Earlier today some community members sat down with Capital Games to talk about their new Glyph system. Please note, everything is subject to change. This document will be updated throughout the next day or so. Check back later for any updates. Also be sure to check out any content creators videos about the Q&A as there will likely be things in there that I missed when making this post.
Q. Where can you get glyphs?
A. Glyphs will be in light and shadow campaigns. They will also be coming in the daily chests (every 4 hour chest)
Q. Are stats additive or multiplicative
A. All percent based stats are additive
Q. Can glyphs be used multiple times per raid?
A. Glyphs aren't exhausted with raid attempts. They can be re-used.
Q. Is there a Glyph inventory limit
A. 500 glyphs + 6 for every character unlocked
Q. Can you see glyphs on your enemy in PVP
A. You will be able to see set bonus, however the actual stats we won’t see in this initial release
Q. Drop rate for glyphs
A. They want players to get enough glyphs and use the system. Should be easy to get them. Bonus chests, farm from nodes. Drop rates roughly equivalent to shard drop rates.
Q. Are Glyphs intended to be the factor that makes difficulty 4 and 5 in raids doable in the various chapters?
A. Glyphs are a factor in a way they’ve always looked at raids. Solid glyphs should push you roughly 1 difficulty level.
Q. "Withering - When this character inflicts a Bane on their turn they deal 15% True Damage*. Limit once per turn per target" Is this 15% damage multiplied by the health of the character who received the damage?
A. 15% of the attacker damage stat. Targets max health does not affect it.
Q. Will it affect summoned characters
A. Primary affect the summon character but set bonus will not
Q. What are the minimums and maximums for each stat per roll?
Q. What is the order to how stat bonuses are applied? For example, if you give a Health primary to Eothain that grants 1,000 health is that added to the final stat after Eothin's passive provides +20% health? Or does the +20% health passive also apply to the added stat from the glyph so Eothain would get an extra 1,200 health?
A. 20% and 20% result in +44% (1.2 x 1.2) (more coming later, maybe)
Q. Will there be advanced filters to sort and find glyphs?
A. Currently you can only sort, no filtering
Q. What is the gold cost for glyphs?
Upgrade cost is the cost to go to that level from the previous level.
Removal cost is what it costs to remove a glyph at that level.
Sell cost is what you get for selling a glyph at that level
Q. What does Glyph Tier 1 & 2 mean?
A. Tier 1 (Stone) levels 1-5. Tier 2 (Guilded) levels 6-10. If they decide to increase the levels they have the ability to add more visuals to the new tiers
Q. How far back were the marquees designed with Glyphs in mind?
A. Glyphs have always been in the back of their mind but couldn’t be balanced specifically for marquees initially. New characters will be balanced with glyphs.They expect the overall meta to be preserved with potentially small changes. Drastic outliers may cause changes.
Q. Please clarify the mechanics behind the Focus and Resistance tests and the interaction between armor and damage as we will be required to make active choices about this as part of the glyph system.
A. Pretty standard RPG formulas. Nothing complex is going on here.
Q. The glyph article mentions that the intention for speed on glyphs is to tune turn order, "but are not so high that it will allow units to lap others on the battlefield." Is this a statement that will be stuck to? If so, are the max speed amounts changed from the 90 per relic mentioned in the AMA? Will this ultimately limit the speed range of new characters to the game?
A. Range of characters is the same, 120-180ish. Through tuning it is set at 45 and find that value to be working well. They have ways to adjust balance if needed. Goal is to maintain balance and do what’s necessary, but believe they’re in a solid spot. CG’s goal is the overall balance in the game, not a specific stat on a specific character.
Q. With glyphs being farmed on normal nodes, what is the current estimated time range for free to play players to acquire a full set of glyphs for a team while still actively farming character shards and gear?
A. Should be pretty quick since glyphs are also in the bonus chests. They want us to get glyphs quickly but take time to find perfect glyphs. Randomness is involved but players should be able to engage easily.
Q. After the initial release of glyphs, do you plan on periodically releasing new glyph sets? If so, is the cadence meant to be on the order of character releases, legendary releases, or annually?
A. System allows them to create glyphs pretty easily. No promises to the future.
Q. How granular are the stats for glyphs?
A. Stat granularity is to 2 decimal points and rounds up
Q. Where do we get spells?
A. Spell A (Enchantment I) - Guild and Personal Raid reward tracks
Spell B (Illusion I) - Personal Raid reward track + Supplies for reg currency
Spell C (Sorcery I) - Personal Raid reward track + Supplies for Mithril currency
Q. In SWGoH, there is a separate mod energy and mod battles game mode. This allows you to farm for both mods and mod slicing materials without using your normal energy. Moving glyphs to normal and hard modes will compete for shards and gear Also mod slicing materials can be farmed with energy and are not limited to raid rewards or supply shops. Can spells also be made farmable? Are glyphs going to drop as a % of energy spent? So are you more likely to get a mat off an 16 energy node over an 8 energy. Also can you tell us what the drop %/energy will be?
