MAKE LEGACY RAIDS GREAT AGAIN
MAKE LEGACY RAIDS GREAT AGAIN I love the Rancor. I want the Tank. And yes — give me the Sith Triumvirate nightmare. Give me all of it. The old raids are still some of the most memorable PvE content in SWGOH, but today one strong player can wipe them before most of the guild gets to meaningfully participate. So here’s the idea: Legacy Raid Weekly Every week: The Pit → Tank Takedown → Sith Triumvirate → repeat No raid tickets. Doesn’t replace the current raid. Every player gets their own raid instance. And most importantly: Nobody gets to kill my Rancor before I do. Each character gets one life for the run. Survive? Use them again. Die? They’re done. Now your whole roster matters. Maybe today you need 8 teams to finish a Rancor. Later 6. Then 4. Then 2. Eventually: One team. One Rancor. That’s progression you can actually feel. And if this works, take it one step further: RANCOR WARS Two guilds. Same raid. Finite rosters. Same rules. Then ask one simple question: HOW MANY RANCORS CAN YOUR GUILD KILL? A 3M GP player can contribute at a lower difficulty. A 12M+ GP player can attack the nightmare version. Everyone matters. I wrote the full concept as an Executive Product Memorandum + Detailed Product Concept, including scoring, difficulty, roster attrition, rewards, KPIs, Rancor MVP validation, and Legacy Raid Wars. The full PDF is attached for anyone who wants the detailed version. But the player version is simple: Bring back the Rancor. Bring back the Tank. Give me the Sith Triumvirate nightmare. Let me use my roster. Which one are you fighting first? And more importantly: How many Rancors can your guild kill? The forum post is the short player version; the linked PDF below contains the executive memo, product KPIs, MVP validation path, and detailed concept. Make Legacy Raids Great Again — Full Product Memorandum119Views3likes11CommentsQuestion about PVE & Certain Mechanics
Hello all I've been wondering since many game mechanics have been added to the game (e.g. Siphon, Investigation and other individual character mechanics like Impetious for JKCK) I've noticed certain discrepancies in the PvE setting where there is more than 1 battle in a single event. For simple purpose I'm referring rot ROTE where CMs or SMs have Battle 1 and Battle 2. For various team-orientated or individual ability stacks: SLKR, Dr Aphra and other Siphon stacking toons lose all their Siphon stacks as they finish the first battle and must stacking again in the second fight and that doesn't make any sense to me >< besides for GLs like SLKR I can't say I'm able to use other character Siphon abilities many times in one single fight I've noticed this in particular for Aphra and Inquisitor Bariss, usually I can use their Siphon once per battle, for Aphra that usually happens at 0 or 10 Siphon stacks because of Ig-90s addition to the team. -> is this working as intended? It's quite a big nerf to various teams and characters, GLs don't feel it as much as non-GLs because of the speed difference Then you have the various character or faction specific mechanics that behave differently, for the Mercenary "Soldier of Fortune", I admit I don't know what happens there but I've noticed these things: Lord Vader and Underestimated stacks continue from the first to second battle uninterrupted so you continue to gain stacks. Jedi Knight Cal Kestis and Impetious stacks behave differently: if you end battle 1 of 2 with 20 Impetious stacks on JKCK you start the 2nd battle with 0 stacks and just the chosen configuration at the end of the first battle. Darth Vader's (Duels End) and Vengeance stacks continue uninterrupted between battles. For the various character specific stat buffs that are intrinsic to their kit (damage, max health, protection, mastery etc): This is way too broad of a category but a few good examples are the Basic Attack mechanics for Stranger, Luthen and JML that cause speed and max health, respectively, to stack on continuous use (up to some maximum), and then you have the special abilities for LV & JMK where the use of their special ability increases the damage of the attack (to some maximum) -- so on and so forth (this list is endless) For GL Ultimates: I also have a question about GLs ultimates in the same setting - if you finish the first battle with SLKR, Rey ultimates still active - you begin the second battle with them still active but if I noticed correctly, JMK & LV ultimates do not follow the same