreased number of toast (pop up) messages. Territory Battles: Achievements: Super Star counts as expected towards the Super Star achievement. Territory Wars: Fixed issue in Territory Wars where players were only earning 10 banners for setting defensive squads instead of the correct 20 banners. Territory Wars: Tutorial: Fixed issue where Territory Wars tutorial reappears on a 2nd Territory Wars event after being triggered on a prior Territory Wars event. Territory Wars: The Disobey Order button will now require double confirmation. Territory Wars: Fixed issue in Territory Wars where defending squad can have one of the squad’s units stuck at 100% Turn Meter with infinite turns thus blocking progression for that phase tree. Territory Wars: Fixed issue in Territory Wars when killing the last enemy in a squad as the round timer reaches 0:00 would net you 0 banners and not count as a successful attack. Territory Wars: Opponents in Territory Wars can no longer select non-capital ships in place of a Capital Ship. Territory Wars: If players reached level 65 after a Territory Battle has started they will no longer encounter multiple restarts. Territory Wars: Fixed issue where conquered zones turn grey before animation has occurred. Territory Wars: Fixed issue where string texts were being displayed in the Territory Skirmish Event selection screen instead of the intended text. Territory Wars: Fixed issue where scroll bars in Allied and Enemy squad lists constantly update the amount of scrollable area as the user scrolls. Territory Wars: Fixed issue where the "ENTER" button is highlighted in an invalid territory zone.114KViews1like884CommentsMessage from the CM
Hey Everyone, It’s been a while since I’ve posted a message to you all that is directly from me, one that isn’t patch notes :) I know that a number of you are upset with the latest series of updates, but know that we have heard you. As many of you saw, CG_NotReallyAJedi made a couple of posts recently addressing some of the concerns with Mods. We should have more to discuss tomorrow, but know that the team is doing quite a bit of work on Mods to change them. I want to avoid giving any specifics since all of the changes we’re looking at are being tested still, but know that adjustments will be made to Mods. There are also some other concerns you all have that I won’t list out here, but know that I’m talking to the development team about them as well. Now, in regards to all of the posts on the forums, we need to adjust the approach being taken by a number of posters. I’m going to ask that you please stop posting threads that do nothing to help the state of the game, I don’t want to remove anyone because they keep breaking the TOS and Forum Guidelines. Here are a couple of things that I’d like to see stop: Posting threads telling people to quit, to stop spending on the game or to lower their review scores. This does nothing to help the state of the game. What helps us is seeing feedback on why you don’t like a certain feature and how it affects your enjoyment of the game. Do not create posts bashing EA, CG, the dev team or the moderators. Again, this does nothing to help the game. Do not create posts on how the game is dead, or how it’s going to die, or anything along those lines. If any of the above is done after this posting action will be taken against your forum account, and we really don’t want to have to do that, so please, keep it civil and constructive so we can clearly see your feedback. Thanks, Jesse98KViews0likes646CommentsGame Content Philosophy [MEGA]
Post to discuss CG_Tophat's announcement about Capital Game's development philosophy and setting expectations going forward: "CG_TopHat;d-161683" wrote: Hello Holotable Heroes, Content Philosophy We wanted to take this opportunity to restate our ongoing strategy around releasing and curating new content in Star Wars: Galaxy of Heroes. Specifically, we want to provide information about upcoming changes related to the recently released Sith Triumvirate Raid. With each new Raid, our goals are to bring a new level of challenge to the game and to provide innovative gameplay which encourages strategic thinking and “outside the meta” play. We recognize that when a Raid is new, success in the Raid helps define high level competition in the game. Later, when the Raid becomes widely understood, we begin the process of designing a new Raid so players can be challenged again in this unique aspect of the game. We regularly evaluate, and update, the current state of any Raid. This regular evaluation can lead to changes such as tuning tweaks, adjustment of rewards, and bug fixes. As a part of this process, we actively look for interactions that undermine the “spirit” of any new Raid and decide whether or not we need to make changes to the Raid to prevent