• Galaxy of Heroes News & Dev Tracker

  • Kit Reveal: Hound's Tooth

    Aug 21, 2018, 05:08 p.m. · CG_Leviathan - EA Forums

    UNIT NAME: Hound's Tooth
    CATEGORIES: Bounty Hunter, Scoundrel, Tank
    CREW: Bossk
    Sustainable Bounty Hunter Tank that debilitates enemies





    FINAL TEXT: Deal Physical damage to target enemy and dispel all debuffs on Hound's Tooth. Hound's Tooth recovers +10% Health and +10% Protection if it has Taunt.

    Special 1: DEVOURER OF PREY (Cooldown 3)


    FINAL TEXT: Deal Physical damage to target enemy and inflict Breach for 3 turns, which can't be Evaded. Hound's Tooth gains Taunt for 2 turns.

    Breach: -25% Speed, -25% Defense

    Unique 1 (crew): TRANDOSHAN BARRICADE

    FINAL TEXT: Hound's Tooth gains 25% Protection Up (stacking) whenever it takes damage from an enemy’s attack. While not Taunting, it has +50% Tenacity and gains +25% Turn Meter whenever another ally takes damage from an enemy’s attack. Attacks that deal damage multiple times will not trigger these effects more than once. When Hound's Tooth loses Taunt, it gains Taunt for 1 turn if an enemy is Breached. While Hound's Tooth is active, Breached enemies have -25% Evasion.

    Reinforcement: SECURE THE HUNT

    FINAL TEXT: Enter Battle: Grant all other allies +25% Tenacity. Other Bounty Hunter allies also gain +5% Counter Chance (stacking) whenever they Resist a detrimental effect.



    Remon Azab


    Lolindir (Spanish):

    EDIT 8/21: Basic ability text has been updated.

  • Kit Reveal: Aurra Sing

    Aug 21, 2018, 05:08 p.m. · CG_Leviathan - EA Forums

    UNIT NAME: Aurra Sing
    CATEGORIES: Bounty Hunter, Scoundrel, Attacker
    Deadly Bounty Hunter that has increased damage while under Stealth





    FINAL TEXT: Deal Physical damage to target enemy with a 70% chance to inflict Stun for 1 turn. If the target is debuffed, Aurra Sing gains 20% Turn Meter.

    Special 1: HUSTLE (Cooldown 4)


    FINAL TEXT: Aurra Sing gains Critical Chance Up and Offense Up for 3 turns and deals 35% more damage with her next ability. If Aurra Sing was already Stealthed, she takes a bonus turn.

    Special 2: SNIPER'S EXPERTISE (Cooldown 4)


    FINAL TEXT: Deal Physical damage to target enemy. If the target is Toppled, this attack deals 200% more damage and this ability's cooldown is reset.


    FINAL TEXT: Aurra Sing has +40% Critical Damage. This bonus is doubled while Stealthed. Whenever a Bounty Hunter ally defeats an enemy, Aurra Sing gains 10% Critical Chance (stacking) for the rest of the battle.

    Leader: GAME PLAN

    FINAL TEXT: (ZETA) Bounty Hunter and Scoundrel allies have +30% Offense while Stealthed. At the start of battle, and whenever a Bounty Hunter ally defeats an enemy, all Bounty Hunter Attacker allies gain Stealth for 2 turns. When Aurra Sing is in the Leader slot, and not the Ally slot, the following Contract is active:

    Contract: Use an ability while buffed 10 times. (Only Bounty Hunter allies can contribute to the Contract.)

    Reward: All Bounty Hunter allies gain +50% Counter Chance and their Payouts are activated. Bounty Hunter allies recover 25% Protection and gain 25% Turn Meter whenever an enemy is defeated.


    FINAL TEXT: Whenever Aurra Sing receives a Reward from a Contract, she also gains the following Payout. (Contracts are granted by certain Bounty Hunter Leader Abilities)

    Payout: Aurra Sing has +25% Offense, +50% Health Steal, and whenever she uses a Special ability, she gains Stealth for 1 turn.






    xKILLERBEEx (German):

    Aramor (Russian):

    Lolindir (Spanish):

  • Check out WarriorPresents' interview with Capital Games about the upcoming additions and changes to the Mods system:

  • Lore Addition to STR

    Aug 03, 2018, 09:08 p.m. · DeathMayCry - Reddit

    Given the relationship Sion & Nihilus have with Traya, it would be interesting if CG added a buff to those toons if used against her in Phase 3 or 4. Something like they dont tick her Bonds of Weakness when they attack would be an interesting lore nod, especially with how much the devs like KOTOR (or seem to). Though with the current state of the raid, it will most likely never happen.

