Banned for beating tier 7 Coliseum SWGOH?
Hello all, I was doing my usual dailies in SWGOH and I beat the tier 7 of the coliseum and got banned, I never cheated at this game I just had a good run and I got banned, Did this happen to anyone else? I submitted an appeal and want access to my account. I never cheated in this game. I am upset I can’t play and just unlocked Darth Bane. My question is did this happen to anyone else and how long do appeals take? Ally code 456-311-217 GP is 9.7 million ANY INFO REGARDING THIS MATTER IS MUCH APPRECIATED!”2.3KViews6likes56CommentsWill CG add more, better known characters?
You would think CG would add more characters that people have a chance of knowing, rather than the slew of characters being added recently that have had 13 seconds of screen time. SWGOH, being a game, you would think they would add more video game star wars characters. Rahm Kota, Kazdan Paratus or shaak ti's padawan that turns to the dark side in the force unleashed. All of these characters would be much more well known and welcomed, sought after than these random characters from the shows. I don't think its an issue of them not being cannon characters, I mean we have starkiller, mara jade ect. I would love to see more characters from the games before we get random background actors from a 3 second shot from a failed series. (W for adding Satele Shan though) Also, if we start adding such obscure characters, why not start with Bib Fortuna and Dexter Jettster, Watto or something.225Views0likes15CommentsSWGOH State of play
Hello. I'm writing this as a ten year veteran of the game. This is the opinion of a player who has seen the game change, not the opinion of any streamer or YouTuber. Like many players I've seen SWGOH evolve over the years, with CG making some questionable changes and favorable changes. Currently it feels like the game is in a spiral of bad choices by the devs. Each one impacting players in various ways from the whalers to the f2p. All affect alike. Raids - there was once a time we could run all legacy raids simultaneously. That was taken away from us. Gear was replaced with currency, currency, while this was a fairer system for guild members ultimately it impacted the guild by slowing everyone's progress down according to the weakest members abilities in each raid. Raid style - we went from a four phase legacy raid which required strategy and team testing to a glorified cutscene with specific teams/factions being eligible. Raid currencies - as mentioned hindered guilds by reducing their spending power on gear according the weakest members ability overall. Mark 3 currency being moved strictly to the newest raid (glorified cut scenes) forcing interaction with the newest of bad content. Every time a new raid has been released, the mk3 currency has been gradually reduced per crate tier compared to previous raid tiers. As a knock of effect raid omnicrons become a irrelevant and pointless investment for players. Relics - when relics was first released and relic7 was announced, it was advertised with characters unlocking a new ability once achieving this milestone. Content that was announced and quickly forgotten, essentially promised and not delivered. Instead they was replaced with a piece of content that is very annoying overal... datacrones. Omnicrons - while this was a great addition to the game, what is the point is having them for pve content like raids when the raid will become irrelevant or conquests when there has been no new omnicron additions to expand on this to make them useful let alone desirable. Carth being the only character I can think of that has a conquest omnicron. What is this point in having them for pve. Wasted investment overall. Marquee characters - currently we are being flooded with marquees. Why? To push era coloseum interaction. Characters that could of easily been used as a new galactic legend or galactic confrontation event. Missed opportunities across the board. Maul(hate fueled) and the new darth vader being a prime example. Could this be a missed opportunity due desperation in player drop off or a missed opportunity created by greed, greed that has seen YouTubers publicly declaring they will no longer be whaling on new content. Datacrons - yet more content we are forced to interact with regardless of how we view it. Failure to utilise datacrons means you become cannon fodder for you opponent in either grand arena or territory wars. A piece of content that whether you invest in using your wallet or your f2p farmed crystal, content that you will loose. A piece of content that should be optional in pvp, a simple QoL update allowing guilds and players to decide whether we would like to utilise datacrons or not, a simple switch would solve this. Era coloseum - this had the potential to be a raid revival, the coloseum is more of a raid than any of the cut scene raids we have recieved. The issue lays in the fact we are only able to utilise the era marquees and not our own teams in a separate tab, another issue being that we cannot interact with the coloseum as a guild either. A raid that had ever changing potential, with randomly rotating bosses each day including legacy raid bosses. Instead we received a raid designed out of complacency. Grand arena - once had cycling conditions enticing an ever changing battlefield. This was replaced with datacrons and omnicros. This can be fixed by retuning board conditions such as specific factions