Forum Discussion

5FDP10101's avatar
7 years ago

Disgusted with mods

So tired of burning through hundreds of crystals a day in mod challenges and refreshing the store in order to get decent mods. It is the ever so rare occasion that one pops up in the store with the primary that I’m looking for and the secondary that is desired. Then after spending almost 4 mil credits on a gold mod, with four chances for it to roll, NOTHING. This has happened several times. Something must be done about the RNG.
  • I'm a bit late to this but I agree with the sentiment. RNG on mods is probably the most frustrating thing in the entire game but it's horrid for a reason, which is that it's intentionally difficult to get good ones, otherwise everyone would have super fast teams.

    Believe me I've been burned. when the mod store changed I spent over 100m credits and only got 2 mods that rolled over 14 speed. A complete joke but it is what it is.
  • "Mephisto_style;c-1550410" wrote:
    You can mod at level 50. That's not exactly end-game.


    True enough. My point was the search for the best of the best mods really isn't relevant until you no longer need them (end game).
  • "Mephisto_style;c-1550410" wrote:
    "DuneSeaFarmer;c-1545165" wrote:
    "Kyno;c-1545162" wrote:
    You cant rush mods. They are a very long term project.



    Truer words were nevet spoken. I was firmly convinced they did a silent nerf of the speed secondary, until the other day I had one upgrade to 20. Mods, etc are basically end game content. If it was easier to obtain desired mods you would get bored and wander off. I am not a fan of this but from a game development stand point it makes a degree of sense. You can complete the LS/DS nodes with meh mods. Zeta is more important in the higher nodes.

    Another thing I have noticed is there are different stats dropping. Percents instead of hard numbers. At first I thought they were junk but out of curiosity I played with them. Guess what? They were worth working with! 4% Potency for example, coupled with a 24% Potency plus mod, and a few more minor Potency secondaries and my hero had 75% overall potency. Now I will be the first to admit I have a lot to learn on the stats, but it has made a diffetence in some of my heroes. Jury is still out, but this could be promising.


    You can mod at level 50. That's not exactly end-game.


    You can't get 5 dot mods at lvl 50. I think the point was that accumulating top level mods so you can have them across multiple teams without switching is "end-game"* content. Sure, you can have 5 really good mods in the short-term, but to have all your toons dialed in just right takes a looooooooooooonnnnnnnnnnnnnn (ok I'll stop)g time.

    *personally I hate the term "end-game"
  • "DuneSeaFarmer;c-1550889" wrote:
    "Rebel_yell;c-1550879" wrote:
    "Mephisto_style;c-1550410" wrote:
    "DuneSeaFarmer;c-1545165" wrote:
    "Kyno;c-1545162" wrote:
    You cant rush mods. They are a very long term project.



    Truer words were nevet spoken. I was firmly convinced they did a silent nerf of the speed secondary, until the other day I had one upgrade to 20. Mods, etc are basically end game content. If it was easier to obtain desired mods you would get bored and wander off. I am not a fan of this but from a game development stand point it makes a degree of sense. You can complete the LS/DS nodes with meh mods. Zeta is more important in the higher nodes.

    Another thing I have noticed is there are different stats dropping. Percents instead of hard numbers. At first I thought they were junk but out of curiosity I played with them. Guess what? They were worth working with! 4% Potency for example, coupled with a 24% Potency plus mod, and a few more minor Potency secondaries and my hero had 75% overall potency. Now I will be the first to admit I have a lot to learn on the stats, but it has made a diffetence in some of my heroes. Jury is still out, but this could be promising.


    You can mod at level 50. That's not exactly end-game.


    You can't get 5 dot mods at lvl 50. I think the point was that accumulating top level mods so you can have them across multiple teams without switching is "end-game"* content. Sure, you can have 5 really good mods in the short-term, but to have all your toons dialed in just right takes a looooooooooooonnnnnnnnnnnnnn (ok I'll stop)g time.

    *personally I hate the term "end-game"


    Force of habit (end game). One real issue is players like myself that have played since launch, have bigger rosters, and better mods because things are different now, compared to then. I have a lot of double digit speed mods for example, many today have yet to outfit one squad with similar mods. Power creep, or whatever is the popular term to use today, is rampant and getting worse. My original comment was intended to mean, of all the problems in game, mods are not the cure all. Just a symptom of a much larger issue.


