Order 66 raid concerns
The new order 66 raid was announced and as a long time player I’m quite concerned with the direction it is going in. The required units are not what a majority of players would call lore accurate aside from Jedi Vanguard and dark side clones. The overemphasis on new characters will be a struggle for free to play and newer players to earn in order to achieve decent scores. This can severely demotivate the player base. The possibility of rewards from the Naboo raid being nerfed lingers in the back of players minds as the focus shifts to this newer content. I simply don’t understand why the raid couldn’t be: Pick an Anakin and clone troopers to raid the Jedi Temple. 0 score modifier for Jedi Knight Anakin with any clones. 2x score modifier for General Skywalker with 501st clones. 4x score modifier for Lord Vader and the new dark side clones. The phase transition introduced in Naboo could be scenes from Order 66 like Plo Koon getting taken out in his Star fighter or Commander Cody firing on Obi-Wan. Sure Rex, Echo, Fives, and phase one clone trooper don’t make sense for lore accuracy but they could be substituted with other clones that took part in Order 66. Makes more sense to do it this way than include pirates, Bad Batch units that don’t appear until a few years after Order 66, or Tarkin. Thoughts?239Views1like3CommentsOrder 66 raid long term
With the new raid coming around there’s a lot of concerns as a player. First concern I have is locking out 2 squads (both pirate leads) so players and guilds are earning less than they should. While on the topic of adding two squads later on, locking 2 of them behind conquest so you won’t have a full synergy squad just adds more time you won’t be maxing out rewards. If this raid is to be a year long, it ends up being shorter than Naboo, making investment into the squads (Bad Batch in particular) less worth it. Since there will be two Pirate squads (one a GL) people will already have to invest into them, but how much longer will the raid be up to make getting the GL worth it in the end. Some adjustments to make newer/future raids worth it. Bring back earning hero shards like Traya, GG, and Han. We already work hard to get Reva and conquest hero’s, why not have raids to the same thing. New raids of the year will still keep the MK3 tokens but once a raid is older, you can still earn MK1 and MK2 tokens like normal. Have the hero shards earned be related to the raid (off the top of my head I would like CT-9904 “Crosshair”). CG can even go as far as making shards only obtainable through using Bad Batch V2 squad. TLDR is have at least 3 squads most players already have upon launch of the raid. Add the new marquee/conquest heros later as a lifter squads that make the raid easier/faster for those who invest in them. Make raids more worth it than just MK3 tokens.96Views1like3CommentsFirst Neutral GL
With the new raid coming out along with pirates and a galatic legend pirate, can you please make him or her a neutral character with bonus' having 2 lightside pirate, and 2 darkside pirates, Hondo would be able to fill out any combination needed to fulfill those reqs. PLEASE!!93Views0likes5Comments"NEW ERA of SWGOh"
Well, I don't know where to start this post without starting to rant at CG, but I'm going to try to be as polite as possible. Sorry, my English is terrible, but I think it'll be better than Kit's writing or the text of other official posts about the game. No offense to our beloved Meathead, who deserves an award for being a great community manager. Well, flattery aside, let's get to the point. Lately, since the new era system, to be specific, CG has made questionable decisions that have been the source of displeasure or memes. The most recent has been including an era battle event that is impossible to complete by requesting a character that you cannot unlock since its event is not available or even exists, and when it arrives, being temporary, its return will be in months, which will not let you take advantage of it. This morally affects the people who pay and the f2p players. Well, most are used to being spit in their faces, but it does not take away from the unpleasantness of the matter and it would not be so bad if it were not for the fact that they literally launch the event one day after the raid. Haha, by the way, they just reworked a few days ago a character that is practically useless if it is not with a character that is not yet available, which implies that it has no real use for those who are f2p. The rework is to strengthen a team that already has practically two lifters, jo casta and depa billaba. Plus, with the imminent arrival of the new raid, it turns out they're going to ask for new characters, as