Captain Enoch anti synergy
There's a specific part in the kit of DTP, being: Whenever an Imperial Remnant ally is critically hit, remove 3% Turn Meter from all enemies. This is great for the Remnant team, as enemies with Blight will take bonus true damage. The enemy team slowly destroys itself as your team is critically hit. Fun times all around. But then in Enoch's kit it states: Enemies (excluding Galactic Legends) have -450% Critical Chance. So all that bonus damage is nullified, which sucks. Could the kit be tweaked to "Enemies without Blight (excluding Galactic Legends) have -450% Critical Chance"? That way, it punishes enemies without Blight with reduced damage while being able to capitalise on the extra damage from DTP's unique.126Views0likes8CommentsQOL suggestion: Conquest
In battles, we can see the buffs our units have and the datacrons we use, but we can't see our current datadisks during battle in Conquest. Can this be changed, please? It would make it much more convenient to see the current effects they offer as a tab opened up by pressing an icon in the bottom (like datacrons). It would also make it simpler to adjust strategies according to the flow of battle.17Views0likes0CommentsTai'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.226Views0likes2CommentsGAC update
GAC needs an update related to the rewards. Kyber is dominated by whales and krakens. I believe that two new divisions should be created. The first one is Durasteel, which would be located after Carbonite, and the second is Beskar, which would come before Kyber. The rewards have to be changed, of course, and they should be increased. Finally, for Kyber, there should be something extra and special reward to mark the difference between Beskar and Kyber.81Views0likes1CommentArkra: GL Kit Concept
(If you don't like it, don't read...cough) Lore: One of the original Dark Jedi who fled the order, Arkra was the first to learn the secret to endless age and power through a perpetual force ritual. Unsatisfied with sharing Korriban with the Empire, he found Leronia and forged his own. As centuries passed, Arkra grew so powerful and reclusive that the Sith mistakenly deified him as the dark side itself, a misconception that suited Arkra's secretive nature. Over the millenia, he sought out each new Sith Emperor and brought them under his will - or disposed of them and selected a more suitable candidate. In this way, Arkra has shaped galactic history for thousands of years, until he finally decided to step out of the shadows... As the leader of a new Sith Empire team, Arkra specialises in granting his allies power and benefitting massively from their defeat. He also introduces two new effects - Shrouded, which prevents him from being targeted by either his enemies or his allies, and Wild Rage, a gift from him to a pawn that grants them stacking bonuses that only serve to empower Arkra more when that pawn eventually falls. He may be a Sith, but I'm unsure whether Darth should be in his title or not. A ruthless warlord, Arkra leads the Sith Empire from the shadows, sows confusion among his enemies and sacrifices his allies to fuel his power. Unit Name - Arkra Tags - Galactic Legend, Dark Side, Support, Leader, Arkan Empire, Sith Mastery - Accuracy, Defense Penetration, and Health Steal I Will Tolerate You No Longer (Ultimate ability) (I recommend reading this after the rest of the kit) Requires 100% Ultimate Charge to activate. Ultimate Charge: Arkra gains Ultimate Charge from using Saber Severance and Concussive Strike. He also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. All other living allies are instantly defeated and lose 100% of their Defense, Max Health, Offense, Potency and Tenacity, then Arkra loses Shrouded and gains 100% of the amount lost in addition to his own stats until he is defeated (see Ancient Armour for a description of Shrouded). Arkra gains +120 speed for each defeated ally before this ability was used. This ability can’t be evaded or resisted, and units defeated by it can’t be revived. If no other allies are present when this ability is used, Arkra enters an aggressive stance, loses Shrouded, then triples his current Mastery, dispels all buffs on all enemies, which can’t be evaded, inflicts Vulnerable on them, gains +35% Counter Chance and gains Wild Rage until he is defeated, which can’t be prevented or dispelled (see Forceful Bestowal for a