Road Ahead FAN MADE

CommanderMime
44 posts Member
edited October 2023
DISCLAIMER: The following Road Ahead is fan-made, and therefore is not representative of any plans by Capital Games for Star Wars: Galaxy of Heroes. The following Road Ahead is intended purely for catharsis.

Hi Holotable Heroes! We have a doozy of a Road Ahead for you today, rounding out several forms of character progression. We are revisiting old ideas that didn't make the cut the first time, revising existing mechanics to make them more balanced, and adding a new tier to mods! We have a lot to talk about, so let's jump right into it.

Relic 10 (Hear us out)

That's right holotable heroes, we are finally bringing Relic 10 to the holotable! Relic 10 is intended to function similarly to the Gear 12 finisher piece, with each character getting something slightly different out of it. With Relic 10, we are adding new relic materials and a new mechanic that we hope will spice up some characters.
What are these new materials?
With Relic 10, we are adding new non-salvage relic materials, as well as a new Signal Data. There are three new types of relic materials for you to collect, but each character is only going to need one type to go from Relic 9 to Relic 10, which will depend on the character's allegiances. These new materials, and their corresponding character archetypes, are as follows:

Jedi, Sith, and Unaligned Force Users: Kyber Crystal
Scoundrels and Smugglers: Loaded Sabacc Deck
All others: Credit Vault

In the even that a character falls into multiple of these categories (such as CAT, who is both UFU and Scoundrel), they will be assigned their R10 piece based on what is more thematically appropriate to their character (going back to CAT, she would use Kyber Crystals, since they are more appropriate to her character than Sabacc Cards are).
Additionally, we are also introducing a new signal data: Restored Signal Data. To go from Relic 9 to Relic 10, each unit is going to need 30 of their respective materials, and 40 restored signal data. While these requirements are steeper than any other single material at any relic level, the reason for this is that these materials are in lieu of any other materials (that's right, no Droid Brains, no Impulse Detectors, and no Carbonite Circuit Boards needed here folks!). This is because while Relic 10 is still supposed to feel like an achievement, we don't want it to become a bottleneck.
How are we going to earn these materials?
These materials are going to be added to the raid shop to be earned with the new Endor Raid, as well as being added to shops in later sectors of Hard Mode Conquest. Additionally, after approximately a year of Relic 10 being in the game, we intend to add these materials to the Weekly Shipments as well.
How much of a boost are my characters going to get from going from Relic 9 to Relic 10?
Not as much as they get by going from Relic 7 to Relic 8, or from Relic 8 to Relic 9, but that is because Relic 10 adds a new feature to characters that is intended to be more fun than mere stat boosts.
You keep mentioning a new mechanic. What is it? Spit it out already!
Fine, pull our leg why don'tcha. This feature is actually one that we wanted to add a while ago, but it fell to the wayside in development. However, we are very excited to announce that we are bringing back Relic Abilities! In fact, we are so excited that we are going to give Relic Abilities their own entire section!

Relic Abilities are Back, Baby!

That's right! When we decided to add Relic 10 to the game, we also wanted to add something fun to allow you to celebrate each and every character you take to Relic 10, and Relic Abilities are the answer we came up with.
What kind of abilities can a Relic Ability be?
Good question! When a character goes to Relic 10, they will unlock a new ability, which can be one of the following types: Basic, Special, Leader, Unique. That's right, at Relic 10, some characters may unlock a second basic ability, or some may unlock a whole new leader ability that they never had before. This is intended to shake up high-level gameplay, since adding a second basic ability now means that that character has a second ability that can't be ability blocked or increased in cooldown, or adding a leader ability means that some characters will be able to lead teams at Relic 10 when they couldn't at Relic 9. The only types of abilities that cannot be unlocked as a relic ability are Summon and Ultimate.
Speaking of Ultimates, what about Galactic Legends?
Due to already having very powerful Ultimate Abilities, and the Galactic Legend unique ability that scales based off of relic levels, GLs will not be getting Relic Abilities at this time.
Can we have some previews?
Fine, if you insist. Here are some Work In Progress abilities for the Sith Triumvirate.

Darth Sion: Return from Oblivion (Unique) - Darth Sion cannot be prevented from reviving.
Darth Nihilus: Voracious Appetite (Special)(CD: 4) - Deal damage to target enemy equal to 100% of Nihilus' max health. Recover health equal to the damage dealt. This ability is immune to cooldown manipulation.
Darth Traya: Wound the Force (Basic): Deal special damage to target enemy. If that enemy was a Jedi, Sith, or Unaligned Force User, stun them for one turn, which can't be evaded, resisted, or dispelled. When this stun expires, inflict them with blind for one turn, which can't be evaded, resisted, or dispelled.