always, that have nothing to do with the theme, and to top it all off, a **bleep**ing legend from a new faction. Tell me, what intention do these people have of making this accessible? When they deny us the use of a legend that's been in play for years and deserves to be in its own event, even if it doesn't make sense for it to face itself, what they did with this new faction, which they could have included in the game in many different ways, makes more sense. On the other hand, the changes to the difficulty levels take away an important part of a mechanic from a team that can be used in the raid and is one of the most accessible there is right now. You only get it back by leveling your characters to R9. They're also not introducing two new teams from this new pirate faction, with characters, one of which is legendary and two of which are conquest characters. While it's not exactly new, their approach is increasingly demanding and, once again, discourages you from continuing to play. It wouldn't be a big deal if it weren't for the number of bugs that each new character or update brings. It's understandable that programming such an old game is complicated, but there are things that are bordering on the ridiculous, like text translations, mods being removed for changing them, having to launch the Bronzium data card and then charge the PC chest so it doesn't boot you. It gives the impression that they don't test their game, practically an open secret for the community. Another of the main annoyances for a couple of years now is the lack of communication. Where were the Road Aheads? The compensation, even small ones, for their players? Now, if there's anything, it's like a drop of water in a desert. There are details in the skill kits, like references to moments in the saga, and that's appreciated. But throwing water on a fire started by an electrical outlet doesn't put it out. It takes a little more than that. I know they've had good profits, and that's excellent, but they're forgetting about the human aspect. In my opinion, I'm not saying they should stop releasing packs, LSBs, etc., but they should rethink their strategy, if they have one, to monetize. But what's my point with all this? In their last post about the raid they imply that they listened to the community to improve some things in the raid, I don't want to be the voice of the people or anything like that, I'm just trying to capture what I've seen or experienced through others and something of myself in this game we are here because at least we like it or in some or several cases we love Star Wars, so I ask CG to open their eyes more, wash their mouths and ears when interacting with the community beyond the good work that Meathead does, that the developers analyze, think carefully about what they are going to do in the future and if they have already planned something, be honest, not like what they said about the use of LV and the raid.86Views1like0CommentsTo CG: Order66 raid boxes proposal
Disclosure: I also posted this as a response to Meathead's post. This is a forum-copy. On the box tiers: you are heavily nerfing medium-large guilds with the 90mill and 130mill box switch. Also, for 1.500 GET3, guilds will need to reach 28 mill instead of 22.5 current. So: proposal: MOAR boxes. Going up in 250 Mark 3 increments. (500 Mk3 increment proposal below) Guild Million raid score Mark 3 Auzor proposal 10 500 12 750 14.5 1000 18 1250 22.5 1500 30 1750 41.5 2000 52 2250 68 2500 75 2750 90 3000 100 3250 110 3500 120 3750 130 4000 147.5 4250 167.5 4500 190 4750 215.5 5000 245 5250 263 5500 283 5750 304 6000 327 6250 351 6500 375 6750 390.5 7000 407 7250 424 7500 442 7750 460.5 8000 480 8250 500 8500 520 8750 This is not a straight curve, as I adjusted it to fit the current boxes & sometimes the newer ones. (nearly always to player advantage; so I kept the 90 mill and 130 levels. But did go with the newer levels for the higher boxes). The incline CG proposes is still weird: instead of gradually increasing, there are steeper slopes to the 'curve', that's a result from trying to fit in current boxes to an exponential tweaked curve. This would come to 34 boxes. If you halve this amount, to 17 boxes, it would be: Guild Million raid score Mark 3 Auzor proposal 10 500 14.5 1000 22.5 1500 41.5 2000 68 2500 90 3000 110 3500 130 4000 167.5 4500 215.5 5000 263 (CG: 245, but only 5250 Mk3) 5500 304 6000 351 6500 390.5 (CG 375, but only 6770 Mk3) 7000 424 7500 460.5 8000 520 8750 By adding in an extra 6 boxes, we get a much more gradual curve. And by intelligently keeping the reward levels at 90 mill & 130 mill, we don't have as much of a leap from 68 million to 98. (seriously, Meathead?) This will already require plenty