description of Wild Rage). These effects can’t be dispelled, evaded or resisted by enemies and last until the end of battle. Additionally, enemies can’t be revived. Wild Rage persists across encounters. Saber Severance (Basic) (Final text, Zeta) If it’s Arkra’s turn, deal Physical damage to target enemy. Dispel all buffs on them and all debuffs on Arkra, then target enemy is inflicted with all debuffs dispelled and Arkra gains all buffs dispelled for 2 turns (excludes stealth and taunt). If both Arkra and target enemy are buffed, this ability deals 100% more damage. If the target enemy is already debuffed, inflict Fear for 1 turn, which can’t be evaded. Arkra gains 2% Ultimate Charge for each active Arkan Empire ally. If this ability is used outside of his turn, deal Physical damage to target enemy, then all Dark Side allies recover 10% Max Health and Protection, doubled for Arkan Empire allies, and all Light Side enemies are inflicted with Confuse for 1 turn. (Animation - Arkra spins his lightsaber with one hand, then strikes down vertically while holding with both hands) Concussive Strike (Special 1, cooldown 4) (Final text, Zeta) Deal Physical damage to all enemies and an additional instance of true damage for every other turn an enemy has taken during this encounter. Inflict Daze and Confuse on all enemies for 2 turns, which can’t be evaded by an enemy if they have Foresight. If the target enemy is the weakest or a Jedi, also inflict Fracture on them until the end of Arkra’s next turn, which can’t be copied, dispelled, evaded or resisted. This ability inflicts an additional stack of Confuse on subsequent uses (stacking, max 3). For each debuff inflicted by this ability, all Dark Side allies gain +1% Mastery until the end of battle (stacking), doubled for Arkan Empire allies. Arkra gains 1% Ultimate Charge for each debuff resisted. If Arkra has Wild Rage, Confuse lasts for 3 turns and can't be dispelled. (Animation - Arkra puts one foot forward, then forcefully pushes out with a claw-like hand) Forceful Bestowal (Special 2, cooldown 5) (Final text, Zeta) Dispel Buff Immunity from all other Dark Side allies, then they take damage equal to 45% of Arkra’s Max Health and gain Wild Rage for 2 turns, which can’t be copied. This damage can't defeat them. All Arkan Empire allies gain Speed Up, Health Steal Up, and Offense Up for 2 turns and gain an additional bonus depending on their role: Attackers- Gain Defense Penetration Up and an additional +100% Offense for 2 turns Tanks- Gain Defense Up and double their Max Health for 2 turns; if Arkan Soldier is an ally, he assists Support- Gain 50% turn meter and reduce their cooldowns by 2 (this ability’s cooldown is unaffected) Wild Rage: gain +2% Max Health, Health Steal, 10% Offense and 10 speed whenever this unit is damaged by an attack (stacking), -50% tenacity; can’t gain Ultimate Charge (Animation - a glowing red ball of energy forms in Arkra’s raised palm, then glowing red tendrils arc towards his allies) The Warlord (Leader) (Final text, Zeta) Sith allies have +20% Mastery, +15% Max Health and +20 speed, doubled for Arkan Empire allies. Allies gain +2% counter chance and Potency for each debuff on them. If all other allies were Dark Side Non-droid and Non-leader Sith, Sith Empire or Arkan Empire at the start of battle: - All allies gain +15% Critical Chance - When an ally inflicts a debuff, for each Jedi, Old Republic and Galactic Republic enemy the selected target loses 1% turn meter - Allies who have the Sith Empire tag at the start of battle also gain the Arkan Empire tag - While allies have Wild Rage, they have +30% counter chance and have their cooldowns increased by 1 when they are inflicted with a debuff (limit once per turn) Each time a Non-droid Sith or Arkan Empire ally critically hits an enemy, they gain +50% critical damage until they do not score a critical hit and +1% Mastery until the end of battle. If a Non-droid Sith or Arkan Empire ally scores 3 consecutive critical hits, they gain Damage Immunity for 1 turn. Allies can’t score critical hits while they have Damage Immunity. Ancient Armor (Unique) (Final text, Zeta) At the start of battle, Arkra loses all Protection and gains that much Max Health and loses 70 speed for each ally present, which cannot be changed by an enemy ability or debuff. Arkra is immune to Fear and attacks based on health, has +300% Defense against Light Side