    Agreed
  • "Rebel_yell;c-1550879" wrote:
    "Mephisto_style;c-1550410" wrote:
    "DuneSeaFarmer;c-1545165" wrote:
    "Kyno;c-1545162" wrote:
    You cant rush mods. They are a very long term project.



    Truer words were nevet spoken. I was firmly convinced they did a silent nerf of the speed secondary, until the other day I had one upgrade to 20. Mods, etc are basically end game content. If it was easier to obtain desired mods you would get bored and wander off. I am not a fan of this but from a game development stand point it makes a degree of sense. You can complete the LS/DS nodes with meh mods. Zeta is more important in the higher nodes.

    Another thing I have noticed is there are different stats dropping. Percents instead of hard numbers. At first I thought they were junk but out of curiosity I played with them. Guess what? They were worth working with! 4% Potency for example, coupled with a 24% Potency plus mod, and a few more minor Potency secondaries and my hero had 75% overall potency. Now I will be the first to admit I have a lot to learn on the stats, but it has made a diffetence in some of my heroes. Jury is still out, but this could be promising.


    You can mod at level 50. That's not exactly end-game.


    You can't get 5 dot mods at lvl 50. I think the point was that accumulating top level mods so you can have them across multiple teams without switching is "end-game"* content. Sure, you can have 5 really good mods in the short-term, but to have all your toons dialed in just right takes a looooooooooooonnnnnnnnnnnnnn (ok I'll stop)g time.

    *personally I hate the term "end-game"


    That's no longer true. The new Marquee events now give out 5 dot mods even if you're level 27. You just can't see/upgrade them till you're 50.
  • "Huatimus;c-1551148" wrote:
    "Rebel_yell;c-1550879" wrote:
    "Mephisto_style;c-1550410" wrote:
    "DuneSeaFarmer;c-1545165" wrote:
    "Kyno;c-1545162" wrote:
    You cant rush mods. They are a very long term project.



    Truer words were nevet spoken. I was firmly convinced they did a silent nerf of the speed secondary, until the other day I had one upgrade to 20. Mods, etc are basically end game content. If it was easier to obtain desired mods you would get bored and wander off. I am not a fan of this but from a game development stand point it makes a degree of sense. You can complete the LS/DS nodes with meh mods. Zeta is more important in the higher nodes.

    Another thing I have noticed is there are different stats dropping. Percents instead of hard numbers. At first I thought they were junk but out of curiosity I played with them. Guess what? They were worth working with! 4% Potency for example, coupled with a 24% Potency plus mod, and a few more minor Potency secondaries and my hero had 75% overall potency. Now I will be the first to admit I have a lot to learn on the stats, but it has made a diffetence in some of my heroes. Jury is still out, but this could be promising.


    You can mod at level 50. That's not exactly end-game.


    You can't get 5 dot mods at lvl 50. I think the point was that accumulating top level mods so you can have them across multiple teams without switching is "end-game"* content. Sure, you can have 5 really good mods in the short-term, but to have all your toons dialed in just right takes a looooooooooooonnnnnnnnnnnnnn (ok I'll stop)g time.

    *personally I hate the term "end-game"


    That's no longer true. The new Marquee events now give out 5 dot mods even if you're level 27. You just can't see/upgrade them till you're 50.


    Interesting. I didn't know that. I guess I have to change it to "farm" 5 dot mods.
  • I feel your pain.. hoping my luck turns around soon.. the last 3 days, 3 cantina refreshes and got 1 mod that was above white, and it didn't even have a speed secondary
  • "Syrup_Chugger3;c-1551536" wrote:
    I feel your pain.. hoping my luck turns around soon.. the last 3 days, 3 cantina refreshes and got 1 mod that was above white, and it didn't even have a speed secondary


    I tracked 300 mod pulls. Based on this sample size you have about a 3% chance to pull a 5 dot mod with a speed secondary visible (green, blue, or gold mod). the game is the grind, the grind is the game... :(