of new (yet to be farmable!!) characters. I'd suggest using more color differentiation between the box tiers, like gear. So white -> green --> blue-ish --> (maybe red here?) -->purple --> gold. This will benefit the large guilds especially. But the shifts on the 41.5 & 68 million (from 67.5 & 78.5) should be well appreciated by smaller guilds. Medium-large guilds (ahem) would love a 110 mill box, and a 167.5 mill would be a stretch goal, maaybe. The 265 mill box is now at 263 million still, but did get an extra 250 Mk3 tokens added. Crucially, the steps on the hamster wheel for the whale guilds are now smaller, and much more gradual for everyone. Auzor out.158Views1like3CommentsTerrible raid if you're F2P
What exactly are f2p players supposed to do in this raid? An entire faction (pirates) isn't even launched yet. 3 ds clones aren't even farmable yet. New mace is also not accessable. If you didn't spend anything on accelerating the new bad batch toons, they also won't be ready. All that's left is some random oddball Jedi vanguard team which in all likelihood won't do much. So are we supposed to do just that 1 run and sit?135Views4likes0Commentscharacter idea: Galactic Legend 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: Galactic Legend, leader, Sith, Sith Empire Attacks and Abilities Ultimate: Force Malstrom(requires 100% Ultimate Charge) Instantly defeat the weakest enemy while dealing true damage to all enemies. All allies cooldowns are reset.Defeated enemies cannot be revived. Every time Exar Kun or an ally gains We Have Returned or whenever an enemy is inflicted with Fear he gains 2% Ultimate Charge. 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 25% health, mastery 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. Galactic Legend This unit takes reduced damage from percent damage effects and massive damage effects. They take massive damage from destroying effects( excludes raid bosses) and are immune to stun effects.This unit has 10% max health and max protection per Amplifier level and damage they receive is decreased by 30%.395Views4likes0CommentsSession expired, CG keeping people locked out
I keep hearing on multiple platforms that the creators of this game are trying to THIN OUT the playing population. WHY?!?!?!? I've been playing since the game came out, spent plenty of money in the in-game store, playing multiple hours EVERY DAY, and now it looks like they aren't doing anything about the login issues. And I don't wanna get a reply about that stupid work around. Everything I've done, tried, prayed for, hasn't worked. If you don't want people playing your game, just tell us on here so 90% of gamers can quit. We want a resolution. Remove the last few patches, have every user reinstall and then figure out where the issue was, because you obviously don't know what you are doing or how to fix it.77Views1like1CommentIncrease the mod loadout cap from 200 to 300
We have far more than 200 characters now. Not everyone wants to use HU for mod management. Increasing the mod loadout cap should be an easy QoL improvement that won't cost too many resources to implement and would greatly assist in management mods with the upcoming raid.206Views9likes8CommentsCan SLKR stop destroying his teammates?
As every SLKR user should know, he HATES TM gains, punishing it with reduced health and protection. Except there's this little clause in his leadership where whenever a dark side ally loses advantage without scoring a critical hit, they regain it. And then that's followed by "whenever dark side allies gain advantage, they gain a bonus based on their role". And what do supports get? 20% TM. So what happens is his Support allies live with advantage, and are always reducing their vitality. But it gets worse! Hux has three abilities, a Basic that deal damage, a special that calls a mass assist, and a targeted cooldown reset. Problem is, that basic give him TM, so it doesn't matter whether or not he has advantage, he's reducing his stats. And his first and second special make him lose advantage but don’t deal damage - and when allies lose advantage without scoring a critical hit, they regain it, and then gain bonus TM. No matter what, Hux is reducing his health and protection by 10% every time he uses an ability, which absolutely shreds survivability. This is even more apparent in TBs and raids, where by the third wave he has about three bars of health and gets one shot every time. It wouldn't even be so bad if Hux wasn't a pivotal member of the First Order team, but he is. CG, can you please change SLKR's clause to something like "Supports gain Speed Up for 2 turns"? That way, Hux doesn't turn into a one shot punching bag nearly as quickly.287Views1like9Comments