8 years ago
Let's discuss mods
Hi all,
Probably the only thing the whole SWGOH community aggres upon is that mods are frustrating.
Getting a potentially useful one is uncommon, having key secondary stats and right rolls to match is very rare, managing it through your roster is painful.
I personally have all the toons at max level, all equipped with max level mods, most at g11. The only way to improve my teams is to get better mods, which I am not able to obtain at a satisfying level so far. Buying mods from the store, the packs or doing 5 refreshes per day doesn't solve the problem. Sounds whaleish I know but it affects all of us. None of the current mod acquisition methods are fruitful or dependable or worthy enough to spend resources on.
So here are some suggestions for mods farming:
Mod Store
- remove the 1-3 dots mods according to your level or to your mod challenge completion.
- Mods offered in the store could be at max level with all secondaries rolled. This will be a slap to the face of RNG :-) and the store will be a place where we all continously check, refresh, and save/buy resources for purchases.
Mod Packs
- Remove 4 dots mods or remove green quality mods and adjust the price accordingly. Doing both would make the packs very desirable. I bought about 30 of the new ones so far and I am not very happy with the results.
Mod Challenges
- the 100% drop rate was a great change/rollback. My experience says 3/4 dots mod drop rates are much lower than 5 dots mod drop rates, so removing 3/4 dots mods from the table wouldn't change much. One more rollback maybe?
Moving to the second part, the mods themselves and their management.
It is commonly suggested in this forum that we need a "remove all mods" button, save mod sets, filter different mod primaries/secondaries for different values. Any of these will be a massive improvement.
Personally I think we need at least one more primary option on transmitters (square), and processors (diamond). There could be some good options to offer as new primaries too. Just some suggestions below;
Transmitters; Offense% / Health% / Accuracy%
Processors; Defense% / Potency% / Healthsteal%
About primary and secondary stats, we all know speed is too important and too dominating, and both defense stats are neglected totally by most of us. Some adjustments can be considered for defense on mods. G12 will increase the base protection, so protection on mods will probably be more important than health. Therefore Health stats on mods may need some improvements as well.
Finally some suggestions to improve the already acquired mods:
1. quality up - once per mod, to be used on base green, blue and purple mods. You gain one additional random (or not) roll on secondaries, thus upgrading the mod to a higher base tier.
2. tier up - to upgrade the dot level of the mods. Can be used once per mode or can be used more than once till upgrading the mod to 5 dots. Primary and secondary stats on mods will improve to new mod levels standards. One day 6 dots mods will return and we will all be asking for this. :-)
3. amend - reroll for a new primary stat or change it to a more desirable one. Can be used for secondaries as well with some tweaks, like making the mod level 1 after secondary stat change.
Hard to earn tokens may be asked to make those changes, progress may be slow, but letting us to improve already acquired mods will be amazing.
Most of the remarks posted above are not original and have been discussed to some extent on those forums but mods are still frustrating :-) frustrating enough to make me create my first discussions on this forums, after almost 2 years of lurking.
Please add to the discussion. Would love to hear from the devs on the matter.
Thank you for reading!
Aramil
Order66 41st Division
Probably the only thing the whole SWGOH community aggres upon is that mods are frustrating.
Getting a potentially useful one is uncommon, having key secondary stats and right rolls to match is very rare, managing it through your roster is painful.
I personally have all the toons at max level, all equipped with max level mods, most at g11. The only way to improve my teams is to get better mods, which I am not able to obtain at a satisfying level so far. Buying mods from the store, the packs or doing 5 refreshes per day doesn't solve the problem. Sounds whaleish I know but it affects all of us. None of the current mod acquisition methods are fruitful or dependable or worthy enough to spend resources on.
So here are some suggestions for mods farming:
Mod Store
- remove the 1-3 dots mods according to your level or to your mod challenge completion.
- Mods offered in the store could be at max level with all secondaries rolled. This will be a slap to the face of RNG :-) and the store will be a place where we all continously check, refresh, and save/buy resources for purchases.
Mod Packs
- Remove 4 dots mods or remove green quality mods and adjust the price accordingly. Doing both would make the packs very desirable. I bought about 30 of the new ones so far and I am not very happy with the results.
Mod Challenges
- the 100% drop rate was a great change/rollback. My experience says 3/4 dots mod drop rates are much lower than 5 dots mod drop rates, so removing 3/4 dots mods from the table wouldn't change much. One more rollback maybe?
Moving to the second part, the mods themselves and their management.
It is commonly suggested in this forum that we need a "remove all mods" button, save mod sets, filter different mod primaries/secondaries for different values. Any of these will be a massive improvement.
Personally I think we need at least one more primary option on transmitters (square), and processors (diamond). There could be some good options to offer as new primaries too. Just some suggestions below;
Transmitters; Offense% / Health% / Accuracy%
Processors; Defense% / Potency% / Healthsteal%
About primary and secondary stats, we all know speed is too important and too dominating, and both defense stats are neglected totally by most of us. Some adjustments can be considered for defense on mods. G12 will increase the base protection, so protection on mods will probably be more important than health. Therefore Health stats on mods may need some improvements as well.
Finally some suggestions to improve the already acquired mods:
1. quality up - once per mod, to be used on base green, blue and purple mods. You gain one additional random (or not) roll on secondaries, thus upgrading the mod to a higher base tier.
2. tier up - to upgrade the dot level of the mods. Can be used once per mode or can be used more than once till upgrading the mod to 5 dots. Primary and secondary stats on mods will improve to new mod levels standards. One day 6 dots mods will return and we will all be asking for this. :-)
3. amend - reroll for a new primary stat or change it to a more desirable one. Can be used for secondaries as well with some tweaks, like making the mod level 1 after secondary stat change.
Hard to earn tokens may be asked to make those changes, progress may be slow, but letting us to improve already acquired mods will be amazing.
Most of the remarks posted above are not original and have been discussed to some extent on those forums but mods are still frustrating :-) frustrating enough to make me create my first discussions on this forums, after almost 2 years of lurking.
Please add to the discussion. Would love to hear from the devs on the matter.
Thank you for reading!
Aramil
Order66 41st Division