DEVS 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...2.1KViews15likes63CommentsGAC - Skill Rating rework?
I've been playing this game for over 8 years already. I'm a very competitive person and always do my best to strategize against my opponents. Sometimes by scouting if my opponent is really powerful, otherwise just based on their roster I make an assumed defense, always customizing it. I think that there should be an "Underdog status" in case of 1-2m+ GP difference matchups. The criteria should be getting X banners or X teams defeated, or best case scenario, if there's an 1-80 difference between banners to make a close loss less punishing. It's weird to see that "Skill Rating" is just based on Wins and Losses. It should be based on how a player can strategize against a stronger roster, thus skillfully using teams on defense and offense. It is absolutely okay to lose, but suffering the same point loss against way stronger rosters in my opinion is not really fair and square despite putting in the effort and energy to battle. This "Underdog status" would only exist in rankings below Kyber as that is the major leagues where the best compete. In my opinion if devs don't fix matchmaking at least they could make losing against stronger rosters less punishing in terms of Skill rating. I just closely lost against a 2,5m+ GP roster, now the next one is 3,5m+ GP and I'll be absolutely stomped into the ground and will be dropped back to Aurodium 3. I don't think this would be a big deal for high-end players that underdogs would lose less Skill Rating against them, firstly because that would be tied to a criteria, secondly, rewards are no less for them in victory and the loser won't be dropped back big times in rankings. This idea might have some loopholes so I'd love to hear your opinion about this. It's nothing groundbreaking, just making GAC less punishing in the face of more powerful opponents.16Views0likes0CommentsAdd more clones
I think we need more clones added in swgoh. We need more 212th clones and more 501st. We have some but there are more that are needed. In my opinion. Here are the ones I think need added. 1. Waxer. 2. Boil. 3. Appo (Light Side). 4. Jesse. 5. Dogma. 6. Tup. 7. Hardcase. 8. Kix. 9. Charger. 10. Oz. 11. Redeye. 12. Ridge. 13. Ringo. 14. Vaughn54Views1like4CommentsWhy 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.123Views1like3CommentsGrievous, 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%.209Views3likes3CommentsGeneral Grievous "rework"
Yeah I know, casual ask for a Grievous rework, nothing new. But at this sad state of the game, something like a rework on a beloved character would show some appreciation towards the playerbase. This is simply my take on how the Grievous rework should look like. I didn't overkill it by any means, I was just trying to keep the basic mechanic's of his team and adding some needed boosts to his abilities. I added TW omicrons simply because I think it's more likely to be broken with the Droideka omicron rather than the STAP one:) General Grievous Dark Side, Attacker, Leader, Separatist, Droid Basic - Furious Assault Deal Physical damage to target enemy and inflict Healing Immunity for 2 turns. If the target was already inflicted with Target Lock, deals damage a second time. If the target was already inflicted with Healing Immunity, deal damage a third time. This ability can't be evaded or countered. Special - Grievous Wounds (CD:4) Deal Physical damage to all enemies, inflict Target Lock for 2 turns, and remove 30% Turn Meter from them. If an enemy was already Target Locked or the target enemy is Galactic Republic or Jedi, inflict Ability Block to them for 1 turn. This ability can't be evaded and it has +50% Health Steal if Grievous is below 30% Health. Special - Skittering Horror (CD:3) Gain Health Steal Up for 2 turns, then deal Physical damage to target enemy and Stun them for 1 turn. If the target was already debuffed they lose 10% of their Max Health and Defense (excludes raid bosses and Galactic Legends), which can't be resisted, and Grievous gains 10% Max Health and Defense for the rest of the encounter. If the target was Target Locked or the target enemy is Galactic Republic or Jedi, these effects are doubled. This ability can't be evaded and if an enemy is defeated by this ability, all other enemies are inflicted with Fear for 1 turn, which can't be resisted, evaded or dispelled. Leader - Daunting Presence (Zeta, Omicron) Separatist Droid allies have +50% Critical Damage and +30% Critical Chance and all enemies have -50% Critical Avoidance and -50% Defense. Whenever a Dark Side Droid ally is resisted, that Droid gains 10% Potency (stacking) and that enemy loses 5% Tenacity (stacking) for the rest of the encounter. Target Locked enemies can't counter attack. When a Target Locked enemy is damaged, each Droid and each Separatist ally gains 2% Turn Meter, doubled for Grievous. When damaged by an attack, Dark Side enemies lose 5% Turn Meter, and Light Side enemies lose 2% Potency (stacking). While in Territory Wars: Enemies are inflicted with Target Lock for 2 turns at the start of the battle, which cannot be evaded, resisted or prevented and it can't be dispelled if they are Light Side. Whenever a Separatist Droid ally uses an ability against an enemy with Target Lock, they call Grievous to assist, dealing 25% less damage. Whenever a Separatist Droid ally inflicts Target Lock, they dispel all debuffs from themselves. If there is an ally B1 Battle Droid, they gain an additional 40 Stacks of Droid Battalion. Unique - Metalloid Monstrosity (Zeta, Omicron) Grievous' attacks deal damage based on his Max Health instead of his Physical damage and deals 25% more damage if the target enemy is Galactic Republic or Jedi. At the start of Grievous' turn, all other Droid allies take damage equal to 8% of his Max Health, doubled for Light Side Droids and Grievous gains 5% Max Health and Potency for each other Droid ally for the rest of the encounter. This damage cannot defeat characters. At the start of every character's turn, if Grievous is below 100% Health, he dispels all debuffs on himself and inflicts Marked on the other healthiest Droid ally until the end of the turn. Whenever a Droid or Separatist ally is defeated, Grievous dispels all debuffs on himself, gains Health Up for 1 turn, resets all ability cooldowns, and gains 1 bonus turn. Grievous is immune to Max Health reduction effects. If Grievous is the only active ally, he gains 100% Counter Chance and 100% Critical Avoidence against Target Locked enemies. While in Territory Wars: Grievous gains +15% Max Health and Critical Damage for each other Separatist or Dark Side Droid ally. Grievous is immune to Fear and Stun and takes reduced damage from Health percent damage effects. Grievous gains Frenzy for 2 turns at the start of the battle. Marked Separatist Droid allies have +100% Defense and +50% Tenacity. The first time Grievous gains a Bonus Turn from Metalloid Monstrosity, he inflicts Deathmark to the weakest enemy for 1 turn, which can't be evaded, resisted or dispelled and if Grievous defeats an enemy during this Bonus Turn, he recovers 100% Health and Protection.7Views0likes0CommentsGL 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?270Views1like13Comments