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Guild Perks in 5.10

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EricMusco's Avatar

11.09.2018 , 11:37 AM | #1 Click here to go to the next staff post in this thread. Next  
Hey folks,

There are a lot of changes coming to Guilds in 5.10. Be sure to read up on the Conquest changes and especially all about how Guild Leveling works. Guild Leveling is especially relevant to understanding Guild Perks. Let’s start with what Guild Perks are, how you get them, and how you use them. At the bottom of the post I will include a very large list of some very specific Guild Perks we are looking at using.

What is a Guild Perk?
Simply put a Guild Perk is something that can apply to your Guild to give it a specific benefit. Maybe you want to have increased mount speed when you are out and traveling. Maybe your Guild is Flashpoint focused and so you want some extra rewards from Flashpoints. These are examples of some of the things you can accomplish with Perks.

What are our Goals for Guild Perks?
What we want to be able to do is to give your Guild the power to really focus in on what you enjoy! Perks give a mechanism where players can effectively say “We are a PvP focused Guild” and mean it in new ways. Now, not only are you like minded players, but you can focus perks, benefits, and additional rewards to your chosen playstyle.

Guild Perks along with Guild Levels provide great incentives for Guilds to remain active. This also provides new ways for Guild Leaders to recruit around specific play-styles along with rewards to encourage participation in Guild activities!

How to Acquire and Apply Them?
Guild Perks have up to 3 costs to purchase them:
  • Credits
  • Guild Commendations
  • Reinforcement Modules
  • There may also be a minimum Guild Level required, depending on the Tier of the perk

Credits must be spent from the Guild Bank, so this is a good mechanism to get everyone contributing to the cause. Guild Commendations are earned in a couple of ways:
  • When your Guild Levels up
    • 5-10 per level
  • When/if your Guild reaches an Invasion Yield Target
    • Small Yield - 70 Commendations
    • Medium Yield - 80 Commendations
    • Large Yield - 90 Commendations

Reinforcement Modules is a new blueprint which players acquire by combining 10 Reinforcement Components. Reinforcement Components are a bind-on-pickup crafting material which is acquired in a couple of ways:
  • As a part of completing your Weekly Yield Target.
  • A rare chance to acquire during harvesting if you have the “Harvesting Yield I / II / III” Guild Perk equipped.
  • Can be earned by completing specific Heroic Missions on Ossus if players are in a Guild group with the “Ossus Reinforcement” Perk active.

Once a player has 10 Components, they simply right click them to combine into a Reinforcement Module which they can then donate to the Guild.

Perks are purchased directly via their Perk Nodes. Perk Nodes exist as a new user interface on your Guild Flagship. I should pause for a moment, Guild Flagships are required to use Perks. As a part of that requirement we understand that their cost can be prohibitive to some Guilds and so in GU 5.10 their cost will be lowered from 50,000,000 down to 15,000,000.

You are able to slot Perks based on your Flagship room unlocks, up to 6 Perks. Each Node is assigned to a specific room and that room must be unlocked to assign its respective Perk. Basically, each Perk has a Node (room) requirement and reminder, the Bridge is unlocked by default with Guild Ship purchase.. Here are the Nodes:
  • Two Nodes
    • Bridge
  • One Node Each
    • Forward Command Room
    • Starboard Command Room
    • Port Command Room
    • Engine Room

In the interface you would simply click the node which will give you a pop-up where you can purchase and apply your chosen Perk. Assuming of course you meet the requirements, and can pay the cost.

Perk Details
Perks themselves have a variety of statistics you will want to be aware of before purchasing. Let’s give you an example of a Perk and talk about each of its components.
Summon Guild Bank
Grants Activated Ability to summon the Guild Bank for the Player
Duration: 3 Minutes // Cooldown: 15 minutes
Perk Duration: 28 days // Tier: 1
Cost(s): Guild Commendations: 0 // Credits: 900,000
Room: Forward Command Room // Set: Fortune
This perk is purchased and applied into the Forward Command Room Node for 900,000 credits. There is no Commendation or Reinforcement Module Cost. It is Tier 1 so your Guild can purchase it at any level. Once applied, this Perk will last for 28 days unless your Guild replaces it. On the 28 day mark the Perk will expire and no longer function.

This Perk grants everyone in the Guild the ability to summon access to the Guild Bank in the field for 3 minutes. Once activated, that ability will go on cooldown for 15 minutes.
Last part, which may have raised an eyebrow is that this perk is a part of the Fortune set. There will be 5 Guild Perk sets at launch. This adds an extra layer of choice when placing your Perks. Does your Guild want to go after a set bonus? Do you prefer to just choose the best 5 perks? It is up to you. Since I used Fortune in the example above, here is Fortune's current set bonus (which is acquired by slotting 4 Fortune perks):
  • Increase Critical Chance by 5% in Operations and Flashpoints
  • Increase Efficiency and Critical Chance for all professions by 2%

There are also two types of Perks, Core and Cycling. Core Perks, such as Summon Guild Bank, typically only cost Credits and are always available. Cycling Perks are typically more powerful with higher requirements, and are only available for a limited time. Our current plan is that they will cycle every couple of weeks or so. This gives us a lot of flexibility in being able to introduce special, powerful, limited time Perks!

Let us know your thoughts on Guild Perks! We are really excited about this system as it really gives players the power to tailor their Guild to be exactly what they want.


