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28 Replies
- Kachuras2 months agoSeasoned Vanguard
This keeps coming up and the answer is always the same, the poster is someone who hoards bad mods. Looking at the profile posted, I stopped counting after over 100 single digit speed mods, including gold and six-dots. You're holding onto bad things, like most people who hit the cap.
- MasterSeedy2 months agoSeasoned Ace
Are you trying to rework your roster in an automated way?
Because if you're doing it intentionally, a 500 mod cap is plenty of room. You don't have to remove all mods from all toons. You just have to go to your most important toons first, and put on the right mods. The current tools allow you to pull a mod from one character to give to another.
I admit that if you're using the automated modding tool inside the game that it only does one toon at a time and cannot pull mods from other characters. That makes mass, automated remodding extremely difficult without taking all mods off all toons. And you can't take all mods off all toons without violating the cap.
So in that limited instance you're correct.
That said, using the automated modding tool isn't how I would remod anyway.
- Sweetllew39392 months agoRising Vanguard
They should you cannot actually re-work your whole roaster without using an outside tool.
Ah, I see. I’m still adamant that fate likes throwing me a middle finger, but I’m still grinding away and improving
- DarjeloSalas2 months agoSeasoned Ace
Compared to contributors to this thread, you are at a much earlier stage was my point. The OP, Seedy, me all have 10 GLs, for instance. My label was in relative terms, rather than an insult.
There has always been RNG in obtaining mods, and there always will be. Those who have a deeper collection of high speed secondary mods have not been luckier - they’ve just thrown the dice more than those who have weaker mods. Doing that is much harder for someone who is still developing their roster than it is for those of us who don’t really need to farm gear.
I am by no means an early player, and while not as strict as others, I still keep a good standard of quality to my mods. My chances of speed rolls are the same as everyone else's, but my luck isn't great.
- DarjeloSalas2 months agoSeasoned Ace
I didn’t want to post a critique because I knew you’d do it better than I could.
There does seem to be a “6A on my GLs regardless of whether or not the mod deserves to have that level of resource investment” vibe.
But it begs the question - how bad must the 500 unassigned mods be?!
- DarjeloSalas2 months agoSeasoned Ace
Your luck will be the same as everyone else’s, but as an earlier player it’ll take a while to build up a supply of fast mods.
Unfortunately, my luck with speed rolls isn’t great so I’ve got probably too many low speed secondaries.
- MasterSeedy2 months agoSeasoned Ace
Yes, I agree that speed set mods on tanks are not somehow magically forbidden in all cases (I run a super-fast Malak to get ahead of DR so that Malak can dispel a pre taunt, applying Shock as well if it's necessary to prevent re-taunting, as with Geo Brute or whatever, then DR is free to inflict AoE Fear).
But just look at what's happening here! They're just taking the speed mods that failed to roll speed and saying, "Eh, tanks don't need speed, I'll use it on a tank." It's absolutely bonkers when you could put mediocre-speed Def or Health mods on there and 5x10 = 50 speed, which is still better than 5x5 + 10% of [Base] when tanks are rarely going to have a base above 160. (And even if they had a base speed of 200, 5x5+20 = 45 and 5x10 = 50.)
If you want speed on these tanks for some strategic reason, just grab Health & Def mods that have +14-20 speed. That's not that hard to get and won't use any of your killer mods that you're saving for your best toons. Hell, limit it to +12-16 speed if you want and you'll still be so much faster than whatever the heck is going on with Bossk and Zombie.
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