pattern, you don't begin the second battle with the buffs active and the ultimate charge begins at 0 -> (correct me if I'm wrong here, it happened long ago and since then I never activate those ultimates in the first battle because of that experience) Mechanic oriented debuffs seem to follow the same rule pattern: the continue on your character between battles (ROTE LS "no confidence" debuff for example) but Armor Shred debuff does not carry over. Is there any rule to these mechanics? This seems unnecessarily complicated and honestly it seems not alot of thought has been put into this - does anyone know how this works? Thanks in advance! EDIT: I forgot to mention Jedi Vanguards JMMW and investigation stacking - have you noticed in the raid for example that if Disguised Clone Trooper is counter attacked before he enters stealth when no enemy has an Investigation stack, he gets a stack, enters stealth and you can't do anything? :D if he gets Dazed and is forever in stealth you are unable to apply Investigation to any other target in the meantime, this is actually quite hilarious65Views0likes3Commentscolizeum big problem
I started a battle in the Arena yesterday—around 18:30 GMT. My squad is Jar Jar, Dark Yoda, Mara, Talon, and Knight Luke. It’s now 13:34 GMT, and the battle is still going on. Is it your intention for players to spend 24 hours on a single fight? I doubt you’ll lift a finger to fix anything. But I’m writing this anyway—maybe someone see what total losers you are and stop lining your pockets.27Views1like2CommentsPetition to Convert Boushh and Other Raid Omicron Abilities
As title says, I am petitioning for CG to convert raid omicron abilities to other omicron ability types such as GAC, TW, or TB. This includes Boushh (Leia), Scout Trooper, and Gungan Boomadier. CG has done this before with galactic challenge omicron abilities, and as character pools are limited for the priority raid these abilities have little to no value or incentive for users looking to participate in newer raids. I ask that CG please consider converting raid omicron abilities. There are so few to begin with, and if CG is not continuing raid omicron abilities or opening the character pool for newer raids then it only makes sense to convert the existing abilities to ones that can be used. Thank you for your time!33Views0likes1CommentZeffo Tomb Guardian Glitch/Infinite Loop
I have been doing 1 damage constantly for the past 6 hours! sith yoda is at 13,150 siphon now and darth jarjar has hatred AND Dark masters training, but the tomb guardian has only gone from 90% to 92% and won't die! i am already at 501,519 damage in tier 10, how much longer will this take? DJJ and soda are just doing basic attacks, and even soda's basic that should attack twice is only removing 1 armor plating each turn! What is the total amount of armor plating ZTG can regenerate? I'm using so much electricty, I want to give up, How can I save my current damage progress and escape the battle? I don't want to lose the past 6 hours of progress, thank you.92Views6likes12CommentsNew raid R10 requirements for max score
This is total crap. I haven’t complained about a single major change to the game in 2 years. Just roll with it as I love this game. But the raid is vital to material needed to grow a roster. And to require 5 R10 teams to get a max score is completely insane. Especially with these required characters.304Views11likes3CommentsMyths and legends
Have characters ranging from 95 to 105 including Darth jar jar however cant get any further then the level 95 cap in coliseum. Only way I got jar jar to 105 is by unlocking him. Outside of that no matter what line up I get wiped out before being able to advance any further due to not being able to get the required gear even though I made the level cap with all characters and 4 stars22Views0likes0CommentsGame lagging/ Unplayable
Hey all, Is there anyone else experiencing lagging in the cantina? I'll open the game fine, and then move to one of the game modes (Coliseum, Grand Arena, Galactic Battles) but then when I return to the main screen (cantina) there's a lag that makes the game nearly unplayable. If I then try to go back into a game mode, and back out it's operating normal again most times but that still takes 15s. Very hard to play like this, having to go back and forth. This started this Sunday/Monday when the icon changed on the mobile app on android. Is this happened to anyone else?51Views2likes1Comment