  • Preventing Critolyte, Second Pass

    Aug 02, 2018, 11:08 p.m. · CG_TopHat - EA Forums

    We’d like to thank everyone for their patience as we’ve worked through the Bonds of Weakness rollback (details here) and gone through the process of finding another solution to prevent Critolyte. We went back to the drawing board of our discarded ideas (along with generating some new ones) and gathered feedback from the forums, Reddit, and players. As we looked at different options, we asked ourselves, “Can we alter Nightsister Acolyte’s kit in such a way as to maintain her PvE/PvP balance while keeping her kit functionally the same and somehow also cutting down Critolyte?" Our preference is always to find a solution without touching character kits (if possible), but we think an adjustment to Nightsister Acolyte is preferable to other options that would impact the game with a much larger footprint and have wider balance ramifications for other teams or game modes.

    After we did some exploring in the studio and came up with our proposal, we sat down with beta testers and other players highly engaged on this issue and discussed our solution. They asked some questions about other options, why we chose our solution, and clarified some of the finer points. These players gave us great feedback and asked really pointed questions. Ultimately, they carried your voice forward and helped us keep the Nightsisters great. Thank you for your service!

    So what are the changes?

    Basic – Strike from the Shadows

    • Two attacks if stealthed -> Double damage if stealthed
    • Stealth chance increased from 70% -> 90%

    Unique – Thrill of Victory
    • Heal Amount increased from 20% -> 40%

    The end result, our testing shows, is that Nightsister Acolyte’s PvP utility/damage output should remain virtually unchanged (our data shows she is part of a common strategy in many shards and rankings, so we wanted to preserve her ability to dish out damage). Simultaneously, this cuts down the Critolyte strategy in the Sith Triumvirate Raid. Finally, given that Nightsister Acolyte’s viability remains virtually unchanged (aside from neutering Critolyte), we’re going to leave all equipment and abilities seated on her.

    This change will go live next week with our next release. We want to put it in front of you so that you can see the upcoming change and have a chance to share your thoughts in advance. Again, thank you for your patience and help in getting to a change that is more acceptable to the community at large.

    Finally, we’re still working through the Zombie changes and will be for a little bit. Expect any changes to Zombie to occur sometime before the end of September. Similarly, the plan is still to refund Old Daka Zetas at that time.

    Thank you.


  • Bonds of Weakness Change Followup

    Jul 28, 2018, 05:07 p.m. · CG_TopHat - EA Forums

    As an addendum to our post, we wanted to reach out and provide an update about yesterday’s fix. It appears that the fix we put in yesterday (where at 20 stacks, Bonds of Weakness imposes a Max Health healing penalty) has a bug in it. This affects characters with Max Health increases, such as some healers or Asajj (her unique) which will result in them not being able to heal to 90% of their actual health once their Max Health has been increased. We have a lead on the bug and will tackle it on Monday morning as soon as we get in.

    I’ll also personally say this bug is frustrating for me. More importantly, I know it’s frustrating for you and makes it feel like we didn’t give you the level of polish you deserve. When we make structural changes to the raid, or any large system in the game, we want it to roll out as cleanly as possible. We moved quickly on this change because the introduction of Critolyte showed some structural changes in the ways players invested and we needed to address it very quickly. This resulted in a rushed deployment with issues and for that we apologize.

    We’ve been monitoring the sentiment and forum threads and there is a standout we’d like to address. We recognize that we have introduced some uncertainty about the value of Old Daka with the announcement of the upcoming changes to Nightsister Zombie. When we release the changes to Nightsister Zombie, we’re going to be making a refund to all players that have Zeta’d Old Daka. What this practically means is that for all Zeta’d Old Dakas in the game, we’re going to un-Zeta the ability and give you back the ability materials in an inbox message. If you want to re-Zeta Daka, you simply need to use the refunded materials to apply it again or on any other character of your choosing.

    Finally, we’re also going to continue to monitor the live environment to make sure the 20 stack limit to Bonds of Weakness is the “right” amount. Initial raid completion data is showing that Nightsisters are still one of the dominant strategies in the Sith Triumvirate raid, but we will continue to observe. We will be investigating early next week, what game implications it has to bump the limit a bit further and whether or not we should move the limit up.

    Thanks again for your dedication and passion.

  • We’ve become aware of a team being used in Phases 3 and 4 of the Heroic Sith Triumvirate Raid, currently being referred to as “Critolyte”. This team consists of Asajj Ventress (Leader), Hermit Yoda, R2-D2, Nightsister Acolyte, and Darth Traya. At its core, a combination of Bonds of Weakness doing non-lethal damage, Asajj’s Leader ability granting Nightsister allies turn meter when being damaged and removing turn meter when they damage an enemy, and Darth Traya’s Isolate granting Health Steal to allies is enabling this team to invalidate an entire phase on auto in the STR. We’ve decided to action on preventing this behavior for a couple of reasons.

