Relic Delta & Current Pricing May Be Limiting Player Retention and Revenue
DEV FEEDBACK: Relic Delta and Pricing Are Hurting Casual Spenders (and Long-Term Growth) I want to give feedback on something that is becoming increasingly frustrating in SWGOH: relic delta and how heavily it impacts the experience even when relic differences are minor. Even when two players are relatively close in roster progression, relic delta creates a situation where matchups can feel discouraging and overly punishing. It does not just affect high-end competitive players, it affects the average player base the most, and it often makes progression feel less rewarding. The bigger issue is that relic delta punishes the casual spender. Whales will always outspend. F2P already expects the grind. But the middle group (players willing to spend $10 to $50 occasionally) are the ones who get hit hardest. When casual spenders realize that small spending still will not let them keep pace, they do not spend less, they stop spending entirely. That hurts retention and long-term revenue. BUNDLE PRICING FEELS UNREALISTIC FOR WHAT PLAYERS ARE BUYING It is also hard to justify current bundle prices when players are spending real money on a limited, non-transferable license to access EA/CG services. At current pricing, many offers feel aimed only at big spenders. A simple example: if a new (non-legendary) character releases requiring 330 shards, why not offer something like: $10 = 110 shards (no gear, no extras, just shards) This would immediately pull in a huge number of casual Star Wars fans who want to participate in new content without feeling priced out. LIGHTSPEED AND HYPERDRIVE BUNDLES PROVED AFFORDABLE PRICING WORKS The early Lightspeed Bundles were some of the best-received offers SWGOH has ever had because they made progression feel achievable. Getting multiple R5/R7 characters for $10 to $20 kept casual spenders engaged and brought back returning players. The $10 Hyperdrive Bundle was also a major step in the right direction because it gives new players an affordable entry point into the game. These proved something important: lower price points drive higher volume, better retention, and more consistent spending. I UNDERSTAND THE NEED TO CATER TO BIG SPENDERS, BUT DO NOT HURT THE MANY TO PROTECT THE FEW I completely understand that some content and pricing needs to cater to the big spenders out there. That is expected in a game like this. But the game should not hurt the majority of the playerbase just to preserve exclusivity for a small group. If you bring a boat load of more players into the pool, think about the money that can be made off of one of the most iconic and recognizable IPs in history. A stronger economy comes from volume, not just a handful of whales. A MORE EFFICIENT PROFIT-MAXIMIZING APPROACH If the goal is long-term growth and maximum profit, the best strategy is not relying only on whales. It is making casual spending feel worth it. A healthier model would include: Affordable shard bundles ($5 to $20 range) Reasonable relic progression packs (clear value and simple pricing) More consistent rotating Lightspeed “catch-up” bundles Reworking or removing relic delta impacts to keep the game more enjoyable for the majority CONCLUSION Relic delta and overpriced bundles discourage the exact group that keeps games healthy: casual spenders. If people feel like they cannot keep up without spending heavily, they stop spending at all. Hyperdrive and Lightspeed bundles proved the opposite. Affordable pricing increases spending, excitement, and retention.If SWGOH wants stronger long-term growth, healthier player retention, and higher profits, relic delta needs to be reduced/reworked and bundle pricing should shift toward lower-cost, higher-volume purchases. I know this is a bit of a dump but I think this game could be something so much greater than what it already is. I really want to see this game thrive and continue, but in order for that to happen CG needs to listen to the people who are giving them money.119Views3likes7CommentsThere is no level 65 for characters of the era
Very soon, six characters from this era will be added to the holostables. But after completing the Colosseum daily with maximum damage, not all 3-star characters are at least level 60. Does this mean that we'll get the characters we didn't buy with a donation in G1-G7? And yet, we were promised that by completing the Colosseum daily with maximum damage, we'd be able to level every 3-star character to 65.101Views0likes8CommentsUnbalanced Matchmaking in Grand Arena
I keep getting matched in Grand Arena against opponents who are way stronger than me, and this is not the first time. My GP is 2.5 million, while my opponent has 7.5 million GP. People often say that matchmaking is based on “skill”, but in this case it clearly isn’t. Our skill levels are not the same at all. My opponent has Galactic Legends, far more characters in relics, and a much deeper roster overall. This is not a fair or competitive matchup — it’s basically decided before the fight even starts. I understand that GAC matchmaking can’t be perfect, but situations like this make the mode frustrating rather than competitive.510Views2likes14CommentsIs grand arena opponent selection totally random?