enemies, and can ignore taunt effects to target a debuffed Old Republic, Galactic Republic or Jedi enemy. Whenever an ally uses any ability, Arkra gains Shrouded until the end of the next unit’s turn, which can’t be actively dispelled. If there is any version of Draak Davaron on the enemy team, he takes damage at the start of each of his turns equal to 8% of Arkra’s Max Health, which can’t be evaded. This damage can’t defeat Draak. Additionally, whenever a Sith ally uses any ability that ignores Protection, they deal bonus true damage equal to 30% of their Potency, doubled for Special abilities. If Sith Assassin is an ally, all her cooldowns are reduced by 2 and she also gains Stealth and Potency Up for 1 turn at the end of each of her turns. Arkra gains Ultimate Charge when using Saber Severance and Concussive Strike. He also gains 1% Ultimate Charge whenever a buff on a Dark Side ally expires, and 5% Ultimate Charge when a Sith ally is defeated. Shrouded: Cannot be actively targeted by enemy or ally abilities. This character’s appearance is altered while this effect is active. This effect can’t be gained if no other allies are present. 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%. Recommended Mods: Speed + Health Speed Mods help balance out Arkra’s losses, and Health keeps him in the fight long enough to use his Ultimate ability. Triangle (Holo-Array) Primary: Protection Cross (Multiplexer) Primary: Protection Circle (Data-Bus) Primary: Protection Arrow (Receiver) Primary: Speed Secondaries: Speed, Health, Protection, and Potency230Views3likes4CommentsDEVS 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...1.2KViews10likes26CommentsAnother UI gone missing while VS GLAT
Last week my GAC mess up cause of UI disappear when VS GLAT. And now after stupid google play login problem that cause alot of energy. I got another UI disappear again while VS GLAT in TW. No more my money for your stupid episode pass anymore. This kind of poor quality game is not deserve to be pay anymore .38Views1like0CommentsLuminara Unduli Rework Idea
I'm just here to share my version of the Luminara Rework, hoping that these developers finally do something with her and her almost useless omicron. With the Naboo Raid going away soon, her lead will once again become useless, so in my version, I turn her lead into a unique and place the omicron there as well. HoT = Heal over Time Luminara Unduli Light Side, Healer, Galactic Republic, Jedi, Jedi Vanguard Basic - Flow of the Force Deal physical damage to the target enemy. Luminara and a random ally without Evasion Up gains Evasion Up for 2 turns. Special - Force Blast (CD: 3) Deal physical damage to the target enemy and inflict Ability Block for 1 turn. This ability cannot be evaded and Dark Side enemies cannot resist these effects. If Luminara has 4 or more HoT on her, this ability deals double damage. Special - Master Healer's Blessing (CD: 4) Allies recover Health equal to 45% of Luminara's Health and gain 1 stack of Heal Overtime (20%) for 2 turns. Dispel all debuffs from Galactic Republic allies and they gain an additional stack of Heal Overtime for each debuff dispelled by this ability. Unique - Elegant Steps (Zeta, Omicron) Luminara has +10 Speed for each stack of HoT on her. Whenever a Galactic Republic ally is critically hit or whenever they gain a buff they didn't have, they gain a stack of HoT for 2 turns. Whenever Luminara evades an attack, she gains a stack of HoT and gains 10% Turn Meter. Galactic Republic Jedi allies have +5% Defense and Critical Avoidence for each stack of HoT on them. While in Grand Arenas: Galactic Republic and Jedi allies gain Health Up for 3 turns at the start of the battle, which cannot be prevented. Whenever Luminara uses her Basic ability, she deals bonus True Damage equal to 5% of her Max Health, for each stack of HoT on her. Master Healer's Blessing grants Tenacity Up to all allies and Luminara gains 50 Speed for 2 turns. Whenever a HoT effect from Master Healer's Blessing's triggers, all HoT effects from that ability triggers, they also recover 20% Protection. Allies have +100% Critical Avoidence and immune to Turn Meter Reduction while they have HoT from Luminara. Allies with Protection Up cannot gain these bonuses and when allies gain Protection Up, these HoT effect are expires on them except if the allied Leader is Queen Amidala or a Jedi Vanguard.32Views0likes0Comments