Why not make a new game called "LEGO: Star Wars Galaxy Of Heroes"?
Why not make a new game called "LEGO: Star Wars Galaxy Of Heroes"? Dear Electronic Arts CEO and Capital Games CEO, Why don't you make a new game called "LEGO: Star Wars Galaxy Of Heroes"? Dear CEO of Electronic Arts and CEO of Capital Games, since you released a fantastic new mobile strategy game called "Star Wars: Galaxy of Heroes" in 2015, why haven't you been able to create a LEGO version of your latest masterpiece, "Star Wars: Galaxy of Heroes"? Haven't you been able to create one? I ask you, CEO of Electronic Arts and CEO of Capital Games, why haven't you created a new game called "LEGO: Star Wars Galaxy of Heroes"? WHY? First of all, there's no one else in the world who makes the best Star Wars games. Whether for mobile or PC devices. If you create and produce a LEGO version of "Star Wars: Galaxy of Heroes," you could make a lot more money. You can monetize both your original "Star Wars: Galaxy of Heroes" and a new "LEGO: Star Wars" game called "LEGO: Star Wars Galaxy of Heroes." This means you can double your money and earn more. I simply wanted to share these thoughts with you out of curiosity and because I'm a big "Star Wars" gamer. I hope you'll read all of this one day and then understand more clearly why I wrote all of this and why I want you to release this next-generation game, "LEGO: Star Wars Galaxy of Heroes." I thank you all for reading all of this and for your consideration. I hope you'll send me a few messages in response to what I've written. With my best regards and love... NOTE: I wrote this message for the CEO of Electronic Arts and the CEO of Capital Games. I hope my message gets back to you. I'm very grateful to all of you for reading.102Views1like3CommentsDEVS Please Fix GAC
First off, let me be clear: If you are a whale If you're in Aurorium or higher If you have more than 6 GL This ISN'T for you, and please keep your opinions to yourself. Capital Games developers, can you please do something - anything about the absolutely horrendous match making in GAC? I feel very strongly that for Carbonite, Bronzium, and Chromium matchmaking should be filtered first by GP, then GL count, and then relic count. Getting brackets looking like this is absurd (see images). Not to mention the guy with 13M GP and literally every GL shouldn't even be allowed in lower ranks to begin with. If you have an account that filled out, I don't care if you've been inactive for the last 5 years - you still belong in Aurorium so other people have a chance of fair, decent matchmaking. If that's too difficult to implement, then make GP the very first criteria for matchmaking in the first 3 ranks. Let all the high GP players get stuck together, so lower players have a chance to grow, and have decent matches that they can enjoy. I feel sorry for the guys at 6M GP or lower in Chromium. They're literally stuck because of this completely absurd matchmaking. I also detest these lazy, high GP players intentionally dropping ranks for easy wins. Seriously what the heck guys? Aurorium & Kyber I can understand not caring much about GP. Most of those guys have crazy rosters, and can counter GL without using their own more often than not. Good mods, good teams, plenty of experience. Everyone else does not have the same capability because their rosters aren't full, or they lack experience, or a combination of both. I have members in my guild with 1-2 GL in Carbonite who are stuck because most of their units are Gear 12 or lower, being matched with people who have 4-5 GL. Some of them don't even bother signing up for GAC anymore - both returning players and new players alike. Seriously CG, please change matchmaking for lower ranks. The setup is horrible no matter how you look at it now that there are GL, and with new teams that make almost all original teams obsolete. Maybe it's time to think about how that affects the majority of players who aren't at the top, or even near to it...1.9KViews15likes54CommentsGrievous, Jedi Butcher: GL Kit Concept