It seems so. I’m roughly 4.5m GP. Last round I had a ~2m GP opponent. The current round I had a ~10m GP opponent. The result was totally predictable in both cases. I’d suggest improving the opponent selection algorithm, so that the parties differ by, let’s say not more than 1m GP (using it as the easiest match criteria) to make it really challenging and about strategy/tactics, and not who’s got “the bigger gun” with your relic 5 against their relic 1 or their relic 10 against your relic 5. Thanks!91Views0likes9CommentsThe Stranger is Amazing!!!
Usually if you look at my posts I complain and I HATE to do it. Recently with game crashes the new modes I have been extremely frustrated. All that said I LOVE to give credit where it is due. The Stranger is a ton of fun and we didnt need to farm like 13 characters to wait like 6 months on a farm to get him. All his mechanics work great now crashes or glitches! He is a character like Bane just super fun and amazing all around!109Views0likes3CommentsWould Squad Arena be more interesting if...?
I started a new account 3 months ago, fresh start (after being away for years) It was cool seeing long lost teams in Squad arena fight for first place (even if they were LSBs) First month was Alot of bounty hunters, first order and other starter teams Second Month was alot of Tuskens, jawas and other starter teams 3rd month was all GL kenobis and GL SKR......at the end of that 3rd month My Great Mother team is the only team in the Top 50 that isnt a GL or Relic 10. (IM actually in Top 10, But as soon as my support cron goes away, that will be that) there is no variety. most of the time it takes a GL to kill a GL or your choices are severly limited. Benching all these fun teams you would like to use, but cant do anything. (I would love to have used the Biggs Datacron against non GL teams to see how far it could go lol) ___ I feel like it "might" be more interesting if Squad Arena did not allow GLS, just normal teams....Sure there is always going to something spammed, But GLS is a small pool of teams that are supremely OP compared to the much larger pool of lesser teams. Dont allow them in normal squad arena, and let the larger pool of teams have a go...perhaps more variety. Squad Arena is mostly written off as worthless anyway, Mostly desirable to early game players (that have no GLS)....another reason to keep GLS out Just a thought....Perhaps Squad Arena 3v3 would be interesting too205Views0likes16CommentsGAC screwed?
Made an absolutely hare brained mistake and instead of choosing Bane, brought in DRevan. Now I’ve dropped a battle against SLKR, wasted two whole teams, and the 98% Health Cron. I already know CG won’t do anything because it’s my fault for not paying attention, this is just my outlet. No way I’m clearing a full territory now, feels like I’ve already lost.170Views0likes7CommentsPunch-Ups Are Disappearing: Relic Delta, RNG Resets, Era Power.
