Datacron Release Adjustment
Hello Holotable Heroes, My apologies for the lack of post about this, chalking it up to the holiday hangover. The release cadence of Datacrons has always been a bit awkward with Conquests, and Eras have put a spotlight onto that. To better align our content in a more cohesive way, we have tweaked the timing for Datacrons. Instead of releasing every other month and lasting for 4 months, Datacrons will now release each month and last for 3 months. To account for this increased release schedule, we will be lowering the complexity of each set with the goal of it being a net neutral amount of information to keep in your brains. We will monitor the impact of these adjustments and as always, your feedback is important to the team, so please share with us your thoughts as you interact with these adjustments. Edit information added: Starting with Set 26, Reroll costs for Datacron between Level 4 and 6 have been halved. We have reduced the amount of factions per set from 4 to 2, which should make it easier for you to get the affixes you’re going after17KViews8likes127CommentsMaul (Hate-Fueled)
UNIT NAME: Maul (Hate-Fueled) ALIGNMENT: Dark CATEGORIES: Dark Side, Attacker, Unaligned Force User HIDDEN CATEGORY: Large character ------ Twisted, broken, yet sustained by hatred. Those are the pillars in which Maul (affectionately known as “Spider Maul”) was born from. In reviewing our anniversary celebration plans, we knew this was the prime opportunity to bring this partially mechanical menace to the holotables. What team he was part of was a big point of discussion. We felt the Starkiller team made for a great home as that group inherently is a bit of a hodgepodge of different characters from all over the Galaxy. This also had the added benefit that we could more closely design Stranger and Maul together, making sure each brought unique mechanics that amplified the team’s overall power. The team had nervous glee at the idea of putting Starkiller, Stranger, and Maul all on the same team. We hope you enjoy using Maul as much as we enjoyed making him! Basic ability - Fractured Fury Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented. Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted. Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered Edge of Madness: -2% Defense per stack Fracture: Speed set to 0, can't gain buffs, bonus attacks, or bonus Turn Meter. Against Raid Bosses and Galactic Legends: -50% Speed (doesn't stack with Breach, Pinned, or Speed Down), can't gain buffs, and -30% counter chance Design Notes: This ability when coupled with the maximum invested version of his second Special ability is a potent combo that gives Maul and his team a way to selectively lock key targets down for a limited time. Fracture and Bleed are both excellent ways to synergize with the Stranger’s abilities. Inspiration: In this snapshot of Maul (from Lotho Minor when Savage finds him) his mind is a bit broken from the trauma of his duel against Obi-Wan and Qui-Gon Jinn. We wanted to capture that thematically with a fun nod to the Fracture debuff as a bonus. FAQ: Question: I really want to Fracture someone early, but should I really open with a Basic ability? Answer: Check out his second Special ability, “Howl of the Broken”. If you have the Zeta for it, Maul will call his Dark Side Attacker allies to assist, which includes himself! (he is his own favorite ally). This means you can open with Special02 to distribute debuffs and damage, and Maul (so long as he is not prevented from assisting) will followup with his Basic, Fracturing your target. Keep in mind he can only Fracture someone once per encounter, so choose your targets wisely. Special ability 1 - Relentless Malice (Cooldown 3) Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage. If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1. If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health. While in Territory Wars: Deal Physical damage an additional four times. Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead. Design Notes: If you feel as though the best form of locking a target down is by defeating them, then this is the ability for you! This ability has very high damage potential against single targets. Since (when fully invested) Maul’s second Unique gives him the ability to ignore taunt effects during his first turn (spoilers, for further below, sorry), you could choose a key target to potentially defeat outright as Maul’s first move, saving your Fracture play we discussed in his Basic for a later point in the battle (though you’ll lose that juicy ignore taunt benefit after his first turn). Synergy: This ability greatly benefits from Maul’s Max Health value, so make sure you’re modding him appropriately. Inspiration: While his mind may be fractured, his body still has echoes of that deadly quickness we saw during his duel with Kenobi and Qui-Gon. We wanted to showcase that those metal spider boots aren’t just for show, they’re made for hurtin’. FAQ: Question: Why so many instances of damage, why not just one big number? Answer: Thematically we wanted to lean into his many metal legs, and mechanically this makes him extremely deadly against mechanics like the Gungan Shield Generator or B1 Droids which lose stacks based on instances of damage. Question: How do I deal with Bleed when I am facing Maul? Answer: Health recovery of any amount removes stacks of Bleed and is the best way to counter it. Protection recovery won’t remove stacks however. Special ability 2 - Howl of the Broken (Cooldown 4) Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies. Call all Dark Side Attacker allies to assist. Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted. Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter. While in Territory Wars: If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter. Increase the cooldowns of target enemy by 1, which can't be resisted. Design Notes: Compared to his other Special ability, this deals relatively light damage but it has a lot of power and synergies to lift up Maul and his allies. Bleed can be removed with heals, but Mr.Bond, how can you heal if you are… IMMUNE TO HEALING!? Which this ability provides for a cool 2 turn duration on all enemies. Additionally, using this when fully invested calls Dark Side Attacker allies to assist which includes himself and the Stranger, a deadly combo indeed. Synergy: This has a great deal of synergy with other Dark Side Attacker allies and is Maul’s primary battle control ability, letting him lock down whole teams for a limited time through Fear or Daze. Inspiration: While all of his abilities capture elements of his physical prowess and do have nods to his madness, we wanted an ability that also acknowledges he is still a potent force user and trained under one of the most powerful Sith alive. Combine that training with his unhinged state and you get this ability. FAQ: Question: Does Maul call himself to assist with this? Answer: Yes. If he didn’t, it should say “Call all other Dark Side…”. Question: Does the Turn Meter gain on his Omicron rely on removing that Turn Meter from enemies? So if an enemy is at 0% Turn Meter, do we still get 60%? Answer: It is not reliant on the Turn Meter removal, it is handled through two separate effects and checks. He removes Turn Meter if he can, and then simply gives 60% Turn Meter to his specific allies, but if for any reason the removal fails (maybe enemies can’t have their Turn Meter reduced for example), the gain would still trigger (unless Maul’s team has an effect which prevents bonus Turn Meter of course). Unique 01 - Hatred Sustains Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter. Maul can't be instantly defeated. While Maul is at certain Health thresholds, he gains cumulative effects: Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75% Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50% Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25% While in Territory Wars: At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented. Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter. Design Note: We wanted to lean into the idea that as Maul is damaged throughout a battle, he continually utilizes that damage to fuel his power but that can come with a lot of risks (the character feels too weak, the benefits aren’t impactful enough, etc), with this we’ve tried to give him a very high action economy with his various Turn Meter gains and giving clearly communicated benefits if he hits certain health thresholds. The hope here is that seeing Maul at 25% health is a scary experience if you’re facing him and an exciting one if you’re using him. Synergy: Especially if you mod Maul for Health, he should be able to somewhat safely exist in these less than 100% health thresholds. He should still feel extremely deadly even at full health, however. Inspiration: Throughout his appearances in the StarWars universe, Maul often finds himself in a proverbial corner as it were but still finds ways to turn situations to his advantage or to fight back in situations where weaker Force users could be defeated. We wanted to tap into that while also capturing the frenzied, manic nature of his broken self during this snapshot. It also opened up some interesting design space for us in risk vs reward. FAQ: Question: Will I need to keep track of the stat increases at his health thresholds? Answer: Each status icon that appears above his head should include all the cumulative benefits he has up to that point. So at Web of Descent II for example it would mention he has +25 Speed but the description should also include the +50% Offense info from Web of Descent I. This should make it easier to quickly look and see what benefits you have so far. Question: Do the chances for him receiving damage stack? At Web of Descent II for example, is it a 15% chance to gain 75% Turn Meter? Answer: No. We tried to clarify this in text by saying “instead”. So if he’s in a normal battle with no Web of Descent thresholds, he has just the 5% chance to gain 75%, and then when he hits Web of Descent II, he now has just the 10% chance to gain 75%. Question: Ok, but what about the Omicron? Does that stack? I just really love Turn Meter. Answer: No. The Omicron effect is a replacement for both his base and Web of Descent chances. So in Territory War with his Omicron, he’ll always (assuming nothing is stopping him from gaining bonus Turn Meter) have a 25% chance to gain 100% Turn Meter and won’t benefit from that aspect of Web of Descent II. Unique 02 - Always Remember, I am Fear At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter. During Maul's first turn each encounter, he ignores taunt effects. Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed. If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn. Hatred: +25% Critical Chance, +100% Defense, and +100% Offense; when defeated, revive with 100% Health and gain 100% Turn Meter Anguish: Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage Redeemed (comes from Juhani’s Omicron ability): +35 Speed; whenever this character uses an ability during their turn, all other allies with Redeemed assist; whenever this character gains a buff, dispel all debuffs on allies with Redeemed; whenever this character is damaged, all allies with Redeemed gain 15% Turn Meter; whenever this character is inflicted with a debuff, all allies with Redeemed recover 15% Protection Design Notes: Whereas his first Unique is almost entirely selfish and focuses on himself, this Unique sprinkles a bit more synergy for his allies. A lot of it still focuses on how Maul benefits, but the last block in particular can do a lot to keep his allies safe. Synergy: He’ll benefit the most from being paired with a Starkiller team because of the mixture of Dark Side and Light Side allies. Inspiration: When Maul is muttering to himself when Savage finds him, he (Maul) is trying to grasp fragments of his memory for lines taken from the Sith Code and give himself a lil’ pep talk. We felt this was really powerful for his character and tried to pair effects that worked for our needs mechanically but also nodded to this quote and moment. If you haven’t watched Clone Wars and Rebels, may we boldly recommend doing so! FAQ: Question: Why “non-Dark Side” allies? Hints are more neutral characters? Answer: It felt physically wrong to write Light Side synergy for Maul, honestly. We had it written as Light Side for awhile and it stuck out to many of us internally, so the language was adjusted but is still accurate. So, no, not a hint at more Neutral characters I am afraid. Question: Does the bonus Protection (30%) stack? Answer: It doesn’t, no. It does “refresh” when it is re-applied however, so if character A deals enough damage to remove 25% of that bonus Protection, and they end their turn and character B begins theirs, that bonus Protection on Maul will be back to 30%. Question: Why is Maul immune to Redeemed? Answer: We found with some internal testing that it was a bit of an undesirable experience for Maul to get this, and had situations where it actually weakened the Omicrons effectiveness since Maul would get it instead of Starkiller. We didn’t want to cheapen the investment you’ve made into that Juhani Omicron. It also has a bit of a fun thematic nod to Maul’s story as a whole. Question: Using Maul, if I defeat 2 characters before Maul is defeated, and then I defeat 1 character after he is defeated, can I revive all 3? Answer: Only enemies defeated before Maul was defeated can’t be revived. So in the above example, assuming you had a mass revive, you would only revive a single character of the three (the character defeated after Maul himself had been defeated).29KViews12likes31CommentsUpdate 1/7/2026
Hello Holotable Heroes, Here are the updates for today: News Zuckuss shards are now farmable from Fleet Battles (Hard) 4-B. They replace TIE Advanced. TIE Advanced blueprints are available in Galactic War Shipments 4-LOM shards are now farmable from [b]Dark Side Battles (Hard) 2-F. They replace IG-86 Sentinel Droid. IG-86 Sentinel Droid shards are available in Galactic War Shipments Rebel B-wing blueprints are now farmable from Cantina Battles 6-F Satele Shan - Conquest Character - Kit with Images coming SoonTM Maul (Fuel-Hatred) Omega (Fugitive) is Accelerated! Additive Drops Event inbound Bugs and Adjustments Corrected multiple grammar errors in Darth Vader (Duel’s End) — Unique ability "I Am What Remains". Fixed an issue where R2-D2 gains only 25% Turn Meter instead of 50% from Rex datacron Updated the Episode Points description to accurately reflect all current acquisition methods. Fixed an issue where some Rodian Pirates on Light Side 8-A did not count towards the journey quest Fixed a bug where Jocasta Nu would be able to use "It's Up to You Now" before she should Corrected an issue where Power Cell Injector (Plasma) - Zuckuss was using an incomplete recipe. Corrected an issue where the visuals for the focused datacrons appeared to use different datacrons from their core set counterparts. Unit Updates: Bastila Shan Unique 2- Force Bond Old Final Text: If Jedi Knight Revan is in the leader slot: Bastila and Jedi Knight Revan have +70% Accuracy, Potency, and Tenacity. Jedi Knight Revan also recovers Protection from Legendary Battle Meditation. If Darth Revan is on the enemy squad: Bastila gains Advantage and Retribution for 1 turn at the start of Darth Revan's turns.sion has +50% Offense. If Zaalbar is present, he also gains this bonus. Once per turn, Mission Assists when Zaalbar uses an ability. When Zaalbar takes damage from an attack, Mission gains 10% Offense (stacking) for 2 turns. When Mission deals damage to an enemy, Zaalbar recovers 10% Health. New Final Text: If Jedi Knight Revan or Satele Shan is in the Leader slot: Bastila and the allied Leader have +70% Accuracy, Potency, and Tenacity. The allied Leader also recovers Protection from Legendary Battle Meditation. If Darth Revan is on the enemy squad: Bastila gains Advantage and Retribution for 1 turn at the start of Darth Revan's turns. Mission Vao Unique 2- Me and Big Z forever Old Final Text: Mission has +50% Offense. If Zaalbar is present, he also gains this bonus. Once per turn, Mission Assists when Zaalbar uses an ability. When Zaalbar takes damage from an attack, Mission gains 10% Offense (stacking) for 2 turns. When Mission deals damage to an enemy, Zaalbar recovers 10% Health.Mission has +50% Offense. If Zaalbar is present, he also gains this bonus. Once per turn, Mission Assists when Zaalbar uses an ability. When Zaalbar takes damage from an attack, Mission gains 10% Offense (stacking) for 2 turns. When Mission deals damage to an enemy, Zaalbar recovers 10% Health. New Final Text: Mission has +50% Offense. If Zaalbar is present, he also gains this bonus. Once per turn, Mission Assists when Zaalbar uses an ability. When Zaalbar takes damage from an attack, Mission gains 10% Offense (stacking) for 2 turns. When Mission deals damage to an enemy, Zaalbar recovers 10% Health. While in Territory Wars, if all allies are Old Republic, and the leader is a Jedi: at the start of battle, Mission Vao gains the Jedi faction tag. All allies gain 100 Speed for 1 turn and they are immune to cooldown reduction. Whenever Mission uses her Basic ability, all allies gain Riposte for 2 turns. If Zaalbar is not an ally at the start of battle, Mission's abilities all consider the leader to be Zaalbar.20KViews9likes21Comments[Updated] Smuggler's Run III update
Ah, Holotable Heroes! You are finally ready to do some real business, yes? Today, I have excellent news; news that involves glorious profit, of course! We are giving you an update on Smuggler’s Run III! Prepare yourselves, because soon you will be gathering some of Galactic Legend Hondo Ohnaka’s (that’s me, the magnificent one!) most valuable booty! With the introduction of SRIII, we will be reducing the cadence each Smuggler’s Run will have. To ensure everyone is getting the proper amount of rewards total, we have increased the rewards per run. The current cadence will be Smuggler's Run I running every other Monday, SR II every other Wednesday, and SR III every other Friday. These changes will take place in November when the first event of Smuggler’s Run III goes live. Rewards G10 Previous Rewards Updated Rewards Smuggler's Run I Mk 1 Fusion Coil 4 6 Mk 1 Power Flow Control Chip 4 6 MK 1 Fusion Disk 4 6 MK 1 Bonding Pin 4 6 Credits 250000 375000 5d Mystery-Health 1 8 Smuggler's Run I Deadly (G12) Mk 1 Capacitor 5 8 Mk 1 Amplifier 5 8 Mk 1 Fusion Coil 5 8 Mk 1 Power Flow Control Chip 5 8 MK 1 Fusion Disk 5 8 MK 1 Bonding Pin 5 8 MK 2 Pulse Modulator 2 4 5d Mystery-Health 1 10 Smuggler's Run II Very Deadly (R3+) Mk 2 Circuit Breaker Module 20 30 MK 2 Pulse Modulator 20 30 Mk 1 Capacitor 50 76 Mk 1 Amplifier 50 76 Micro Attenuators 30 46 5d Mystery-Health 1 12 Smuggler's Run III Very Deadly (R3+) Mk 2 Circuit Breaker Module 30 MK 2 Pulse Modulator 30 Mk 1 Capacitor 76 Mk 1 Amplifier 76 Micro Attenuators 46 5d Mystery-Speed 12 SR III Bonus Tier Release TBD Extremely Deadly (R9) Mk 2 Circuit Breaker Module 40 MK 2 Pulse Modulator 40 Mk 1 Capacitor 84 Mk 1 Amplifier 84 Mk 1 Fusion Coil 16 Mk 1 Power Flow Control Chip 16 Micro Attenuators 46 5d Mystery-Speed 12 A pirate always delivers! Go get ready. I expect to be paid for my magnificent inspiration! UPDATE: Adjusted the 6d to 5d and we have increased the number of mods. We apologize for any confusion. Thank you.24KViews10likes49Comments[Hotfix Deployed + Updated] Rebel and Jedi LST Issue
Hello HHH, The team is aware that the Rebel LST being applied to Lobot is not targeting Lobot and are investigating. Thank you for your reports. Update: These are the characters that are currently affected and the team is working on a fix Rebels: - Baze Malbus - Bistan - Chirrut Imwe - Lando Calrissian - Lobot - Stormtrooper Han - Wedge Antilles Jedi: - Aayla Secura - Eeth Koth - Ima-Gun Di - Kit Fisto - Plo Koon This issue will be addressed in our make good we are working on.10KViews4likes34CommentsTitle Update and 10-Year Anniversary Announcement Post
Hello Holotable Heroes, Ten years. A decade. It's difficult to believe that it's been this long since we first invited you to pull up a seat at the Holotable and begin your journey in Star Wars: Galaxy of Heroes. Together, we've achieved numerous milestones, assembled legendary squads, and watched as this incredible community has grown and flourished. Thank you for being the heart and soul of SWGOH. To properly honor this momentous 10-year anniversary and set the stage for the next exciting era of the game, we are thrilled to announce a foundational overhaul in the biggest update we’ve ever made! We're bringing sweeping changes to the structure of the game, designed to revitalize the core experience, enhance progression, and introduce new ways to play. There is a lot of information below, so grab a beverage, find a comfy chair and enjoy the update notes! Eras Last year we released Episodes, and with them we mentioned this concept called Eras. These are Galaxy of Heroes’ new seasonal structure. The guiding principles for seasonality can be found at the end of this document. Each standard Era will consist of: Three Episodes per Era Six Marquee units A Journey Guide event and associated unit Weekly Episode Quests Era Challenges to test your Marquee Squads And multiple pieces of content for all players to enjoy Periodically we’ll have non-standard eras that may only last one Episode or that may not have a Journey Guide event, but we will communicate about these as they occur. As part of these changes we are also expanding the availability of Episode Quests, the Episode Track, and the Episode Pass to all players starting at Level 10 instead of Level 85. Players will get a different set of Episode Quests in each Episode depending on their level when the Episode starts. Players who are below Level 85 receive a standard set of introductory Episode Quests Players at Level 85 receive the bespoke set of Episode Quests for that Episode Additionally, Character Quests will become available for all players at Level 20, which is the same level that unlocks Marquee Events Era Isolation Eras will be isolated from the rest of the game, which we’re referring to as “Legacy” content. During the Era in which each Marquee and Journey Guide unit is released, both the Journey Guide and Marquee units will be considered an “Era Unit”. When an Era ends, all of the current Era units will become Legacy units. When the next Era begins, the newest Marquee and Journey Guide units released during