A. The drop rate for Glyphs is roughly equivalent to Character Shards, so it should be fairly easy to get initial sets. The challenge will be in finding the perfect setups. All this being said, I don't think we mentioned it, but you will also get Glyphs from the Bonus Chests.
Q. I think the Foremost one that needs to be addressed is GOLD, at launch gold was a serious rode block to progress. and although they have put a few avenues to alleviate some of that hard wall, gold still is a wall to progression as every thing requires it. XP is a wall to advancement of character levels is true. but more often GOLD is still the limiting factor. Gold is required for gear, lvls, and just about anything to advance. With the addition of GLYPHS requiring GOLD to progress them and Assuming that Gold will also be a requirement for moving Glyphs, The GOLD wall becomes even more difficult to progress. what are the consideration with regards to gold generation?
A. We have made a strong push to relax the gold pinch via the Raids in game. With all 4 chapters released, we believe it’s in a far better state than when the game launched. Yes, Glyphs will take Gold to upgrade and to move around on your rosters, but as a whole the system should be a gold influx for most Players. It really depends on how you use the system.
Q. What are the minimums and maximums for each stat per roll? Are there any hard caps on stats like Crit chance or Block chance?
A. I believe we have an internal table to show here, but as with everything here, nothing is set in stone yet.
Q. What is the order to how stat bonuses are applied? For example, if you give a Health primary to Eothain that grants 1,000 health is that added to the final stat after Eothain's passive provides +20% health? Or does the +20% health passive also apply to the added stat from the glyph so Eothain would get an extra 1,200 health?
A. Primary stats are applied first, then Secondary stats include the increase from the Primary when applying the % increase. Stat increases from Glyphs occur outside of combat, so stat increases from in-combat passive abilities apply to the overall stats.
As an example, assume Eothain’s base HP before Glyphs is 10,000 and he gains an additional 1,000 HP from Primary stats on his Glyphs. His passive ability applies to the full 11,000 HP, giving him an additional 2,200 HP, for a total of 13,200 HP. If he also has 20% HP from Secondary stats on his Glyphs, first the 1,000 HP from his Primary is added, then he gains an additional 20% HP from his Secondary stats, giving him 13,200 HP before he enters combat. Once in combat, his passive ability activates, giving him an additional 20% of 13,200, for a total of 15,840 HP.
Q. Will there be advanced filters to sort and find glyphs with specific attributes (Primary stat, secondary stat, slot, set, levels, etc.)? Can you bulk level/delete glyphs? Can you lock glyphs so that they can't be accidentally deleted? When you assign glyphs from a favorite set and a glyph is already on another character, will it remove it automatically from the other character with the gold cost (if any) to unequip it?
A. Glyphs are always sorted by set, and within each set they can be sorted by level or any primary/secondary stat. The only filtering available at release will be by whether a glyph is already equipped on a Character or not.
Bulk operations fell out of scope due to time and resources, and that resulted in Locking Glyphs becoming a lower priority (in a relative sense, that is). Note that a Glyph cannot be sold if it is equipped on a Character. This is all on the short list, but simply did not fit into this initial release schedule, and of course, my tagline, I cannot make any promises for the future.
When re-assigning Glyphs from one character to another, they are automatically removed from the other character and the gold cost of unequipping those Glyphs is presented to the player before they confirm their changes.
Glyph nodes being on the same as campaign nodes is a concern, and further concern if not a 100% drop rate from these nodes. Will they be 100% drop rate?
Q. Are there caps on stat gains? For example if a character gains over 100% due to their own skill bonus and glyph bonus, does it cap? Eg bloodlust you can gain 90% TM and characters like Legolas have their own TM gain.
A No cap on stat gains (Speed, HP, DMG, etc.). In the example above, however, Turn Meter is functionally capped at 100. Whichever unit gets to 100% Turn Meter will take the turn.
Q. Are there plans to add more major and minor glyphs, with other bonuses?
A. The system allows us to create new Glyph Sets fairly easily. However, I cannot make promises as to what we will be doing in the future.
Q. Does life steal work for true damage or additional Dol Guldur damage from their drain health ability?
Yes, Life steal will work for true damage/withering.
Q. Withering set: What if an ability does not do damage at all, but only inflicts a bane? Does this source of True Damage remove stacks of provoke? Does it trigger counterattacks/retaliates?
A. The intent is that an offensive Ability used against a Provoke stack removes a single Provoke stack.
Q. Is different type of glyph will be on different node or will every type of glyph be available on the same node with the same odd
A. Each node currently only drops one Glyph set, but will drop all slots of that set.
Glyph Primary Stats table