GL General Grievous brings Trench off the bench with bonuses for Tactical Supremacy, whoop whoop! Like most GLs, he likes to work with his non-GL variant, though you can realistically plug 'n' play any Separatist droids with him. Is this kit overpowered? I dunno, quite possibly. Infamous General of the droid armies that ruthlessly punishes target locked enemies and has an impressive collection of lightsabers. Unit name - Grievous, Jedi Butcher Tags - Galactic Legend, Dark Side, Attacker, Leader, Droid, Separatist Mastery - Accuracy, Damage, and Defense Penetration (For appearance and animations, Grievous only has two arms deployed unless specified otherwise. His design would be some sort of cross between his 2003 and 2005 versions.) I Will Deal With This Slime Myself (Ultimate Ability) (I recommend reading this after the rest of the kit) Requires at least 70% Ultimate Charge to activate. Ultimate Charge: Grievous, Jedi Butcher gains 3% Ultimate Charge whenever a Target Locked enemy is Critically hit, and 5% Ultimate Charge whenever he gains a stack of Stolen Lightsaber. All allied Separatists dispel all their debuffs and double their Defense for the rest of the encounter. Grievous, Jedi Butcher, gains 100% turn meter, which can't be prevented, and 4 stacks of Stolen Lightsaber. On his next attack, Grievous, Jedi Butcher, deals bonus true damage to the target enemy equal to 100% of his current Defense, tripled against Jedi, which can't be evaded. If 100% Ultimate Charge was used, Grievous, Jedi Butcher, also gains 50% of other Separatist allies' Defense, no longer loses stacks of Stolen Lightsaber for the rest of battle, and instead instantly defeats the next enemy he targets, which can't be evaded or resisted. The defeated enemy can't be revived. [HE ALSO DEPLOYS HIS OTHER TWO ARMS FOR THE REST OF BATTLE :)] To See You Die (Basic) (Final text, Zeta) Deal Physical damage to target enemy, dealing additional true damage equal to 5% of his Max Health, and if the target is a Jedi and defeated by this attack, gain 1 stack of Stolen Lightsaber (max 4) until the end of the encounter. If they are Target Locked, this attack has +40% Health Steal, can’t be evaded or countered, and reduces their Potency and Defense by 4% (stacking) until the end of the encounter. Stolen Lightsaber: +6% Offense, Defense and Resistance per stack; while at 4 stacks, gain +2 Speed (stacking) at the start of each unit’s turn and deal an additional instance of damage when using any ability (limit once per turn) (Animation - Grievous strikes with both of his lightsabers, one after the other) A Fine Addition (Special 1, cooldown 3) (Final text, Zeta) Dispel all buffs on Target Locked enemies and call all Magnaguard allies to assist. For each Target Locked enemy that is Critically hit, gain 1 stack of Stolen Lightsaber. All Separatist allies gain Tactical Supremacy for 3 turns, and allied Tank Magnaguards Taunt for 2 turns, which can’t be copied or dispelled. If an enemy did not have Target Lock, they are inflicted with Fear for 1 turn and Protection Disruption for 2 turns, which can’t be dispelled, evaded or resisted. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn (Animation - that moment in ROTS where he slowly backs away as he tells his Magnaguards “Kill him”) Make Them Suffer (Special 2, cooldown 5) (Final text, Zeta) This ability can’t be used unless Grievous, Jedi Butcher has 4 stacks of Stolen Lightsaber. Deal Physical damage to all enemies equal to 35% of Grievous, Jedi Butcher’s Max Health and inflict Armour Shred until the end of battle and Target Lock for 2 turns. If an enemy was already Target Locked, inflict them with an additional stack of Armour Shred, and also inflict Burning and 3 Damage Over Time effects for 3 turns, which can’t be dispelled. Then, lose all stacks of Stolen Lightsaber. This attack can’t be evaded or resisted. (Animation - one of his weird hand/feet attacks but probably the one he used in his 2003 debut scene) General Of The Droid Army (Leader) (Final text, Zeta) Dark Side allies have +20 Speed, +20% Mastery and +15% Defense, doubled for Separatists. Separatist Droids take 25% reduced damage from Target Locked enemies. Whenever a Separatist ally inflicts Target Lock on an enemy, they gain 2% Mastery until the end of battle (stacking). If that ally has Tactical Supremacy, they also reduce that enemies mastery by 2% (stacking) until the end of battle, which can’t be resisted. Allied Separatist droids with Tactical Supremacy have +30% Defense. Non-droid Separatist allies with Tactical Supremacy are immune to all