    First, similar to other changes we’ve made to Bonds of Weakness, our goal is ultimately to stop infinite looping behaviors in the most current raid. We’ve discussed that philosophy here.

    These are not the sort of play patterns that we want to facilitate or allow in the Sith Triumvirate at this time. We also have some concerns about what this may do to intra-guild dynamics and the competition for the best rewards over time.

    Second, we’ve been aware of Nightsister Acolyte and the looping interactions with her gaining stealth and turn meter for awhile. She’s been treading a narrow line between us feeling like we absolutely need to intervene on her looping behaviors and that we could allow her to persist as she currently is kitted. We’re not going to change her kit today, but we’re taking a look at it to figure out how we can keep her doing the things she’s good at it, without her always being an edge case that is always on the verge of being game-breaking.

    As of today’s release, Bonds of Weakness will have a new condition. Once Raid Darth Traya has accumulated 20 stacks of Bonds of Weakness, player characters will no longer be able to be healed above 90% health until the stacks have been reset. We believe that this should address the Critolyte team and provide some future-proofing around some other potential related interactions. Some players will notice that this will have an effect more generally on Nightsister teams in P4. Nightsister teams should still be able to post respectable numbers, but will not be able to clear the Nihilus component of Phase 4 as they have been able to in the past.

    We’ve been following the conversation on the Forums and Reddit and a lot of players have posited that we should change Darth Traya’s Health Steal buff. It’s a good idea, but doesn’t solve the root problem we have. Due to the interaction with Asajj, Bonds, and NS Acolyte, whenever we introduce a character with Health Steal Up again, we could potentially re-enable the loop. We’re making this change in the hopes that we have removed the potential for this specific interaction to occur again.

    We also want to let the player base know that we have been working on making changes to Nightsister Zombie to prevent the “Paper Zombie” strategy. Paper Zombie is a strategy in which players allow a Nightsister Zombie to remain underpowered so that she may more easily die. In allowing her to more easily die, they supercharge Asajj Ventress’ unique ability to gain spectacular amounts of offense. Our philosophy on this change is that in a game about progression and powering up your characters, wanting to move backwards is antithetical to the spirit of the game and it creates a significant disadvantage to people who leveled past this point without knowing of the strategy in advance. Progressing a character should always feel good. We are not ready to debut the change yet, as we are still considering some of the balance implications and other changes we may want to make. Since we were already discussing the Nightsisters, we wanted to let you know that the change is coming.

    This update should go live shortly today. As always thank you, for being a great community. See you on the Holotables.


    • Why did you make this change now? Nothing has changed about this team
      The reason we responded so quickly on this issue is because we didn't want players to begin to make long term investment decisions around (player ownable) Darth Traya and the raid and have us take it away one months from now. In general, we try to catch these sorts of infinite loops and other overly performant teams early, but we evaluate on a case by case basis. In the past, the Nightsisters didn't cross the threshold. With the introduction of the Critolyte team, we opted to make some changes to Bonds of Weakness that has some impact on Nightsisters.
      Our testing in house shows that they are still very good in Phase 4 and still outperform most teams in that Phase. In the balance of things, undercutting Critolyte and leaving the Nightsisters in a very good place made sense to us at the time.
    • Why such a big change?
      Regarding the drastic-ness of the changes, we try to evaluate anything we need to change in the game in a way that will hopefully prevent us from having to "fix" it again. That doesn't always work out, just because of the staggering complexity and the myriad of possible interactions in the game. That said, in reviewing with the Design team, this solution was deemed to help solve a lot of possible edge cases that could pop up in the future. We hope it does.
    • Im worried 20 stacks hurt my ability to participate in STR at all with my Nightsister team!
      For now as we monitor how the change impacts the player base. We recognize it's a pretty big change and want to see how it performs over time.
    • How will Nightsister Zombie still be viable after the changes coming in the future?
      We are still figuring out what the changes to Zombie look like, but we've got some really solid leads. Our goal is to make Zombie still fit her roll as the same constantly dying awesome taunting tank she's always been. We're also looking at how we bring some of the juice of her constantly dying under the Paper Zombie paradigm and bring that into the powered up Zombie.

  • Some people are reporting that their mods have gotten some random boosts overnight (like finding a +21 speed on Hoth Solider). I checked mine and while nothing was OP, there did seem to be some random speed boosts on some random B tier mods.

    They might have patched in the server fix for mods that failed to boost appropriately.

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