"Defeat 5 enemies with the Jawa engineer" impossible to complete
Hello. The character mission in new R5 event "Defeat 5 enemies with the Jawa engineer" cannot be completed because he uses detonators and these do not count as a kill when them explode. I've tried on several nodes and there's no way.604Views12likes17CommentsDisappointing LSB's this time round
All of the LSB's this May 4th (Maul aside) are for characters that are really old. Where's the bundles for more up-to-date characters? Nightsister's could do with a bundle as there are so many of them now. Also, bundles for pirates, bounty hunters, characters for GL Ahsoka and even gungans.29Views1like1CommentWhen are we going to get a Jabba lifter?
You have Max Rebo or Bib Fortuna as options. Why hasn't Jabba gotten a lifter to better balance him compared to other GL'S? Even non GL teams sweep him quite well. If the nerf train that you have been on continues you are just going to bleed more players.17Views0likes0CommentsSWGOH is an arcade located somewhere in the galaxy, right?
I'm going to write down something I've always thought about after playing this game for 9 years. This is a dream. If the game's setting is an arcade somewhere in the galaxy, I'd like to see the following mini-games implemented: * Racing game: Pod racing like the one in Nintendo 64. Pod racer skins could be customized with paid currency. Top players worldwide would receive small rewards like Omicron. Players could also invite others to compete. * Competitive card game: Star Wars has a trading card game, so a simplified version like Pokémon Trading Card Game Pocket could be implemented and sold in packs. * Holo-chess: Why isn't this available?! Paid skin customization or gacha for pieces would be fine. I used to pay for this game, but now I'm free-to-play. While monetization is essential to maintain the game, paying for this game isn't fun. I want elements that make paying enjoyable.181Views0likes4CommentsIf struggling in conquest, read this
If the enemy is inexplicably not dying while in the red - unequip the F3-4T disk from your datadisks. It is actively preventing the team from dying to make feat farming easier. Do not fall into this trap. If you’re trying to win, unequip it. Edit 1: I'm going to keep this at the top in the hope that reading comprehension still exists. Good lord...447Views0likes20CommentsIt takes 3 months to download from g12 to g13?
The developers promise us G12 by the end of the era for all characters. But after the end of the era, it will take 3+ months to level up from G12 to G13. Then, in a year, F2P players will have a warehouse full of G12 characters and very few G13 characters. Perhaps we should speed up the leveling process from G12 to G13 to 2 weeks? And also speed up the leveling process from G0 to G13 to 1 month? CG_SBCrumb CG_Meathead184Views0likes10CommentsCassian Andor Omicron
Cassian has an Omicron that is designed to function in TB. Unfortunately the transformation isn't enough to make Rogue 1 reasonably playable in RotE. For background, it's my role in my guild to test new TB and raid Omis. I have a lot of Omis that other people consider worthless and that's fine. I like my guild and they like me back. I'm not writing to get a refund. Also, my roster is beefy enough that even in a 700Mgp guild I'm hitting above average without ever using Rogue 1. This isn't about me, but about suggesting a small series of changes that would render the TB omi actually useful and interesting to newer players that are struggling to succeed in RotEs r6 and r7 tiers. One way to do that is to allow it to function under a Leia lead. I don't like this option and will not request it. The Omi was designed to be used only in a full R1 squad and I'd like to keep that character. Besides, Leia doesn't need the help and so the Omi would still be a bit of a waste for players if they had to run Cassian under GLLO to get any use out of it. Nor do I want to make this Omi able to smash through any enemy without thought. We've got Marrock/Inqs and Depa/Mace+JV for that. Instead, I'd like to suggest the following changes. I think it will take more than one to make the Omi worthy of investment, but only play testing would allow the appropriate balance to be determined. K-2SO taunts for 1 turn at the beginning of each encounter if an Empire enemy is present and for one turn every time Cassian is damaged by an Empire enemy K-2SO gains Damage Immunity for 1 turn at the start of each encounter, and again each time an Empire enemy is defeated. Whenever K-2SO is taunting and Cassian is active, all non-K-2SO Rogue 1 allies get +97.8% Defense Reviving Cassian cannot be prevented if there is an active Empire ally. Whenever Cassian is revived, the cooldown on Crippling Shot is reset. If Jyn is present when Cassian is defeated, the cooldown of Rebel Counterattack is reduced by 1. If this defeat was caused by an Empire