Design Fireside Chat Edition
- Relic Delta is an upcoming system that modifies damage based on the relic level difference between characters.
- Players will progress through lower gear tiers and relic levels for new characters without needing gear or relic materials, freeing up resources for older characters.
- Droid Brains and higher level Signal Data will be added as outputs from the Scavenger.
- The playtest for Relic Delta is ongoing.
The Basics: Vertical Progression
- Star Wars: Galaxy of Heroes is primarily a vertical progression game, where power increases over time through stronger characters, higher gear/relic levels, and better mods.
- New relic levels will be introduced over time, with the goal of bringing players along at the same pace.
The Problem: Scalability
- Relics were introduced 6 years ago to solve the scalability issues of the gear system.
- Relics have not seen a new level of progression for 4 years due to a lack of content to absorb and reward power increases, and minimal reason to pursue higher progression.
- The core problem is that Relics lack a scalable system promoting and rewarding investment.
- Higher relic levels, like R9, are not seen as providing significant value outside of content requirements or for Galactic Legends and tanks.
- The goal is to facilitate a systemic and scalable game-wide reason for all players to pursue upward progression.
The Options: Possible Solutions (and why they weren't chosen)
- Do nothing: Leads to a lack of upward progression, removing the core gameplay loop.
- Change relic stats on existing relic levels: Fractures the solution, impacts characters unevenly, and doesn't address scalability or future relic levels.
- Introduce R10 by itself: Would result in R10 being in the same state as R9 without new supporting content.
- Add damage increase/decrease on the top few relic levels: Doesn't help players below the threshold, creates a wall, and is not scalable as new relic levels are introduced.
The Chosen Solution: Relic Delta
- Relic Delta was conceived about a year ago, inspired by the game's original level delta system.
- It is a scalable system that applies equally to all players across the progression curve.
- For all players at all relic levels, Relic Delta will:
- Speed up and/or simplify older content.
- Protect newer content and investments.
- Support a distinction in power level in PvP.
- Reward those who have invested.
- Ensure investment of time and resources is rewarded.
- Relic Delta will only apply to damage, allowing individual relic level stats to remain important.
- Strategy (mods, counters, theorycrafting) is intended to remain a central aspect of content.
- The system is a gradual curve, not a massive boost at one level of difference.
- It uses a single progression path (Relics), which are becoming more accessible.
The Variations: Alternate Versions (and why they weren't chosen)
- Kick in later (e.g., at R7 or R9): Introduces inconsistency, difficult messaging, and lower invested units would not benefit from having a higher relic level than units below them.
- Only increase damage, don't decrease it: Does not holistically protect the higher relic character; they remain susceptible to the same threats.
- Use the average relic level of the team (or lowest level): Has unintended negative effects on undersized squads, making it feel bad to use synergistic weaker units, and could be gamified.
The Future: Where Does This Leave Us?
- Relic 10 is being added to the game.
- Relic 10 will use a new Signal Data, which will not be farmed with energy.
- The new Signal Data will be available in the Scavenger and other game modes.
- There will be a new game mode, new events, and an update to Era-related Journey Guide events to allow players to use new characters for valuable rewards.
- The impact of Relic Delta in PvP modes will be monitored, and adjustments will be made as needed.