Forum Discussion

lleksam's avatar
lleksam
Rising Scout
5 hours ago

Changing of a MODs primary stat

Hey,

I’m honestly feeling exhausted and demoralized from trying to farm good mods, and I’m wondering if other players feel the same?

Unlocking new teams has sped up with LSTs, which is great. Gearing them up (zetas, omicrons, relics) still takes time, but it feels predictable and linear and I know roughly what to expect.

Mods feel very different and much more frustrating. 

For example, I spent about two months farming for a good tenacity cross for Krrsantan. I rolled several mods with great defensive secondaries and speed, but none had tenacity as the primary stat (I eventually just gave up)

This happens a lot, you get strong defense or offense secondary stats, but the primary stat doesn’t match. The mismatch makes the whole process feel unrewarding and frustrating.

To reduce frustration, I think players could have a little more limited control over a mod’s primary stat while keeping the RNG system for long-term engagement.

Rough idea

  • Allow changing a mod’s primary stat using an in-game currency
  • Can only be done before max slicing (stop perfect mods for people with insane resources)
  • Limit the number of primary stat rerolls per mod
  • Require all secondary stats to be revealed

This could work similarly to datacrons, giving players some control while still keeping progression and resource management meaningful.

I think a system like this would make mod farming feel more rewarding and less punishing.

Thanks

PS (not including square and diamond slots)

2 Replies

  • I agree that something needs to be done with the module system, it's too tedious, it takes a lot of resources to create a module, and randomly selecting a character during calibration can completely ruin the module, requiring a significant amount of resources and time to find the right module. In the module challenge, it can take months to find the right module, and during that time, new characters will be added. The module farming system is completely frustrating, and the module store sells modules without speed, but for whom? Why is it necessary? It's unclear. Modules are a routine that only causes stress.There are too many symbols and too many requirements, the developers don't offer new assault battles, and the rewards for the old assault battles are so meager that you don't even need to complete them! There are three blue signals in the last category! This is despite the fact that the 10th relic has been added.

  • lleksam's avatar
    lleksam
    Rising Scout
    2 hours ago

    I think you need the RNG there to have a sense of progression, reward and engagement but it has to be balanced, and right now I feel the balance is off. 

    The rate of which we unlock characters/teams is so much faster than before I feel that the mod system has really kept up, even tho there has been some improvements to buying mod materials and reroll secondary stats. 

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