debuffs. Enemies inflicted with Shock have -10% Potency and Tenacity for each Separatist ally, each droid ally with Tactical Supremacy, and each Jedi enemy. Whenever a Separatist ally is defeated, all other Separatist allies reset their cooldowns. At the start of each encounter after the first, Separatist allies gain 50% Protection Up until the end of the encounter, plus an additional Protection Up equal to their current mastery until the end of the encounter, which can’t be copied, dispelled or prevented, and all enemies are inflicted with Target Lock for 6 turns, which can’t be dispelled, prevented or resisted. No Room For Failure (Unique) (Final text, Zeta) Grievous, Jedi Bucher has bonus Offense equal to his Defense, doubled against Target Locked enemies, and his basic ability deals double damage to Jedi. Whenever a Jedi enemy or Separatist ally is defeated, Grievous, Jedi Butcher gains 1 stack of Stolen Lightsaber, and whenever a Separatist ally is critically hit all allied Separatists gain Critical Avoidance Up and Defense Up for 2 turns. Separatist allies can’t be revived. Target Locked enemies lose 1% Defense at the start of their turn, which can’t be resisted, then Grievous, Jedi Butcher gains that much until the end of the encounter. Galactic Legend (Unique) (Final text, Zeta) 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%.207Views3likes3CommentsGL Ahsoka dose not get an event?!
This is just a mini rant and a bit of a question that I suspect will never be answered. I wanted to know exactly how Ahsoka does not have any in-game events period, despite her being literally the most expensive thing in the game. And now you have these crappy pirate teams coming out and they getting events and raid access. This makes me feel like I absolutely wasted any investment I have on that character with how lackluster she is in the meta and having no events tied to her. Honestly this makes has been the turning point where I will not be spending any more money whatsoever in this game. As an endgame player who isn't a super whale and having to carefully use all my resources and specific ways to make sure I had that team up and running early and is literally one of the worst Galactic Legends on the map. CG the question here is are you going to remedy this and actually make a real event for gl Ashoka. And for anyone who's going to say the peridia patrol is her event, I would say that does not count because it does not allow you to use the GL in the event.68Views1like0CommentsFixing the mod system
I have tried a couple times to learn how to remod properly… but mostly I don’t have the time. There is literally no way to determine if a mod is good or not unless I directly compare it to another mod… that I don’t know the quality of. That is a long ridiculous process. I shouldn’t have to remod every single time I want to use my toons for different event. I shouldn’t have to set different mods for Territory Wars and Grand Arena. Is there any plan to make the mod system usable by people that just want to play the game? Is there any plan to make the auto mod system usable for basic events like Order 66?270Views1like13CommentsConquest character idea: Exar Kun
Inspiration: Ancient sith lord of old who becomes a nightmare to face in battle while also boosting his double bladed lightsaber allies Unit name: Exar Kun Relic Amplifier: Freedon Nadds holicron Affiliation: dark side, Tank Tags: Leader, Sith, Sith Empire Attacks and Abilities Basic: Slaughter To Prevail Deal physical damage to target enemy with a 30% chance to call an ally to assist,increased to 50% if they weild a double-bladed lightsaber.Infict ability block, tenacity down, and healing immunity for 1 turn. Special:Unhinged Agression Deal special damage to all enemies with a 50% chance to inflict stun, call all double-bladed lightsaber allies to assist, if any enemy was stunned, inflict Fear on them for 1 turn. Leader:Far Beyond Driven All allies have 20% health, health steal and potency; doubled for Sith, tripled for Sith Empire. Sith allies gain We Have Returned whenever Fear expires on an enemy. The first time an ally is defeated, Exar Kun gains taunt and damage immunity for 2 turns. Unique: Twin blade mastery Exar Kun has 150% defense penetration. Allies that weild double bladed lightsabers also gain