"senkoujin;554945" wrote:
"Fid;554831" wrote:
If mods are being obtained too quickly, don't lower the drop rate, cap the opportunities to get them, then raise the cap incrementally, as circumstances dictate.
The Cantina Energy cost is already the cap to the opportunities to obtain mods, especially for F2P. Most of us only do 1~2 (100-300 crystals used) crystal refreshes for this energy per day. At the current state of things, it's either farm characters OR farm mods.
Now don't get me wrong, with proper management, we could evenly distribute our Cantina Energy to do both under the same constraints, but progression time would be reduced by 1/2. With mods becoming more and more mainstream, the pressure to acquire them will increase, so overall crystal refresh rates will increase two-fold across the boards.
So, all in all, us F2P players will need double the patience to survive the mod meta.
That's sort of my point, by further capping the number of battles per day (as gear challenges are capped) then uncapping slowly, it would give f2p more time to make the adjustment while keeping whales from maxing out every character overnight, at least to start.
I would also hope they improve cantina refresh and add cantina energy to go with the regular energy allotments.
And @EA_Jesse I really believe this kind of back and forth is what a lot in the community are looking for! Idea, counterpoint, reply, etc, it may not be pretty for you and the devs with all the frustration, but I've seen too many good ideas around to believe it wouldn't be extremely productive :)