Hello Capital Games team and community, I’m a Day-One player. I’ve stuck around (and spent) because Star Wars: Galaxy of Heroes was at its best when you could think your way through fights: smart mods, correct turn order, knowing your win condition, and pulling off a punch-up that felt earned. Lately, a lot of the game feels less like “I played it better” and more like “I met the number” (or “I restarted until the coin flip landed”). TL;DR: Punch-ups are disappearing, resets are replacing challenge, and long-term roster value is dropping faster than it used to. --- 1) Relic Delta: it feels like the game checks your stats before it checks your play Most of us have had that classic SWGOH moment: you scout a matchup, tweak mods, adjust speeds, and win a fight you “shouldn’t” win on paper. That’s the kind of win that kept people engaged. With Relic Delta, more matchups feel like they’re decided before decision-making matters. You can play clean, but if the coefficient gap is big enough, it doesn’t feel like there’s counterplay — just a wall. What players feel: “My mods and turn order used to matter here. Now it’s a hard no unless I push more relic levels.” Request: If Delta is staying, please tune it so modding/turn order still matters meaningfully, or restrict it to specific modes where it’s clearly explained and balanced around counterplay. --- 2) RNG design: too many fights are “restart until it behaves” I’m not against RNG existing — SWGOH has always had RNG. The problem is when the optimal strategy becomes restarting. You know the loop: you do everything right, one early coin flip goes against you (targeting, resists, crit chains, etc.), and you can tell within 10 seconds the run is dead… so you reset. That isn’t satisfying difficulty. It’s friction. What players feel: “I’m not learning or improving. I’m just rolling the dice until the run lets me play.” Request: Add guardrails in high-stakes content so one bad roll doesn’t instantly decide the outcome. Make difficulty come from decisions and tradeoffs, not reset volume. --- 3) Era power: it’s getting harder to feel good about long-term investment Most of us didn’t build rosters for “the current quarter.” We built them because we love Star Wars and because the game used to let older teams stay relevant through kits, counters, and smart play. When temporary/era power dominates too hard, it makes the game feel like: what you built last year is “fine”… until it isn’t, and the solution is always “build the newest thing right now.” That creates a constant depreciation vibe — even for spenders. What players feel: “My roster doesn’t feel like it’s growing. It feels like it’s being replaced.” Request: Increase the cadence of legacy kit health updates and reduce how steep temporary power dominance is, so older investments degrade more slowly. --- Concrete asks. 1. Publish the design goal for Relic Delta (where it applies, what it’s meant to fix, how it’s tuned). 2. Rebalance Delta so punch-ups still exist through mods/turn order and correct play. 3. Reduce “reset meta” design by adding RNG guardrails in key modes/encounters. 4. Commit to a regular legacy kit health cadence (even small, consistent passes). 5. Improve transparency: show recommended benchmarks up front rather than hidden thresholds. I’m posting this because I want SWGOH to stay healthy long-term. The game is at its best when it rewards mastery and planning — not just thresholds and resets. Respectfully, A Day-One Player --- “I don’t mind losing to a better plan; I mind losing to the loading screen.” “I’m not chasing perfection — I just want my decisions to matter more than my restart count.”186Views1like2CommentsNew Characters and Ships that should be added to SWGOH this year:
New characters and ships that should be added to Star Wars: Galaxy Of Heroes this year: NEW CHARACTERS: 1-) Jedi Master Count Dooku (Light Side), 2-) Jedi Master Yaddle (Light Side), 3-) Admiral Wullf Yularen (Light Side), 4-) Rebel Fighter Pilot Luke Skywalker (Light Side), 5-) Supreme Chancellor Palpatine (Neutral), 6-) Agent Kallus (Dark Side), 7-) Supreme Leader Snoke (Galactic Legend) (Dark Side), 8-) Maul (Lord Of Shadows) (Dark Side), 9-) Darth Talon (Lord Of Shadows) (Dark Side), 10-) Jar Jar Binks (Dark Side Vision) (Dark Side), NEW SHİPS: 1) General Anakin Skywalker's Star Destroyer Ship (Resolute) (Light Side), 2) Rebel Fighter Pilot Luke Skywalker's Red Five Ship (T-65B X-Wing Starfighter Ship) (Light Side), 3) Princess Leia's Star Ship (Tantive IV) (Light Side), 4) Obi-Wan Kenobi's Starfighter Ship (Delta-7 Aethersprite-Class Light Interceptor) (Light Side), 5) Jedi Master Mace Windu's Starfighter Ship (Eta-2 Actis-Class Interceptor) (Light Side), 6) Grandmaster Yoda's Jedi Starfighter Ship (Light Side), 7) Din Djarin's N-1 Starfighter Ship (Light Side), 8) Darth Vader (End Of The Duel's) Star Destroyer Ship (Devastator) (Dark Side), 9) Count Dooku's Star Destroyer Ship (Providence-Class Carrier/Destroyer), (Dark Side), 10) Count Dooku's Starfighter Ship (Punworcca 116-Class Interstellar Sloop) (Dark Side), All the new characters and ships I mentioned above should be added to the Star Wars Galaxy of Heroes game. That's all I can list for now. If you have any other suggestions, please write them in the comments. Please show your support by liking this article. NOTE: All images above are from the internet and were chosen completely randomly.1.1KViews1like15Comments