"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"