this effect. If they are Sith, they gain Ferocity. If they are Sith Empire, they start the battle with max stacks(15) of Ferocity. While Exar Kun is alive, these allies start their turns with potency up. Unique: Sith Alchemy Light Side enemies have -40% critical avoidance and -50% defense. Whenever a Sith ally attacks out of turn, they gain heal over time for 3 turns. The first time an enemy falls below 50% health they are inflicted with Fear for 1 turn. Omicron: Persistence Through Conflict At the start of battle, if Exar Kuns only allies are Darth Revan and Darth Malak, the following attributes are applied: Darth Malak gains 3 stacks of Dark Infusion for the rest of the battle. Darth Revan gains 15 permanent stacks of Ferocity for the rest of the battle. Whenever an ally is critically hit, they recover 20% health and gain 10% turn meter. Allies are inflicted with Expose whenever they attack out of turn.694Views4likes0CommentsConquest character idea: Darth Plagueis
Inspiration: Powerful and wise dark lord of the sith as well the master to the likes of Sidious, while posessing power beyond life and death in the force. Unit name: Darth Plagueis Alignment: Dark Side Tags: Support Sith Relic Amplifier: Midi-chlorians Attacks and Abilities: Basic: Rupture Deal max health damage to target enemy, siphon 2% of their max health and grant it to the weakest allies max health, if this ally is Sith; grant them health steal for 1 turn. Cannot grant this ability to himself. Special: Shadow Foresight Grant all darkside allies foresight and critical avoidance for 1 turn with a 20% chance to decrease their cooldowns, increased to 35% for Sith allies. Special: Force Afliction Deal damage to all force sensitive enemies be it Jedi, Sith or Unaligned Force Users. Increase their cooldowns by 1, inflict daze and confuse, then grant all darkside allies offense up, potency up, and critical chance up for 2 turns. Sith allies gain retribution for 1 turn. All other enemies take special damage. Unique: Dweller In The Dark Darth Plagueis cannot be defeated until all other allies are defeated. Whenever an ally is defeated, he takes a bonus turn. At the start of the encounter, Darth Plagueis gains stealth and can't be targeted until he uses an ability. While stealthed, he has 15% evasion, and grants his darkside allies a stack of heal over time and evasion up for 1 turn at the start of each allies turn. Omicron: Scourge Of The Darkside If all of Darth Plagueis's allies were Sith at the start of battle, and he also is the last surviving ally on his team, If he has less than 50% health, the following attributes are applied: Darth Plagueis takes an aggressive stance, gains 50% defense and tenacity, draws his lightsaber and wields powerful force lightning to go on the offense and can only use his basic attack. Can no longer gain stealth. His basic Rupture now attacks all enemies twice, dealing physical damage that inflicts tenacity down, damage over time, and shock. Siphons 2% mastery from target enemy. Consequently, he takes increased damage from any version of Palpatine.486Views1like3CommentsTai'ruhn: Kit Concept
(If you don't have something actually constructive to say, kindly keep it to yourself) Lore: An ambitious padawan learner who struggled with controlling his darker urges, Tai'ruhn was the lone survivor of Arkra's assault on a research temple in the Outer Rim, and subsequently grew a deep loathing for the Sith lord. Against the wishes of the Jedi council, he pursued a personal quest against Arkra after enlisting the help of former soldier Ash Dremer, eventually confronting him in the midst of an attack inside a Republic base. After a battle during which Arkra revealed his name and status as the Sith god to Tai'ruhn, a massive attack by Republic ships allowed Tai'ruhn to escape, leaving Arkra to be buried and presumably dead underneath the base's ruins. However, some enemies are more difficult to kill than expected. Tai'ruhn would serve as a major anti-Sith unit with specific callouts to both Sith Empire and Arkan Empire. His use of Ferocity, while a Sith Empire debuff, is meant as a reference to his aggressive nature, and has several other mechanics to work opposite to Arkra's own kit. His home would be in either a JKR or JML squad as a mini lifter unit. Steadfast Jedi padawan