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Shaolin_Punk_66
9 years agoHero (Retired)
"MandalorianZulu;595608" wrote:"ShaolinPunk;595516" wrote:
My point was people don't agree that it's a core-issue, but they can't even get there because they're like, "pre-craft 2? What did we miss crafting?" From what I understand, it was Mod drop rate and leveling price that changed.
Yeah some people shrug it off, I suspect these are the types who were actually able to stockpile a decent number of high rarity mods before the drop rate was nerfed and leveling cost increased. But there is also a lot of valuable input here from people who do think it is an important issue. And you are correct: the mod drop rate and leveling price were what changed, obviously nobody actually 'crafted' any mods. The term 'pre-craft' is used here in a more abstract way to refer to the opening of an exploitative window during which time players derived an unequal benefit before the game mechanics were changed and the window shut. It draws an implicit comparison to the time this previously happened with raid gear (items that were actually crafted). Really not that difficult to grasp.
Maybe I could say it this way: it wasn't an exploit because the day/days it happened, everyone was able to get the 100% drop rate and level. Does it feel unfair? There are clearly some who feel like they missed out. But again, that's not anyone else's fault.
The players who leveled during the low price or farmed during the 100% drop got the rewards for it. Since I didn't, I didn't gain that much of a reward. Thing is, I could have. So now, what is the action that the game developers are supposed to take? My answer: nothing, they adjusted mods because they were too common and overpowered to be left that way. The guys that "got ahead", you can't take their stuff away (they already had their 6* mods nerved to 5 if I understand correctly), and you shouldn't "give" any extra to me since that wouldn't be "fair" to the guys who were playing in that time, with the 100% drop.
What do you think?
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