this new Era will be considered Era units for its duration. This is an important distinction for a few reasons: Era units can only be used in Era modes and will not be allowed in Legacy modes. Era Units only use Era resources for progression while Legacy units will continue to use existing materials and recipes for upgrades. Legacy units cannot be used in Era modes or be upgraded with Era materials This isolation is primarily to allow players to progress in both the latest content and grow their rosters with Legacy content without having to choose where to put their resources, but a more detailed explanation of why this distinction and isolation is important can be found at the bottom of this update. Era Journey Guide will work a little differently than normal Journey Guide events. The Era Journey Events will start in week 9 of the Era, which is when the 5th Era Marquee is released. Era Journey Guides Units will be available at 4* to allow players to use them early during the Era. This Era Journey Guide will be structured as follows: Tier I requires the first 5 Era Marquees at 4 at Era Level 45 and will unlock the Journey Guide Unit at 4 The 5 Era Journey Guide Unit will require 5 Marquee units at 5 The 6* and 7* versions of the JG will become available when the 6th Marquee releases and will require all 6 Marquees at 6* and 7* respectively. A significant amount of time after the Era, the Journey Guide will become a Legacy event, but it will have different requirements as the Marquees will no longer be Era units Era Levels To support our design pillars, we’re introducing a new progression system for Era units. This system uses new resources instead of Legacy gear or Relic materials, allowing all players to simultaneously continue their existing farms and chases while building up and playing with new units. Era Levels are a linear progression path that unlocks stats or abilities at each level. Unit Stars is another way to power up your Era units and are required to upgrade Era Levels beyond certain levels: 4* is required for Level 66+ 5* is required for Level 76+ 6* is required for Level 86+ 7* is required for Level 91+ Players will need a variety of Era Materials to upgrade a unit’s Era Level. These can be earned from participating in the Era through Coliseum, Era Marquee Events, Era Journey Events, and Episode Track milestones or purchased from the store. When Era units become Legacy units at the end of an Era, their Era Level will convert into the Character level, Gear tier/Relic level, and Ability level associated with that Era Level. Any Era Materials and Era currencies will be converted to Legacy materials at the end of an Era. The specifics of this new economy are still being finalized, but here are some examples of how your Era Units will be converted over: Era Level 65 - Lv 85/Gear 12(Base)/Ability Level 7 This is where we expect most players to reach with F2P Era Level 80 - Lv 85/Relic 2/Ability Level 7 Era Level 95 (Max Era Level) - Lv 85/Relic 6/Ability Level 8 (Zeta abilities!) Now let’s look at the first round of changes coming to the game in support of Eras, followed by what players can look forward to next year. Coliseum Coliseum is a new game mode and the first Era mode to be added to Star Wars: Galaxy of Heroes. Unlocking at Player Level 10, this game mode pits individual players against formidable foes from the Star Wars universe. Bosses will rotate daily, with players attempting to achieve new high scores each day. These high scores will earn rewards in two ways: one-time rewards for reaching certain score milestones (that reset each era) and daily leaderboard rewards competing against other players’ high scores for the day. The Coliseum leaderboard is one of the primary places to earn the new Relic 10 materials. More on Relic 10 below. To support this new leaderboard, players will be randomly assigned to new Era Shards. These are similar to Squad Arena and Fleet Arena shards, but are completely separate. An Era shard is not tied to a player’s Squad or Fleet Arena Shard and will not affect either of those in any way. Players will be randomly assigned to a new shard each Era, giving everyone an opportunity to prove their mettle against a variety of opponents. Era Challenges Era Challenges are another place to use Era units in this release. These will be replacing Galactic Challenges in an effort to help manage how much time players spend completing their daily tasks. The difficulty tiers are balanced around having Era units & squads at certain Era Levels, and the feats reward those appropriately. These will be available during the weeks between marquee releases, and players will have the full week to complete as much as they can on their own schedule. Time In Game Time needed to complete all the events and modes daily is an important topic to discuss as part of all these changes. With the addition of Coliseum and managing an Era roster on top of your existing roster, it is critical that we ensure the time spent in game daily doesn’t increase significantly. We designed the systems and the scale of Eras to something far more manageable. For this release Coliseum is a huge focus, but we were careful to ensure that only a few battles a day are needed to complete most of the Era content and advance up the leaderboard. Your score for each Coliseum boss is a high water mark that persists over the Era, which means once you achieve your best score, you don’t need to keep battling over and over again that day. A new type of event is Era Challenges, which replaces Galactic Challenges. Every other week, Players have 7 days to complete Era Challenges and use their newly powered up Era Squads. This should make Era Challenges less time intensive than Galactic Challenges overall. Lastly, we wanted to reduce some time spent in Conquest and Territory Battles. For players who are over-invested in the Squads needed for the zone, Relic Delta will make those battles faster and need less micromanaging during the encounters. In the future, we will continue to examine which modes should be supplanted by the Era system and which ones are the important drivers of your Legacy roster that should stay front and center. We are also scrutinizing which areas of the game are not only time intensive but become repetitive once mastered. This is a space we are continuing to examine and determine if they should be addressed with quality of life changes or removed entirely. More on this in the future as we watch this release closely for how it impacts time spent in the game. Cantina We have long wanted to spice up the cantina with new characters, story elements, tie-ins to current events within Galaxy of Heroes, and more. While our Art team is hard at work preparing larger changes, we wanted to put seasonal content front and center. To facilitate this, we’ve condensed the Light Side and Dark Side tables into the Cantina Battles table and renamed it the Campaigns table. We will be continuing the work to modernize our Cantina in an update scheduled for next year. Our goal is to provide an easily-navigated home screen that informs you of the most relevant information to you and what exciting new content has been released. Future Seasonal Content Oftentimes players will be building two or even three squads out of the marquee and Journey Guide units they unlock during an era, and we want to support player agency in developing those squads. Early next year we plan to release what we’re calling Loaned Units - a system where players will temporarily be granted a variety