with massive offensive bonuses against Sith and an iron resolve to defeat his enemies. Unit Name - Tai’ruhn Tags - Light Side, Attacker, Jedi, Old Republic Mastery - Critical Chance, Critical Damage, and Damage Prideful Slash (Basic) (Final text, Omega) Deal Physical damage to target enemy and gain 10% turn meter. If they are Sith, deal 50% more damage and gain 1 stack of Ferocity for 2 turns, which can’t be dispelled or resisted. If Tai’ruhn is debuffed and a Sith enemy used an ability in the previous turn, this attack ignores Defense and Protection. Advance of the Vanguard (Special 1, cooldown 6) (Final text, Omega) Dispel all buffs and debuffs on self and gain Resolve for 3 turns, which can’t be copied, dispelled or prevented. If the target enemy has Buff Immunity or Marked remove 50% turn meter from all enemies, which can’t be evaded, and Daze them for 2 turns. These effects can’t be dispelled or resisted by Sith. Jedi allies gain Offense Up until they are damaged. When this Offense Up expires, they gain Retribution for 2 turns. Resolve: Enemies must target this unit; +200% Defense and +40% Counter Chance Training Pays Off (Special 2, cooldown 5) (Final text, Omega) If all enemies are Sith or Sith Empire, all allies gain 70% Offense until the end of the turn, then call all Jedi allies to assist. Dispel all buffs on all enemies with Wild Rage and inflict them with Force Influence for 2 turns, and target enemy is reduced to their base Offense and Speed. Tai’ruhn gains Critical Damage up for 3 turns. If he already has Critical Damage Up, reduce the cooldown of Advance of the Vanguard by 1. If Tai’ruhn has Strategic Advantage, increase the cooldowns of all enemies by 1 and all enemies are reduced to their base Offense and Speed. This ability can’t be evaded by Sith. Force Influence: Can't assist, counter attack, or gain buffs (raid bosses and Galactic Legends: -30% counter chance) Impatient Padawan (Unique) (Final text, Zeta) Tai’ruhn has +15% Critical Damage for each Jedi and Old Republic ally and will assist whenever another ally targets a Sith enemy during their turn, dealing 50% less damage. If the target was also Sith Empire or Arkan Empire, a random ally who doesn’t have it gains Advantage for 1 turn. While he has any stacks of Ferocity, he has -20% Defense and Speed and is immune to Confuse and turn meter reduction. While another ally is inflicted with Fracture, Tai’ruhn can’t be critically hit and ignores Taunt, Stealth and Shrouded. While Tai’ruhn is active, cut the Health Steal of all Sith and Sith Empire enemies in half, which can’t be resisted.303Views0likes2CommentsFulcrum omicron bug
For the past several guild wars I've been having trouble using Ahsoka Fulcrum solo. She can actually ignore taunt but dispelled debuffs DON'T turn back into buffs nor turn meter. I've tried both with her completely alone and with Cal Kestis (with his omicron of course) and the same happens every time. I check the enemy team and they're not using a datacron that counters it or anything, it simply doesn't work. Anyone have the same problem? Is it being looked into?15Views0likes0CommentsTerritory Wars proposed changes
Hello holotable heroes, this is just a thought and ideas to update the current state of Territory wars game mode. i have been playing the game since shortly after the release and have made other suggestions throughout the history of the game with some being implemented previously. this page will be about Territory wars that unfortunately can be fun but also fairly stagnant with most impact being gained from GAC and GC. -idea one- this is actually touching on a previous suggestion made - making each zone have an additional modifier that is randomised and selected at the start of the set up phase. - some examples of this: +tanks pretaunt at the start of the encounter for 1 turn. +all other omicrons regardless of game mode activate. +Galactic republic units gain 10% all stats at the start of battle. +Tusken raider units when reaching 80%,50% and 25% health gain buff - for the tribe- ( counter attack 100% , when other Tusken raider attacks out of turn call all Tuskens to assist dealing 25% less damage.) +when any unit is revived allied units receive a debuff of 5% to all stats. +if all units are not G13 gain 140% to all stats. +attackers gain 100% critical