them. Teams that can perform infinite loops within the first week of release fall within this category of “undermining the design spirit”. We consider each incident of this nature individually to determine whether corrective actions are warranted. While we do have several processes in place to prevent these interactions from making it into the live game, they unfortunately can still happen. In order to protect the integrity of the design and the experience, we will continue to actively curate the Raids (and any other content) going forward. Before proceeding with specific changes, we want to thank you all for your excitement for and participation in the Sith Triumvirate Raid. We’ve enjoyed watching the players engage and best the ancient and terrible Sith Lords. Your excitement in tackling one of our most challenging pieces of content to date, inspires the entire studio to continue our commitment to making the best game possible. Thank you for being part of the improvement process. The Galaxy of Heroes community is an amazing, dedicated, and passionate group of people. You are all key to the game’s current and future success! ... (Sith Raid Change elswhere) As always, we appreciate your continued support. Thanks for playing with us. CG_TopHat FAQs and responses collected here: 1. "CG_RyDiggs;c-1484412" wrote: "Zapdoszaps;c-1484396" wrote: Please don’t nerf expose. please This change is only for raid bosses. This will have minimal impact on AAT/Rancor as expose is a minimal impact on those raids. This is not nerfing expose for other areas of the game. 2. This will only affect Raid bosses, not other game areas. 3. This will have some minimal effect on Pit and AAT raids, but will not be nearly significant. 4. We will monitor the update afterwards and make sure design goals are being met. 5. CLARIFICATION: The planned changes are designed to guard against STHan exploiting an infinite Turn Meter loop in Phases 3 and 4 of the Sith Triumvirate Raid. Consequently, those units with “on-damage” turn meter effects will see a change in performance in Phases 3 and 4. These units are unaffected in Phases 1 and 2. Current testing indicates those units with “on-damage” effects applying resistible effects are performing very close to previous levels in Phases 3 and 4. These units are unaffected in Phases 1 and 2. Current testing indicates those units with “on-damage” healing effects are less survivable in Phases 3 and 4. These units are unaffected in Phases 1 and 2. 6. RESTATED from OP: Recognizing this change has an impact on overall balance, we will be lowering the health of the Sith Triumvirate Raid slightly as well to bring it more inline with our intended design.86KViews1like870CommentsCheating In Galaxy of Heroes [MEGA]
"CG_SBCrumb;d-211095" wrote: Hi Holotable Heroes, We’ve seen a lot of conversation today in response to some videos that were posted to YouTube in the last day highlighting a way to cheat in the game. These videos are a violation of the User Agreement (which everyone agrees to by playing the game), and we’d like to remind the community that cheating and violations of the User Agreement can result in suspension or a permanent ban. As Original Post (LINK)80KViews1like928CommentsVersion update 11/22 MEGA
Territory Wars and Battles Schedule of Events Also this week brings the Prelude to Territory Wars event series. In this event, players will be exposed to different, powerful defensive squads to start prepping for the first Territory Wars. There will be unique events for players at levels 20-39, 40-59, 60-69, 70-79, and players 80-85 will get two event tiers. Remember that Territory Wars are for players 65+, so get leveling if you want to participate in the full event! Completing Daily Activities every day is a great way to increase your Player Level quickly. Be on the lookout for this event in the run up to our first Territory Wars! Territory Wars and Territory Battles Scheduling Starting on November the 22nd, players will receive the first newsletter about Territory Wars and the Prelude to Territory Wars event will start. As announced previously, we are also releasing a new Dark Side Territory Battle. Imperial Retaliation (the new Dark Side Territory Battle) will start November 23rd and run through November the 28th. The first Territory Wars will start on November 28th, beginning with a 24-hour preview phase. As long as there are no issues, the second Territory Wars should start on December 1st. Until the end of the year, our plan is to run a Territory Battle and then run two Territory Wars with at least a day in between each. We will be alternating Territory Battles between Rebel Assault and Imperial Retaliation for the forseeable future. Note: Until the new Territory War client is released, you may see the “Imperial Invasion” Territory Battle