of additional Era units based on Legacy units for use in Era modes. Loaned units will not require direct investment to increase their power, and they will go away at the end of the era. Until then, we’re utilizing summoned units within Coliseum to provide a better and more well-rounded combat experience. We recognize that there are players who want to duke it out in direct PvP rather than fight big bosses. With that in mind, we want to bring a PvP mode to Eras in the future. For this to be the compelling PvP experience we want it to be, it needs to be supported by Loaned Units and a system for stat differentiation. However for Era PvP, mods can be complicated, and they introduce a wide variance in player experience and competitive viability based on random rolls. While the system provides interesting texture to legacy content and long-term progression, it is not conducive to seasonal content where all players start from the same place each era. With all that said, any Era PvP will be introduced alongside a new system for stat differentiation among Era units that will allow Era PvP to be an intriguing competitive landscape for players to deeply engage with. More on the next Era features as we get closer to their releases. We should note that this is not the end of "Legacy" content as the Era system works in conjunction with new events and modes that are outside of Eras. We have many plans to release more features and content like Raids, Territory Battle Planets, and Units in the future. Legacy Changes Alongside the new era content, we have a number of changes coming to the rest of the game. Let’s take a high-level look at what those are. Marquee Cadence A long time ago, we established a cadence for Marquee units. Since then, we’ve added to the cadence (shards become accelerated approximately one year later) and introduced new versions of Marquee events. With the introduction of Eras, we are evolving Marquees to the next stage. Players will be granted all of the Marquee units from an Era the first time they log in during that era. These units will not be accessible for upgrades or battle use until their individual marquee event starts, but they will exist in your roster. This way, all players will have access to the same Marquee units at the same time, even if a particular Marquee event is missed during an Era. (You’ll still want to play the Marquee while it is active to earn more shards for your Era Units, though!) It also helps players jump straight into Era content. The other notable change to marquee units is when they transition to shipments, nodes, and accelerated status. Marquee characters’ shards will be available in Shipments approximately the second week after their release Era ends and they become legacy characters. Marquee characters’ shards will be farmable on a node approximately 13 weeks after their marquee event. Marquee characters’ shards will become accelerated around one year after the start of their release Era, even when this would mean an individual character may become accelerated earlier than one year after their marquee event. This is also when Marquee units are eligible for Lightspeed Tokens, as a change from our earlier plan of having them become eligible one year after the end of the Era. Relic Economy Changes As part of this major Eras update, there will be a number of changes to the Relic economy. Eras create a path for players to reach the higher tiers of Relics if they want to invest deeper into their squads. Relics are also a critical part of the rewards for the Era, and there are three ways we are improving the Relic experience for players: Reduce the Pinch of Gear and Relic Materials Increase inflow of Relic resources to majority of players Improve Access to Relics Reduce the Pinch of Gear and Relic Materials The first way we are reducing some of the Relic pressure on your roster is through the changes to Eras. Eras significantly change how players interact with Legacy unit progression as Era Levels provide a head start on new units when they convert at the end of an Era. This reduces the amount of Gear needed for new units and instead can be used at the Scavenger to obtain the Relic materials you need. Outside of the newest units, Era rewards will also impact many older Journeys. Lightspeed Tokens are rewarded from engaging or investing in the Era and can be used on Legacy units to accelerate access to squads and Journey Guide events. Again, this reduces the amount of Gear you need to get Journey Guide requirements up to speed and freeing up Gear to be used elsewhere. Our goal for Eras is to be an efficient way to acquire Journey Guide units and power up your roster. Additionally to alleviate some pressure on Relic materials for Relic 9, we are removing Fragmented Signal Data, Chromium Transistor, and Aurodium Heatsink from the Relic 9 recipe. All of these changes combined allow you to use less Gear for upgrading Units and save Gear for the Scavenger to get the Relics you want faster. Increase amount of Relic Material inflows While reducing the number of places you need Gear, it is important to get more Relic materials into players’ inventories. This primarily comes from the updates to milestones on the free Episode Track. Relic 1-5 materials and Tier 1-3 Signal Data will be replacing existing GC Salvage Boxes on the free Episode Track milestones. Players engaging daily in Eras will still be able to complete the Episode Track, and we expect most players to be able to earn these resources monthly. On top of that, we are updating Episode Shipments to include items like Signal Data (Fragmented and Incomplete) so players can use their extra Episode currency to also boost their Relic farms. Improve Access to Relics More resources and less pressure on Gear when upgrading Characters is great, but without access to more of the important materials to upgrade higher tier Relics, players would be unable to utilize these additional resources. With that in mind, the Scavenger will be updated with the following changes: New Relic Material recipes Aeromagnifiers Mk 12 ArmaTek Tactical Data Prototype = 270 points Mk 12 ArmaTek Tactical Data Prototype Salvage = 9 points Mk 7 Kyrotech Shock Prod Prototype = 450 points Mk 7 Kyrotech Shock Prod Prototype Salvage = 9 points Mk 9 Kyrotech Battle Computer Prototype = 450 points Mk 9 Kyrotech Battle Computer Prototype Salvage = 9 points Points to create 1x Aeromagnifier = 175 points Droid Brains Mk 12 ArmaTek Tactical Data Prototype = 270 points Mk 12 ArmaTek Tactical Data Prototype Salvage = 9 points Mk 7 Kyrotech Shock Prod Prototype = 450 points Mk 7 Kyrotech Shock Prod Prototype Salvage = 9 points Mk 9 Kyrotech Battle Computer Prototype = 450 points Mk 9 Kyrotech Battle Computer Prototype Salvage = 9 points Points to create 1x Droid Brain = 245 points New Relic Signal Data recipe Corrupted Signal Data Fragmented Signal Data = 6 points Incomplete Signal Data = 8 points Flawed Signal Data = 10 points Points to create 1x Corrupted Signal Data = 145 points In addition to the Scavenger, Raid Shipments are being updated: Electrium Conductor and Zinbiddle Card are being changed from costing Mk III Raid tokens to Mk II Electrium Conductor Cost = 75 MKII Raid Tokens each Zinbiddle Card Cost = 100 MKII Raid Tokens each Carbonite Circuit Board, Bronzium Wiring, Chromium Transistor, and Aurodium Heatsink are being changed from Mk II Raid tokens to Mk I. Carbonite Circuit Board Cost = 35 MKI Raid Tokens each Bronzium Wiring Cost = 40 MKI Raid Tokens each Chromium Transistor Cost = 50 MKI