allowed or not per zone, GLs allowed or not per zone. Giving us the ability to decide if we wish to be matchmaked with other players while using datacrons or not. Territory wars - the higher up the GP brackets your guild ventures, the more likely you are to be flooded with opponents creating GL walls, datacron walls. There is no creativity in defence placement any longer. To fix this we should be limited to a set number of GLs per zone, set number of duplicate teams per zone. Matchmaking should take into account whether as a guild you want to use datacrons or not. Sandbox - for a long time players have wanted a sandbox mode, somewhere we can pvp live with another player in our guild (with no reward system) just a place to test teams against eachother. A place to test teams in PvE situations and event make ups (no reward system) giving is a place to freely utilise our rosters and assess improvements. Level cap - for too long we have been stuck with level 85. Yes we got a gear cap, yes we got a relic cap. But with every major update we could of received a new +5 level cap. Why CG decided 85 was good enough instead of 100 or 150 is beyond me. Fleets - with all the marquee characters being rushed out for era, fleets are still in a condition of most being incomplete or two many capital ships for its available faction. False advertisement - in Google play there was trailers (no idea if they are still there) that depicted commander tano countering droids blaster fire with saber deflections, we saw kenobi counting general grievous with saber clashes. No such mechanics exist in GoH. As a result of all these decisions and more by CG has resulted in players deciding the game is no longer for them. Many players out right quiting or simply patiently hoping and praying CG see the error of their ways while slowly loosing moral and desire to continue playing. Like everyone I've loved this game from day one, this being said there is alot that CG needs to accept and change when it comes to what players like rather than forcing us to interact with terrible content which provides a false feedback loop fueling more bad decisions. Things need to change otherwise we might see the death of a game many of us enjoy and many of us are struggling to maintain the desire to play. We all love starwars, we all have factions we love and hate. But can SWGOH continue in its current state?114Views4likes5CommentsQueer erasure
This game needs to stop erasing the identities of the characters they are putting into this game. I noticed this first when Aphra was being added how they talked about the relationship between Aphra and Sana. Then they add IG-90 (a background character)as a buff to Aphra rather than her partner Magna. This may just an emphasis on droid synergy, but it is still an example of this attitude towards the queer characters in this game. Now they are referring to Cinta as “Vel’s closest ally”. I find it frankly infuriating that EA is trying to delete a significant aspect of these characters, especially in this current political climate. Do better EA391Views2likes17CommentsGame buggy in grand arena after update
792325889 Why have you done this. I don’t know what bloody mess you’ve made with the update thats either bugged the Poe datacron or completely fughed my grand arena but look below further at a mess you’ve made. why in hell can I not make a move? Why is the team not making a move? Why is the game so buggy in grand arena that your costing matches. What the hell CG? Are you going to compensate for this? Bloody terrible state of the game what you’ve done [CM edit - descriptive title]36Views0likes1CommentInquisitor Barriss Focused Datacron has useless interaction
So maybe this has already been addressed, but in Inquisitor Barriss' FD, Ninth Sister's tier gives her a revive mechanic... that can't function if Barriss is in the squad, since her unique prevents allies and enemies from being revived. Am I missing something here?98Views2likes4CommentsTW needs to be URGENTLY reworked!!!
The matchmaking is absolutely awful. Dividing it up only to a max of 380M GP is totally outdated. You almost never get a balanced match, which means tons of players just don’t bother and lose all interest in TW. Guild GP should play a HUGE role in matchmaking, along with activity levels. A 650M GP guild should NEVER have to fight a 500M GP guild, even if they’re short on signups. There needs to be a system where if you’re 5 players short, you automatically drop a reward tier; 10 short, drop another one. (Maybe tweak the thresholds, but this needs to be factored in.) Right now, TW is just not sustainable for a lot of guilds. Crappy matchmaking kills the hype, so fewer people sign up or they join with super low activity. Please fix this ASAP!151Views7likes7CommentsGalactic Legend Concept: Han and Chewie