scheduled for Thursday, November 23rd. This will be updated to Imperial Retaliation when all of the data has propagated. Territory Wars Get prepared for the ultimate Guild vs. Guild showdown, Territory Wars, a new guild event that pits your Guild and collection against other Guilds and their collections for the true test of who is on top! Prepare your territories for invasion by setting defenses Conquer enemy territories as you annihilate their defenses Use all new Guild Leader/Officer commands to direct your guildmates in both Territory Wars and Battles Climb the leaderboard and show the world your guild's power Anticipate regular changes in the future to keep gameplay varied and exciting! These could include unique unit bonuses and Platoon Missions. To read more details about Territory Wars, please read our post on the Territory Wars Overview Character Kit Reveals: Colonel Starck, Imperial Probe Droid, Wampa. Double Drops! Make mine a double. In celebration of the Star Wars Galaxy of Heroes 2nd anniversary, please enjoy global double drops from 11/24/17 to 11/25/17! Also, be sure to check your inbox on November 22nd for a special gift from the Galaxy of Heroes team (Please note this will not be live until Client Restart)! 25% Crystal Promotion In celebration of Star Wars: Galaxy of Heroes' 2nd anniversary, for a limited time, get 25% more Crystals on select crystal bundles in the store! Limited one time purchase per bundle. This promotion begins November 22nd SHARD SHUFFLE The following Characters are now available in the following areas: Smuggler Chewbacca - Cantina 8-F Smuggler Han - Cantina 8-G Mother Talzin- Chromium Packs In addition, the PvE Shipment tables have been updated! PvE Shipments now offer a wider array of gear & characters, and now have ship blueprints available for the first time. PACKS AND BUNDLES Pack and bundle details coming soon! GUILD OFFICER TOOLS We have added a variety of guild leader/officer tools that should significantly help with coordination of both Territory Battles and Territory Wars. For more in depth information, please see our post < > TIME SAVINGS As we introduce more Elder features, it has become clear that steps need to be taken to reduce the time commitment in other areas of the game. This is a continuing discussion, but we have taken the following actions as a first step: Territory Wars will not be occurring at the same time as Territory Battles Galactic War Difficulty: We currently scale the difficulty of Galactic War opponents with the player’s best squad, however only scale rewards up to Level 85. We are now capping the difficulty of opponent squads around the power of players who have just reached level 85. This should make Galactic War far easier to complete for elder players. Challenge Timers: The cooldown for challenge timers has been reduced from 10 minutes to 2 minutes for level 85 players. Some changes have been made to Daily Activities to improve the player experience: The dailies associated with training a character and equipping a piece of gear will now end at player level 40 The daily for upgrading a mod will be available from player level 50 - 59. When these dailies are removed, their rewards are added to "Daily Activities Completion" Polish Completed Missions: A consistency pass was done to ensure that all missions that have been completed have grey bases to indicate completion. This includes Platoon Missions that have 6/6 filled platoons filled and deploy missions that are at 3 stars. Map Navigation: A few changes have been made to make map zoom navigation in Territory Battles and Territory Wars more intuitive. Push Notifications: Players will receive a push notification when a Territory Battle or Territory War is available. Enemy Targeting: In some situations it was difficult to target or view buff details on certain enemies or apply buffs to allies. To improve all these situations, the UI element containing health/protection/turn meter/buffs can now be tapped to select a unit. It will also be easier to see unit buff details on long press. Grouping Status Effects: To reduce clutter from multiple active buffs/debuffs on a character, they will now be consolidated and a count will be displayed Platoon Mission Active Abilities: To ensure that all players notice the active platoon ability button in combat, it has been moved to near the other attack abilities. Platoon Mission Icons: The platoon mission icons now display the platoons special ability Platoon Mission details: To clarify which territories are affected by a Platoon Mission ability, a map now displays which territories are affected by the platoon's ability. In addition the platoon’s ability is displayed on the details screen so it can be accessed more quickly. Abilities Affecting Territory: To clarify which abilities are affecting combat