Raid Tokens each Aurodium Heatsink Cost = 55 MKI Raid Tokens each The goal here is to make these Relic materials easier and cheaper to acquire. Updated Rarity Requirements The number of Stars required for certain Relic Amplifier Levels has been reduced as well: Relic 4: Now requires 5 Stars, reduced from 6. Relic 5: Now requires 6 Stars, reduced from 7. Relic 6: Is now the first Relic Amplifier Level to require 7 Stars. While we lift the floor of Relics for many players, we also want to raise the ceiling with the introduction of Relic 10. Earned from Era Shipments, Relic 10 materials will be the most valuable for players competing at the high end of Grand Arena Championships and Territory Wars. While new units and content are exciting for our most veteran players, the competition at the top end of our PvP modes is what drives the excitement for many of our top players. Increasing the accessibility of Relic 9 means players should feel more comfortable with pushing their competitive squads to higher Relics. This is some major context for why Relic Delta is important and how the access to Relics is becoming easier. Speaking of which… Relic Delta Thanks to the efforts of those involved in the recent playtest, we have finalized the values for Relic Delta as shown below. This system will not be active in Conquest during the Stranger arc. For the Conquest arc after the Stranger, we are working on changes to improve quality-of-life and ease pain points so that the Relic Delta’s effect on the Conquest experience is purely positive. We knew this was a critical but difficult change to make, which is why we ran a playtest to help tune this to the appropriate levels. Thanks to your feedback, we lowered the overall impact of these modifiers at lower Relic differences and reduced their power at the top. Even now, the numbers above are something we will monitor closely to ensure there is a robust meta based on squad synergy and strategy that respects players’ ability to theorycraft and push squads to their limits. If you want to know more about Relic Delta and our intentions for its impact, check out our Design Fireside Chat on Relic Delta here. Episode Track Updates This release also contains a number of changes to the Episode Track. With the release of Era Levels, a variety of Era Materials will be added to the Episode Track. The Pass and the Pass+ will contain even more Era Materials to accelerate your Marquee upgrades and help you climb the Coliseum leaderboards. Additionally Relic 1-5 materials and Tier 1-3 Signal Data will replace Gear on the free Episode Track milestones. Overall, this adds more value to the Episode Track, the Pass and the Pass+ while the price will stay the same. Galactic Challenge Episode Points Migration With this release we are discontinuing Galactic Challenges in their current form and adapting the GC system to create new Era Challenges as detailed above. Episode Points awarded from these feats have been fully distributed across Episode Quests. Only the points from feats requiring Episode Pass ownership were applied to quests requiring it. Specific point changes to Episode Quests are as follows: Free Episode Quests award 5,000 EP, up from 2,000 Episode Quests requiring the Episode Pass award 7,000 EP, up from 4,000 Chapter Headline Quests award 11,000 EP, up from 8,000 There is also a new Daily Quest for playing in the Coliseum, making eight total. Individual Daily Quest rewards have changed as follows: Daily Quests reward 300 EP, reduced from 350 Completing all Daily Quests rewards 1600 EP, increased from 1500 This results in an overall increase of 50 EP/day from Daily Quests, (3,950 vs 4,000,) or 1400 per Episode. Lightspeed Tokens Future Lightspeed Tokens will have tiers updated to better match current character power levels. These consumables still instantly upgrade characters, but now grant higher Gear and Relic tiers. Note that this does not affect any existing Lightspeed Tokens. Updated Tiers Tier 1 – Carbonite: Level 85, 3 Stars, Gear XII, Ability Level 3 Tier 2 – Bronzium: Level 85, 4 Stars, Relic 1, Ability Level 4 Tier 3 – Chromium: Level 85, 5 Stars, Relic 3, Ability Level 5 Tier 4 – Aurodium: Level 85, 6 Stars, Relic 5, Ability Level 6 Tier 5 – Kyber: Level 85, 7 Stars, Relic 6, Ability Level 7 All other upgrades granted by each LST remain the same. The Anniversary Era For our 10th Anniversary, we wanted to do something special with our Marquee characters. We looked at characters that were in the game in our original launch back in 2015, and paid homage to them with new characters that have a modern place in the SW:GoH meta. The ones we chose all focus on either lifting squads that we feel could use a little help in certain areas, or building entirely new squads out of currently “homeless” characters. Anniversary Era Marquees Stormtrooper Luke - One step up from Farmboy Luke, this somewhat short Stormtrooper makes Stormtrooper Han and Princess Leia part of a real Rebel squad along with R2-D2 and Old Ben prior to unlocking Leia Organa. IG-90 - Counting up from IG-86 and IG-88, we get IG-90, a notorious bounty hunter who provides Doctor Aphra and her squad with a much-needed tank. Yoda & Chewie - Take Clone Wars Chewbacca, add one Jedi master, and bake into a powerful addition to Tarrful’s Wookiee squad. Asajj Ventress (Dark Disciple) - As a bounty hunter, Asajj Ventress looked for a place to belong as she made her way through the galaxy… much like the Scion whose squad she’ll join. Inquisitor Barriss - As Barriss Offee falls from grace, she will be part of a strong Inquisitiorius squad in 3v3 as well as a potential Unaligned Force User for Cere Junda to take under her wing. Darth Vader (Duel’s End) - As a Stranger steals away Vader’s apprentice from legend, this Elite Marquee joins his new master and the Emperor’s Hand as the backbone of a true Empire squad. Anniversary Era Journey Maul (Hate-Fueled) - Rebuilding his broken body from scrap metal and pure rage, the former Sith apprentice Maul will seek out a Stranger to give him new purpose and lead him in battle. Important Note: The Era Journey Event will now begin with the fifth Marquee unit’s release. This will allow you to unlock the Era Journey Guide unit at 4* and can get enough shards to get to 5*. When the final Era Marquee unit releases you can then play the last tiers of the Journey Event and get enough shards for 6* and 7*. Like their Era Marquee companions, the Era Journey Guide unit also uses Era Levels until the Era ends. Anniversary Era Coliseum Bosses Dryax - A vicious pair of apex predators from the planet Wayland! Jotaz - A bulky, ferocious brute from the mysterious planet of Zeffo! Pirate AT-ST - Abandoned by the Empire and salvaged by a bloodthirsty crew of pirates! Zeffo Tomb Guardians - An emotionless trio recovered from Zeffo’s Jedi tombs! 