Unit Name: Han and Chewie Relic Amplifier: Detonate Charge Affiliation: Galactic Legend, Light Side, Attacker Tags: Leader, Rebel, Scoundrel, Smuggler, Wookiee Attacks and Abilities Basic: Collaborative Strike Deal Physical damage to the target enemy twice and gain 10% Critical Damage (Stacking) against the target enemy until the end of the encounter. Inflict Stagger for 1 turn on all enemies, which cannot be resisted and gain Defence Up for 1 turn. Grant a random ally Defence Up, who didn’t already have it. Then deal Physical damage to the healthiest enemy, ignoring Taunt effects. Special 1: Laugh It Up, Fuzzball (Cooldown: 4) Play a hand of Sabacc If Han Solo wins the hand: Gain 50 stacks of Profit If Han Solo loses the hand: All other Rebel, Light Side Scoundrel, or Wookiee allies gain Backup Plan for 1 turn, duration doubled for Prepared allies. Han & Chewie become Prepared and lose all stacks of Profit. Deal Physical damage to the target enemy and Stun them 1 turn, if this Stun is resisted. Inflict Speed Down for 1 turn, which cannot be resisted. All allies gain Defence Up and Tenacity Up for 2 turns, and grant a target ally Guard until Han & Chewie’s next turn. Allies who already have Guard cannot be targeted. Han is always dealt a bad hand. Guard: Can't be critically hit, immune to Daze and Stun, +25% Critical Chance Special 2: Explosive Takedown (Cooldown: 4) Deal Physical damage to all enemies twice, dealing 50% more damage to the healthiest enemy and the enemy in the leader slot. If the enemy in the leader slot is already defeated, deal 50% more damage to the weakest enemy instead. Inflict 4 Damage Over Time, Protection Disruption and Daze for 2 turns on all enemies. Prepared allies gain 12% Mastery (Stacking) until the end of battle. Mastery gain is doubled for Rebel, Light Side Scoundrels and Wookiee allies. Prepared: If Han & Chewie were Prepared, a random ally who is not Prepared becomes Prepared, and Han & Chewie are no longer Prepared. If all other allies are already Prepared, all allies gain 4 stacks of Confidence. Leader: Don't Get Cocky Rebels, Light Side Scoundrels, and Wookiee allies gain 25% Mastery, and 40% Critical Chance and 40% Defence; these are doubled for Prepared allies. Rebel, Light Side Scoundrels, and Wookiee allies have a 50% chance to deal an additional instance of damage when using their basic attack during their turn, dealing 50% less damage (every additional instance of damage lowers the chance by 15%). Whenever a Rebel, Light Side Scoundrel, or Wookiee ally damages the same enemy multiple times from a single ability, that ally gains a stack of Confidence for each additional instance of damage. While Rebel, Light Side Scoundrels, and Wookiee allies are Prepared, they cannot be instantly defeated and have their chance to deal an additional instance of damage when using their basic attack during their turn increased by 25%, and gain the following bonuses based on their role. Attacker: Gain 15% Defence Penetration for each Prepared ally. Support or Healer: Gain 15 Speed for each Prepared ally. Tank: Gain a stack of Resilient Defence whenever a Prepared ally is damaged. Confidence: +8% Offence and Defence per stack. (Max 10 Stacks). Lose 1 stack when being critically hit. When gaining a stack while at more than 5 stacks, become Prepared. While 10 stacks, effects are increased 25% and gain 30% Mastery. If all stacks are lost, and this unit was Prepared, they are no longer Prepared. Unique 1: Calculated Gamble At the start of the encounter, Han & Chewie take a bonus turn, and if they have at least 2 Light Side Scoundrel allies, they also gain Calculated Gamble for 1 turn. During this turn, they can only use their Basic ability. Whenever an ally becomes Prepared, Han & Chewie gain 2% Max Protection and 2% Critical Chance (Stacking) until the end of the encounter. If a Rebel, Light Side Scoundrels, or Wookiee has their cooldowns manipulated, they gain 100% Offence during their next turn (once per turn). At the start of battle, if the enemy in the leader slot is a Bounty Hunter, Han & Chewie gain High Value Bounty until the end of the battle. While Han & Chewie have High Value Bounty, they gain 50 speed. At the start of the Battle, if all allies are Wookiees, whenever a Wookiee ally becomes Prepared, they gain 15% Defence (Stacking) until the end of the encounter. Calculated Gamble: Ignore Taunt effects. When dealing damage during their turn, gain 10 stacks of Confidence, grant all allies 50% turn meter, Evasion Up and Critical Hit Immunity for 2 turns. High Value Bounty: Contracts from Bounty Hunter leader abilities can only be progressed against this unit. Unique 2: Large Character This character can't be used in the ally slot or with another large character, and summons are prevented for allies. Unique 3: Galactic Legend This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%. Ultimate: Got A Really Good Feeling About This Requires 100% Ultimate Charge to activate. Ultimate Charge: Han & Chewie gains 3% Ultimate Charge whenever an allied Rebel, Light Side Scoundrel or Wookiee becomes Prepared or ends their turn with Prepared, and 2% Ultimate Charge whenever an ally gains a stack of Confidence. Dispel all debuffs from all allies, reset their cooldowns and grant them a bonus turn. All Rebel, Light Side Scoundrel, or Wookiee allies gain 50% Mastery, and recover 100% Health and Protection, then All Rebel, Light Side Scoundrel, or Wookiee allies gain an additional 5% Mastery for each stack of Confidence across allies. All allies take a bonus turn; enemies defeated during this bonus turn cannot be revived. If any enemies were inflicted with Ability Block, Protection Disruption or Daze, the duration is increased by 1. Han & Chewie gain Calculated Gamble for 1 turn and Outmanoeuvre for 2 turns, which cannot be prevented. Han & Chewie gain 5 stacks of Profit. Profit: +10% Critical Chance and Critical Damage per stack until the end of battle Outmanoeuvre: +25% Evasion, can't be countered, and can't be targeted if other allies are present, unless Taunting58Views1like2Comments