Designing a Cohesive Faction Mechanic in SWGoH
Role: Game Designer I, first 6 months on SWGoH
Timeline: 2019-2020
Team: Small live team, shipped collaboratively
Goal: Build a faction that hard counters Jedi, stays fair elsewhere, and scales in live service.
Mechanic: Purge, a stackable resource powering a builder-spender-checker loop.
Outcome: Purge became the identity for 7+ Inquisitorius kits and remained the backbone as the faction matured.
Jedi squads, including Kenobi-led teams, dominated PvP. We needed a faction that beat Jedi reliably, did not overrun the rest of the meta, and had room to grow with future kits like Grand Inquisitor and, later, Third Sister.
Past faction systems were lightly documented and patterns were not yet codified. We were a young live team working inside a complex, interdependent combat model. My contribution centered on proposing Purge and establishing its initial patterns through Second Sister and Eighth Brother so later work had a clear starting point.
Purge is a stackable, resistible, dispellable debuff.
Abilities fill three main functions, and most kits include all three:
Abilities can be hybrid. For example, build then spend, or check then build. This taxonomy is at the ability level, not the character level.
These two kits established the loop: build stacks, spend for payoff, rebuild. They also created space for future "checkers" that only needed to read Purge and respond.
This loop runs for the whole battle, giving Inquisitor squads a clear rhythm: ramp into payoff, then reset and repeat.
Reception was negative at launch and power under-shot against top Jedi teams. As a result, mass cleanse could erase our progress building Purge, especially in Jedi matchups.
The AI did not value Purge density or optimal cash-outs, which limited defensive value.
Start-of-battle Purge across all enemies, punish Protection Up, and gain turn meter when Purge is consumed or cleansed. This raised uptime and kept the team on offense.
Built for Grand Arena. Applies mass Purge, consumes one stack from each enemy for broad debuffs, and adds cleanse punish like Deathmark. This improved defensive reliability and made cleansing a meaningful decision.
Live updates addressed that risk with uptime and cleanse punish. Together, these changes preserved counterplay while giving the faction the tools to meet its Jedi-counter goals.
Pushed for faction-level documentation that called out team mechanics and simple hooks other designers could use at a glance, for example "prefers Crit Chance," "assists when attacking debuffed targets," or "gains value when Purge is present."
Used consistent naming and wording for Purge interactions so later kits could reuse the same pattern.
Great faction design is more than a clever resource. It is about recognizing risks early, setting guardrails, and making the pattern easier to extend. Purge was not perfect at launch, but it became a durable identity that later kits could build on, and it made me a more rigorous, systems-minded designer.