Tentative list of some upcoming Guild Perks (this is not a comprehensive list, expect changes to these before launch including removal)

Eric Musco | Game Producer
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ultimarb's Avatar

11.09.2018 , 02:32 PM | #2
Like the idea of those QoL Perks with increased mount speed and abilities etc. totally dislike those buffed stats like 5% more crit. before the "true" pvp people run out for another rampage. those stats are just for pve
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Eloi_BG's Avatar

11.09.2018 , 02:42 PM | #3
Like the post above, I like QoL perks. Not sure about the changes that affect Operations and PVP, but I guess (at least for Ops) it's kinda like the NiM crystal. You can use it to make your life easier, but you don't need it at all and if you don't want to spend tim e on conquest just don't.

For PVP I see a problem though, like the 5/10% reduced damage stunned makes a difference, and a few other 1h boosts. As a casual PVPer I don't really care, but I can see a problem in ranked, maybe make those perks not affect ranked? I mean there are already complaining about the gear grind, I see this conquest grind being an issue also.

Overall I think guild perks and leveling are a good thing though, and I wish that happened when I was still a lot more invested in this game.
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EricMusco's Avatar

11.09.2018 , 02:45 PM | #4 Click here to go to the next staff post in this thread. Next  
Since I am seeing it come up in the thread already I wanted to clarify. The intention is that all of the stat affecting perks do not impact players while they are in PvP.

Eric Musco | Game Producer
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OWENF's Avatar

11.09.2018 , 03:18 PM | #5
So where do I apply for my $70M rebate on the 2 guild ships (1 pub, 1 imp) I already bought?

Ilthorin's Avatar

11.09.2018 , 03:19 PM | #6
The entire system of guild perks seems a very interesting and enticing way to do content repeatedly, regardless of guild size.

My only question is, with the new costs for the Flagships, will the guilds get refunded the difference of 35,000,000 that they've already put in as recognition of some people's efforts? Or, "no backsies", "sorry"?

Elssha's Avatar

11.09.2018 , 03:25 PM | #7
I really don't like the perks that affect endgame.

That's terrible for players and makes new/small guilds likely to break up for ones with higher player count.

Please tell me ops/pvp perks don't work beyond GF/REGS.

Otherwise that's a big slap in the face to endgame players.

OWENF's Avatar

11.09.2018 , 03:25 PM | #8
Given the insane inflation in the game's economy, guild ships should cost $150m each now, not $15m that's a *********** joke and if we don't get compensated for the huge opportunity cost of having spent $50m each back when credits were hard to come by, then this is just a firm kick in the pants for every existing guild, and more proof that Bioware doesn't have a clue about managing the in-game economy.

Elssha's Avatar

11.09.2018 , 05:35 PM | #9
Quote: Originally Posted by EricMusco View Post
Since I am seeing it come up in the thread already I wanted to clarify. The intention is that all of the stat affecting perks do not impact players while they are in PvP.

So... what about ops though? Are those only for GF/SM?

here is Fortune's current set bonus (which is acquired by slotting 4 Fortune perks):

Increase Critical Chance by 5% in Operations and Flashpoints
Increased adrenal/stimpack duration - Increase duration of adrenals and stimpacks in Flashpoints/Operations by 10/20/30%. 27 day duration.
Those... are not insignificant

IMHO you should really cut perks down to QoL things.

Group Resurrection - Grants an ability to all guild members which resurrects your entire party. Can only be used outside of combat. 6 hour cooldown. 14 day duration.
Summon Guild Bank - Summons a guild bank for the player. 15 minute cooldown. 28 day duration.
Movement Speed Boost - Increases speed by 10/20% for one hour. 6 hour cooldown. 28/14 day duration.
New Mount Skills - Adds a shield/AoE knockback/speed boost ability usable while mounted. 14 day duration.
New Conquest Objectives Adds new Conquest objectives to your available list, based on which type of game activity you like doing. Can add Flashpoints, Operations, Warzones, GSF, or Crafting objectives.
Harvesting Yield - 5/10/15% chance to gain more items while harvesting. Also can grant Reinforced Components (required for high-tier guild perks). 28 day duration.
Reduced Harvest Time - Reduces time to harvest nodes in the world by 15/30/45%. 28/28/14 day duration.
Cost Reductions - Reduce cost of GTN Commission or Repairs,by 5/10/15%. 28 day duration.
Increased AoE Loot Range - Increase the range at which enemies can be looted by 50%. 28 day duration.
^ That kind of stuff is great, and will motivate guilds.

It's when people will have to choose if they want that toon they RP and raid on (or craft and pvp or any number of combinations) to stay in the guild they enjoy or move to the guild that will give them a tangible advantage that things get annoying.

kukumburr's Avatar

11.09.2018 , 06:05 PM | #10
They should be mostly QoL or fun stuff. The stat increases seem like a bad idea to me because a) they're boring but people will feel they're necessary to pick and b) it will give a real reason to choose the mega massive guild that can easily get that perk vs. a smaller guild that may not yet have access to it and I think that's a bad way to pick a guild. You should join one that you like better, not one that gives you more stat increases.

Also please tell me the speed increases, the cleanse (what is even the point of this one? a cleanse every 6 hours? is it to skip some boss mechanic or something?), and the stun damage reduction also don't work in PvP. I mean really I hope none of it works in PvP except for valor increase or whatever.

Why not do some fun ones like turn all of your guildmates that you're grouped with into wookiees for an hour or something.