enemy, reduce the cooldown of Rebel Counterattack by 2 instead. The first time an Empire enemy is defeated, Cassian takes a bonus turn. Each time an Empire enemy is defeated while Deathmarked, K-2SO gains +40% defense until the end of battle (this effect persists through defeat), Jyn's Rebel Counterattack cooldown is reduced by 1, and Cassian gains a bonus turn. Each time an Empire enemy is defeated, add +15% damage to the next use of Hope, doubled if the Empire enemy was Deathmarked when defeated. I don't expect this to be a high priority for you, but currently the Omi isn't enough to allow Rogue 1 to win battles against same-relic TB enemies. I'd like to see this change, and feel a selection of the above abilities keep the all-R1 character of the Omi so it can't be transferred to squads it was not intended to boost, while also limiting almost all of the boosted power to battles against Empire enemies. Having tested the Omi on Bracca just before writing this with a team of r9, r8, r7, and 2xr6, this seems like a reasonable set of improvements to me, that in the right combination would bring it more in line with other TB Omis that are meant to provide a sufficient boost to be confident of winning -- but in this case only against Empire squads.14Views0likes0CommentsLoaned Units Missing Levels
It's my understanding that we were some amount of loaned unit levels to start, and are granted several (currently 2) daily via our inbox. After that, the only way to get additional loaned unit levels was through starring up the marquee and getting to the additional levels of the marquee event. However, I can see within my shard, I have a 6 star r5 and level 29 loaned units. However, other people that are above me on the leaderboard have a 5 star marquee and more loaned unit levels. Is this a known issue that's being looked into? The primary source of damage at this point of the coliseum is the loaned units. And when you are at a disadvantage because the system hasn't given you the resources you've earned, there's no reason to bother engaging. While we're at it, can we add a "COLISEUM" tag so we can accurately tag these posts.22Views1like1CommentA'Yark Fan Kit
This is for the (hopefully) many of you who have read the Legends novel, Kenobi, by John Jackson Miller A'Yark Dark Side, Tank, Tusken, Leader A Tusken War Leader, sworn to protect her tribe. Basic: Gaderffii Wallop (Omega) Deal Physical damage to target Enemy and inflict Damage Over Time for 2 turns. If A'Yark had Momentum, gain 2 stacks of Momentum for 3 turns, Taunt for 1 turn, and inflict Stun for 1 turn. If A'Yark was already Taunting, all Tusken allies recover 5% health and 10% Protection. Special 1: Back Into Hiding - Cooldown 3 (Omega) Dispel all debuffs on Tusken allies, then all other Tusken allies gain Stealth, Offense Up, and 5 stacks of Momentum for 3 turns. Special 2: Tusken War Cry - Cooldown 3 (Omega) Dispel all buffs on all enemies, and inflict any enemies with Damage Over Time with Fear for 1 turn. Then call all Tusken allies to assist, dealing 10% more damage. If URoRruR’R’R is an ally, his stun chance is increased by 40% during this assist. Leader: Merciless As The Sun Brothers (Zeta, Omicron) Whenever an enemy is Stunned or inflicted with Damage Over Time, a Tusken ally gains bonus turn meter or a Tusken ally gains a Buff, grant Tusken allies 1 stack of Momentum for 3 turns. At the end of each turn, Tusken allies gain 15% Offense and Potency for each stack of Momentum on them until the end of the next turn. Whenever a Tusken ally is targeted by an enemy while they have at least 10 stacks of Momentum, remove all stacks of Momentum, inflict all attacking enemies with Offense Down, Speed Down, Buff Immunity and Healing Immunity for the turn, which can’t be resisted, and all Tusken allies have there cooldowns reduced by 1. Tusken allies are immune to Damage Over Time. WHILE IN 3v3 GRAND ARENAS AND ALL ALLIES ARE TUSKEN: At the start of battle, all Tusken allies gain 10 stacks of Momentum for 3 turns, and Potency Up for 5 turns, if there is no ally character that summons at the start of battle. Whenever an enemy is inflicted with Damage Over Time, they lose 5% Max Health, 10% Max Protection until the end of battle, and 5 speed for 1 turn. If Tusken Shaman was an ally, their Unique ability now triggers the first time any unit is reduced to 50% health, as well as when it normally triggers. Whenever A’Yark Taunts, all allies gain +5 speed (stacking, max 75) until the end of battle. Whenever an ally Stealths, that ally gains 20% turn meter. Stealthed allies have +150% Potency and Offense. Unique: Traditions are Dying (Omega) A’Yark gains 30% Defense and Tenacity. A’Yark’s takes 5% less damage for each Damage Over Time effect on all enemies (stacking, max 50%). Whenever Damage Over Time expires on an enemy, all allies gain 3% Potency (stacking) for the rest of battle.51Views0likes1Comment