10th Anniversary Quest Celebration Starting with the release of this Title Update, and continuing over the next six months, we are releasing a series of Anniversary Quest chains that will appear in all players’ Journey Quest logs starting at Player Level 10. These quests will take a little longer to complete than a typical Journey Quest, but will be especially attractive for brand-new or returning players, granting Lightspeed Tokens to accelerate them through unlocking a number of Journey Guide characters. That said, all players should see at least some benefits from these quests! These quests will remain available until November 17, 2026. Unless otherwise specified, LSTs rewarded in these quest lines upgrade the character to 7 Stars and Gear XIII (a.k.a. Relic 0), with all abilities upgraded to maximum level. This includes Zeta upgrades but not Omicron upgrades. Below are the total rewards granted by each Anniversary Quest chain: Quest Chain 1-A (Start Date 11-18-2025): Hera Syndulla LST Sabine Wren LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 1-B (Start Date 12-2-2025): Ezra Bridger LST Chopper LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 1-C (Requires completing chains 1-A and 1-B): Captain Rex LST Rebel LST Emperor Palpatine LST (Requires completing final quest in chain to unlock Palpatine) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 2-A (Start Date 12-16-2025): Ahsoka Tano (Snips) LST Jedi Knight Anakin LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 2-B (Start Date 12-30-2025): Mace Windu LST Shaak Ti LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 2-C (Requires completing chains 2-A and 2-B): Kelleran Beq LST Jedi LST Grand Master Yoda LST (Requires completing final quest in chain to unlock GMY) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 3-A (Start Date 1-13-2026): Eighth Brother LST Ninth Sister LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 3-B (Start Date 1-27-2026): 5th Brother LST Seventh Sister LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 3-C (Requires completing chains 3-A and 3-B): 2nd Sister LST Empire LST R2-D2 LST (Requires completing final quest in chain to unlock R2) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 4-A (Start Date 2-10-2026): Princess Leia LST Luke Skywalker (Farmboy) LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 4-B (Start Date 2-24-2026): Obi-Wan Kenobi (Old Ben) LST Stormtrooper Han LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 4-C (Requires completing chains 4-A and 4-B): Admiral Ackbar LST Droid LST Commander Luke Skywalker LST (Requires completing final quest in chain to unlock CLS) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 5-A (Start Date 3-10-2026): Boba Fett LST Bossk LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 5-B (Start Date 3-24-2026): IG-88 LST Dengar LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 5-C (Requires completing chains 5-A and 5-B): Fennec Shand LST Bounty Hunter LST Chewbacca LST (Requires completing final quest in chain to unlock Chewbacca) Does not grant Star upgrade, but all other upgrades are the same Quest Chain 6-A (Start Date 4-7-2026): The Mandalorian LST Cara Dune LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 6-B (Start Date 4-21-2026): IG-11 LST Kuiil LST 10x Zeta Ability Materials 3x Omicron Ability Materials Quest Chain 6-C (Requires completing chains 6-A and 6-B): Greef Karga LST Mandalorian LST The Mandalorian (Beskar Armor) LST (Requires completing final quest in chain to unlock BAM) Does not grant Star upgrade, but all other upgrades are the same Pillars of Seasonality Star Wars: Galaxy of Heroes has evolved so much over the last 10 years. As we looked at the future of the game, we wanted to build an ecosystem where all players could enjoy the latest content together. We established a few pillars for this ecosystem, eventually called Eras (seasonality), around which all of our design decisions were based and where we looked for guidance whenever an issue popped up. Let’s walk through the following 4 pillars to understand why they exist and how they affected the design of this release. Pillar 1: Seasonal Play is for All Players Whether players have been playing for 10 days or 10 years, we want everyone to play with the newest Marquee characters together. The first step to getting all players to experience the newest content together was to put all players on the same footing at the start of an Era. One option was to simply grant everyone the units for each event tier, but “borrowing units” doesn’t allow players to upgrade units in a unique way or support theorycrafting. Just using borrowed Units for an Era fundamentally didn’t feel like a fun or compelling way to grow a roster. This led to the creation of a new progression system called Era Level. Now everyone would start from the same place each Era when playing with the new Marquee Units, and players could invest as they wanted. Great! But now we had some questions to answer: How would these Era units interact with existing rosters and game modes? If it’s not the highest relic level, how can players get that unit to a state of competitive viability? What constitutes game-wide competitive viability when players could have a roster full of G7s or R7s? Ensuring that these Units felt competitive for all types of players in existing modes regardless of where they are going on their journey was impossible. What was viable for one player in Grand Arena for example was completely useless or overpowered for another. We could have picked an average spot that would have these units be competitively viable for most players but we would be leaving someone out and it would violate our pillar of “Seasonal Play is for All Players.” Additionally, having these units live side by side also creates an in-game communication issue where the unit could exist in two very different states based on which mode(s) you used them in. This left us with a choice: Allow players to use characters at a level that may or may not be competitively viable, which could mean the unit is usable by some and unusable by others Isolate seasonal play so that all players could use the new units in modes specifically designed to accommodate the new progression system We chose to isolate seasonal play as we believe it is the cleaner solution that results in a better player experience across the board and lets everyone enjoy the newest content together. Pillar 2: Focus on the Fun One of our main pillars with introducing Seasonality was to create an experience for all types of players that focused on doing what is fun in Galaxy of Heroes. Fun means different things to different people, but here we are defining this as getting new characters, using them in exciting battles, and experiencing epic Star Wars stories. This distills not only what makes character collecting games exciting, but also why Star War: Galaxy of Heroes is a game we have loved for years. So how do we do that? In our early game, players see rapid advancement in Gear levels and a matching pace of progression through early content. It’s fun watching multiple numbers go up every day, making clear progress toward content goals, and frequently getting stronger. It’s natural that as players get to higher investment and content, pacing slows down. This is evident in practically every RPG or game with a leveling curve. It’s something to embrace, yet it can sometimes leave us wishing we could experience that rapid progression again. To that end, we wanted new Marquee units to be usable in content immediately with rapid and consistent incremental progress. This means Marquees need to be relevant at lower power levels and to receive frequent upgrades that result in direct improvement in gameplay performance. Eras should provide a consistent progression experience to all players. This pillar informed some of the shaping of the Era Level system, but its primary impact was on the content landscape. We needed one or more new game modes that could be designed specifically for this new, isolated ecosystem. Content where players could feel the impact of upgrades while witnessing large accomplishments over the course of an Era. Enter the Coliseum! The first of our new seasonal modes provided