How will having two basics affect attacking out of turn?
Whenever a character with a basic relic ability attacks out of turn, they will use their non-relic basic ability.
Do I also have to level up these abilities?
Nope! Once you go to Relic 10, these abilities unlock automatically and are max level by default.
How will adding a new ability affect ship scaling?
Because relic abilities are inseparably tied to Relic 10, characters do not gain crew power specifically from unlocking a relic ability. Instead, ship scaling from Relic 10 and from Relic Abilities are both lumped in together as one item, since you cannot have one without the other.
Will there be any game-mode specific Relic Abilities?
Not at this time, however that is not ruling out the possibility for future characters. We want to be very careful and discerning when exploring this design space.

The last things we are going to talk about today are changes to two items that are both "Improve stats beyond their baseline" in nature.

Introducing 7-Dot Mods!

That's right holotable heroes, we are finally adding the final tier to mods. Once a character reaches Gear 13, they will be able to be equipped with 7-Dot mods. Additionally, not only are we adding the ability to slice a mod from 6A to 7E, we are also adding the ability to go from 7E all the way to 7A in the same update!
What are the character requirements to equip 7-Dot mods?
Characters can be equipped with 7-Dot mods starting at Gear 13, however each tier of 7-Dot mod has a different relic requirement attached to it.

7E - Gear 13 (Relic 0)
7D - Relic 2
7C - Relic 4
7B - Relic 7
7A - Relic 10

Whoa. That's steep there at the end, but is there any reason to take a mod beyond 7E?
Indeed there is! Obviously with each slice, you upgrade a random secondary stat, meaning more chances to get your level 5 speed secondary! Beyond that though, there are also two other reasons to take your mods all the way to 7A:

Make your Mods Perfect: Once a mod reaches 7A, you can recalibrate that mod as many times as you want (for 150 Micro Attenuators each time, but with no limit to the number of times you can try), meaning that now every mod in your arsenal has the ability to shine!
Achieve Mod Mastery: Once a character is equipped with six 7A mods, they unlock a special Mod Set Bonus: +50% Mastery.

Will going from 6A to 7E level up the primary stat?
Yes it will! The new 7-Dot primaries are as follows:

Accuracy: 20%
Crit Avoidance: 35%
Crit Chance: 25%
Crit Damage: 50%
Defense: 25%
Health: 20%
Offence: 10%
Potency: 35%
Protection: 25%
Speed: 35
Tenacity: 40%

Will upgrading to 7E also level up the mod set bonuses?
Nope, those are staying the same.
How will I acquire 7-Dot mod slicing materials?
They will be acquired through normal and hard mode conquest, for the most part replacing datacron materials. Why? Check out our last section for an explanation.

Last but not least: Datacron Changes
Hoo boy, this one might get controversial. However, after examining nearly two years' worth of datacron data, we have decided to scale back datacrons to make them more in-line with our original intention, particularly that of helping out new players with smaller rosters. Here are the changes we have in store:
Scaling back stat boosts
This one should be obvious, but no one enjoys playing against a Rey with 300% defense. As such, we will be scaling the stats way down, to the point where a single datacron should be equivalent to an average mod set.
Tailoring datacrons to players with smaller rosters
This was one of our original intentions with datacrons, but we were stumped by the question, "How do we give a smaller player a bigger boost than a larger player?" Well, we finally have an answer. First off, the character requirements to activate datacrons are being scaled way down. Now, a character needs to be Gear 8 to qualify for the level 3 boost, Gear 10 for the level 6, and Gear 12 for the level 9. Additionally, once a character hits Gear 13, they no longer qualify for stat boosts from datacrons, however they do still qualify for the datacron abilities. This change is intended to allow players with smaller rosters to predominantly benefit from stat boosts, whereas players with larger rosters are predominantly benefiting from the level 3, 6, and 9 abilities.
Where do I earn datacron materials?
Datacron materials are earned from all modes of conquest, however the amount of datacron materials you earn scales DOWN as the difficulty scales up. Again, this is in-line with our intention of datacrons primarily being aimed at players with smaller rosters, however hard mode conquest will still offer some datacron materials so that larger players can still get the enjoyment out of the ability boosts.


Thanks for joining us today! We hope you are as excited about these changes as we are, because we will be looking to begin implementing them over the next several months. Until then, we'll see you on the holotables.
Post edited by Ultra on

Replies

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    Most of this is ridiculous, but at least premised on something factual.

    However I must speak up about this:
    Accuracy: 20%

    6-dot Acc mods have a 30% primary, so you're saying that with 7-dot the Acc primary gets worse.

    OOOOOPS!
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