on a specific territory, abilities that affect a territory are now displayed when viewing a combat mission, special mission, or fortification mission. Blue borders are ally abilities, red borders are enemy abilities, and gold borders apply to both sides. Saving Combat Mission Progress: To mitigate the loss of Territory Points when experiencing a crash during a Combat Mission, we are now crediting Territory Points earned up to the point of the crash. Activity Log Messages: will now persist after a territory has been completed. Keyboard Bindings: To enable easier interaction for players using a keyboard, we have added a setting to display a letter associated with each potential action in combat. BUGS Characters Boba Fett: : “Dead or Alive” Turn Meter Gain from Thermal Detonator explosion can no longer be Resisted. Cad Bane: “Hunter’s Reflexes” will now grant correct amount of Turn Meter on Encounters 2+. Emperor Palpatine: “Emperor of the Galactic Empire” will now apply Potency and Dodge Down on Encounters 2+ Hoth Rebel Scout: Fixed an issue with "Hope of the Alliance" where the Turn Meter gained from defeating an enemy could be resisted. Kanan Jarrus: ZETA upgrade of “Total Defense” will now grant Turn Meter to ally who loses Foresight. Nightsister Acolyte: "Sacrifical Magicks" will now have a chance to dispel all debuffs on herself and will now prioritize Nightsister allies who have a debuff. Old Daka: "Serve Again" will no longer trigger after Old Daka is defeated. Qui-Gon Jinn: Fixed back-end performance issue caused by Qui-gon Jin's leader ability. General Fixed issue where protection buffs would be persisted as base protection upon completion of a battle in galactic war. Fixed some Territory Battle effects that were not playing their sounds. Ion Cannon Platoon ability did not mention that it affects Phase 6 Imperial Fleet Staging Area 2X icon from Cantina Battles was overlapping with Double drop text "Bonus Rewards" from the main menu screen on 4:3 aspect ratio screens Not all characters that required a piece of gear were being displayed when tapping on it Engaging in a Territory Battle Combat Mission was replacing the player’s squad in Cantina Battles Star requirement on UNITS tab of raid details did not match actual star requirement Promoting a unit was causing the star animation to light up one star higher than it should Ships could become unselectable due to ships swaying in front of each other. This not 100% fixed, but has vastly improved AT-AT Assault can no longer be counter attacked. Titles for "Challenges", "Events", and "Mod Battles" have been capitalized. In some instances, a pre-made squad in Squad Select that was deleted would reappear on client restart. Retreating from ship combat when a max health buff is on a dead unit was causing a crash. When multiple units are sorted by a filter (ex. Rarity, Level, Gear Tier, Power, etc) and those units have equal values, the units are sorted alphabetically. In some instances where damage over time was applied, the damage numbers would remain on screen. In inbox messages, such as Guild Activity rewards, the rewards would occasionally overlap the text. The guild chat icon was not functioning in the instance that the preview of the leader’s banner message was displayed. If Hermit Yoda was the last unit in the opponent’s Galactic War team and escapes from the battle, the player could not progress. Pending guild invites were counting toward the guild’s Galactic Power. When returning to the Cantina when the “Activate Character” prompt is about to display, the daily activities could be pressed very quickly to overlap the two elements Units defeated with Deathmark in Phase 1 of the Rancor Raid could be revived in the next encounter. In some instances of Raids, damage numbers would stop displaying. Now the “Join a guild” request is cancelled when a player joins another guild. When first installing a game on an Android device, if the player has already logged into a Google + account, the “Already have an account?” button will no longer display. Some players were receiving many duplicate push notifications. In situations where a unit died and was revived, the star count showed less than 3 stars but the node could be simmed. Now the star count is based on the number of units remaining at the end of battle regardless of revive. The props on the guild home table (ex. Rancor) would sometimes not display and the label beneath would sometimes be inaccurate. Fix for popup message not displaying for credits button in the Dark Side and Light Side missions. The guild text box will no longer overlap with ability buttons in combat. Using the back button while promoting a unit will no longer cause the game to crash. WHAT'S AHEAD "The belonging you seek is not behind you... it is ahead."73KViews0likes1259Comments