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lleksam's avatar
lleksam
Seasoned Scout
1 day 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)

5 Replies

  • lleksam's avatar
    lleksam
    Seasoned Scout
    9 hours ago

    Hey Speedy, 

    Thanks for the reply, I will check it out the guide, looks very useful.

    I spend 50 crystals per day on mod challenges to unlock mods and the rest goes on materials, but mainly use the store, but the rolls are still pretty poor overall imo, but maybe I just have bad luck.

    I still think being able to change the primary stat would be a nice QoL feature. 

     

  • Here's a thread on gaining and developing mods: 

    Modding: Quality, Farming Efficiency & the Cull | EA Forums - 13162736

    For your current problem, what you need to know is that you're going about this the wrong way. 

    By far the best place to "farm" mods is in the Mod Store in shipments. Most mods are trashed soon after you get them bc they aren't what you want, but you often spend many credits finding out that a mod is not what you want. 

    Many people refuse to buy mods in the Mod Store for credits bc you can get mods "for free" from challenges. 

    This... isn't accurate. Golds in the mod challenges are very rare. Golds in the store are very common. While you'll pay 3.9M credits for a gold in the store, when you use the challenges, the number of mods you end up levelling to 3, 6, 9, or even 12 before you decide to trash them is huge. You spend fewer credits per mod, but you spend just as much for each mod that you actually keep. 

    Meanwhile, the mod challenges that spit out worthless mod after worthless mod cost 50 crystals for another 120 energy to gain 7 to 8 more mods. 

    But refreshing the mod store is 15 crystals and there are more than 8 mods per refresh. They're also of much higher quality, and you can see the Set Bonus, Primary, and some of the secondaries before you buy. 

    Moreover, the mod store refresh cost doesn't appear to change. There's a limit to the amount of mod energy you can buy per day before the costs go through the roof. But not so for mod store refreshes. I admit i've never refreshed 100 times in a row. I think the most I do in any 6 hour period is usually 10-15 when I'm focussed on farming, and I think my record is still less than 25 refreshes in one period. So maybe there's a limit when they start charging more per store refresh, but if there is, I haven't hit it. 

    Meanwhile, if you're using your energy for mod challenges, you can't farm mod slicing materials, which puts you behind there. That's bad. 

    I do recognize that with the mod store you can't control the set bonus, but there are only so many set bonuses, you can keep track of what you need, and unlike the challenges where you might have to pay to find out if a mod has speed, in the store you can choose to only buy mods with a good constellation of secondaries -- including speed. 

    Stop using the mod challenges and do yourself right: mod energy for slicing mats, and all those crystals that you used to use for mod energy refreshes go right to mod store refreshes. 

  • lleksam's avatar
    lleksam
    Seasoned Scout
    1 day 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. 

  • 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.

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