opportunities for boss encounters on a rotating schedule so players could feel the experience of making significant progress on a daily basis. It also gives our designers space to come up with fun and exciting content more frequently while revisiting some of the awesome units we have created in the past but were only used a handful of times. Now remember Pillar 1, Seasonal Play is for All Players. With this in mind, we aimed to keep the Coliseum boss encounters simpler. However, the Coliseum still needs to be a place where veterans and new players alike can experience the fun of mastering a new challenge together. A variety of bosses at the right level of complexity allows theorycrafters to have a space to explore nuances while others can enjoy the progression from day to day. In short, we’re aiming to bring the whole community together to have fun. Pillar 3: Tell a Star Wars story Our love of Star Wars is what brings us together. It’s a wonderful universe full of stories we enjoy reading, watching, hearing, and playing. We wanted to make sure that through Eras we were providing deep, immersive stories and rich narrative experiences for players. While the Coliseum provides some narrative elements, we want to do more. The Cantina and the overall game need to evolve to better support the Star Wars stories we want to tell. This is arguably our largest update ever to the game, and yet it doesn’t contain nearly all of the stuff we wanted to build for you, our players. We have much more in store for Eras in the future, and that’s where we want to continue to grow this Pillar with more story-driven content. Pillar 4: Eras are the Most Efficient Path for Player Progress This Pillar has been a top priority as we’ve developed these systems. At every turn we kept asking “how is this helping players grow their roster?” Players who’ve played for 10 days have drastically different goals than those who’ve played for 10 years and require very different rewards. All players need to see durable progress from participating in Eras. For Eras to be the most efficient path for growing your roster, any progress made during an Era needs to translate directly into progress after the Era ends. It is critical that players did not feel like they lost any progress or their resources were wasted when upgrading characters during an Era. This is the reason for several choices, including (but not limited to): Why Era Levels use unique materials instead of Gear/Relics - Players no longer have to choose between progressing toward their goals or playing with the newest characters. Lightspeed Token Rewards and Era Units Conversion - Seasonality provides players with Lightspeed Tokens to help them achieve their goals while also growing their roster with the newest Era units, all without using their Legacy resources. Relic 10 Materials Rewards - For veteran players, Eras allow them to power up their existing Legacy units to greater heights by competing on Era leaderboards to earn Relic 10 materials. Era Currency gives Players Agency over their Rewards - Players need to earn relevant rewards for their legacy roster, and Era Currency and the new Shipment tab allow you to earn the resources that are most valuable to you. With these, players can continue to work on Territory Battle and Raid squads, hone their PvP capabilities, and unlock new Journey Guide chases while still acquiring, using, and advancing the newest characters. Conclusion Hopefully this post provides you with a better understanding of how we made some of the choices we did for this monumental 10th Anniversary update. We want to move to a world where Galaxy of Heroes players both new and old are strategizing and playing together in the latest events and with the latest characters without feeling like they are missing out on their favorite Star Wars experiences. Where newer players can feel like they are contributing to Guilds meaningfully without years of catching up while respecting our most engaged players who have been playing for years. Ultimately, Seasonality needs to provide real progress towards your existing goals. We don’t want you choosing between playing the latest cool stuff and actually preparing your roster for long term success. It’s a tough balancing act and we know there will be feedback on how we achieve this. It won’t be perfect but we are truly excited to continue this journey with you all! Thank you again for 10 years of amazing holotable stories. We could not have done it without you. - SWGOH Dev Team We know this was a long post, so if you have questions, feel free to submit them HERE Shameless Plug for Charity Event Live Stream184KViews57likes167CommentsPillars of War Hotfix Rolling Out
Hi Holotable Heroes, The hotfix for the Pillars of War datacron issue is rolling out. You can find the details in this post from yesterday. EDIT: Rollback of Datacrons for account is complete. The make good is rolling out shortly. EDIT: The make good rollout is complete. Please restart your client if you do not see an inbox with your make good.12KViews7likes109CommentsDatacron Issue 12/17
Hi Holotable Heroes, With Wednesday’s update we made an attempt to fix the overpowered Attacker-affix Datacrons, but encountered several issues which resulted in not granting players sufficient resources to return to their previous power and investment for Pillars of War. People who were affected will have the state of their entire Pillars of War Datacron inventories reverted to the state they were in before the update altered them (excluding Focused Datacrons) in an upcoming hotfix. This will not impact any other parts of your inventory. The Attacker Affix will be updated to deal less damage per buff in addition to the bug fix that was causing AoE attacks to deal more than intended damage. We are working on this hotfix and we intend to release it by EOD tomorrow. With this hotfix, we will grant players new, level 0, Pillars of War Datacrons for each Attacker Datacron you have in your inventory, plus one (so even if you have no Attacker Datacrons, or even no Datacrons, you will get one Pillars of War Datacron). (These new Datacrons are in addition to your Attacker Datacrons you receive from the rollback, not replacing them.) You will also receive all the materials needed to take these new Datacrons to level 9. To make sure everyone has enough Data-cache to level up these Datacrons, we will be reducing the Data-cache cost to improve Pillars of War Datacron levels by 90% (For example, to upgrade from level 2 to level 3 will cost 30,000 Data-cache instead of 300,000 Data-cache). All players will also receive 20,000 Alteration Mk 1, 20,000 Alteration Mk 2, and 20,000 Alteration Mk 3 reroll materials, per Attacker Datacron and we will be setting the Data-cache costs of rerolling to 1 Data-cache. This is to cover reroll costs for all of your datacrons for the Pillars of War set. Because of this amount of reroll material going to all players, the dust value for reroll materials for this set will be set to 0. Because we will be rolling back the datacron inventories of impacted players in the near future, those impacted players should not invest in datacrons until the rollback is complete, as any changes made during this period would be lost as a result of the rollback. We will identify any players impacted by this and return their lost items, but we recommend holding off on any new investment in datacrons for now. We deeply apologize for this issue and hope these additional resources help you in your journey.26KViews42likes165Comments