chance and 50% critical damage but lose 50% defence and 10% speed. +Might of the Empire - at the start of the encounter spawn a summon unit of imperial commando with the tags imperial trooper, empire and imperial remnant. +empty of the force- all Jedi, Sith and unaligned force users have their stats reduced by 50%. +covert Ops - only 3 units may be assigned. +Duel - only 1 unit may be assigned. now I am aware that fleets are also something needing some work but that is a whole other mode to implement however these are some modifiers that could be interesting. + asteroid field - every turn take damage equal to 5% of max health +solar storm - at the start of battle all units lose 100% protection and are inflicted with a stack of solar radiation and gain one stack at the start of each allied units turns - for each stack of solar radiation take 10% max health damage at 10 stacks this unit is instantly defeated. +escape the pull of the maw - at the start of battle all units gain 50 stacks of pull of the maw every time that unit takes a hit of damage reduce the stacks by one when reaching zero that unit is instantly defeated. + fully prepared at the start of battle begin with 5 ships on the field. -idea two- this one is a little harder to implement and I am aware that a lot of people are upset that the current raid system only allows 1 raid that is viable ignoring all previous raids in the game. to this effect adding another set of zones to the TW map - this won’t be a PVP section of throw more teams in - this is a zone that requires that you go against the previous raids slightly altered difficulty of course for the more legacy raids. This will still require guilds and players to work together in taking down the boss and working through their stages and or waves to defeat them. +Rancor raid option 1 CPit level. Option 2 a max filled zone of raids that can be soloed by most players now days. option 3 slightly easier than the CPit raid but still requiring atleast 10 - 20 teams to defeat (scales with the number of teams needed per zone) +AAT and STR raid same premise as the rancor raid. + under the newer raids - this will be excluding the current raid and the Endor raid. first allow all unit participating not just the select few - that will just handicap players to much. second the guild as a whole must deal a certain amount of damage to the boss or clear a specific number of waves depending if looking at Naboo or at Krayt again scaling to the number of teams needed per zone. -idea three- this idea is likely to be the most disliked idea in my personal opinion. make the TW the same length as the TB times. +every 24 hours unit rosters refresh (even teams on defence) + if you defeat a zone on the map that zone falls under your control and is protected for 12 hours giving you time to fill that zone with a new defence that the opponents need to recapture. each zone is also split into 2 with 25% of the teams needing to be fleets and 75% needing to be ground. and each zone is classed as a planet or region of a planet (personally I prefer planet as you can then add modifiers for each specific planet) the points for Idea 3 are gained in various ways +by placing defensive units during the first set up phase. +by defeating units that are on defence. + by clearing planets - yes if you clear multiple planets multiple times you get more points or if at the end of the 24 hours they all refresh to 100% + by holding planets at the end of the 24 hours. timings - the first day of the TW is sign up - this should either be on the traditional time scale or brought a day earlier to extend the carnage and length of the event. day two defensive set ups day three offence through to day 6/7 i have mentioned the 24 hours giving and 12 hour marks of protection and points. The 24 hour period is classed as a standard event time slot from the moment the event starts eg 7Pm till - 7Pm. In terms of the 12 hours this for ease of fairness would end in the middle of these times 7AM *** with the exception of the final day being no protective times *** if you have made it to this point actually reading down the post you have probably come up with some thoughts and ideas of your own, I would love it if you would comment those thoughts and idea if you have a spare moment.91Views0likes6Comments