Forum Discussion

zatho-legit's avatar
3 years ago

Mod crunch

It is no secret that speed is the most important factor for mods. With all the RnG on what mod shape you get, what primary it has, what secondary stats and what starting values they have. During slicing we have no control if speed gets increased and by how much it increases. By introducing 6° mods, we got additional attempts to get a roll on speed. However with bad luck there are enough other secondaries that can be increased instead.
I understand that the system has its own economy and it shall take time to gain decent mods. However with all the new content that arrives, I feel that the amount of slicing materials and mods we can gather is way to small. In addition when farming mods via challenges, many energy is wasted for trash mods that only have 3° or 4°. This problem has already been acknowledged by @CG_Doja_Fett_MINI but nothing has happened since then:
"CG_Doja_Fett_MINI;c-2333705" wrote:
Thought I'd drop in and let you know that I have brought up removal of 3 and 4 dot mods from higher tier game modes as well as a list of other mod-related QoL suggestions I've seen floating around in the player community. It might take a while, but it's something Crumb and I will continue to bring up in our discussions with the devs.


@CG_SBCrumb_MINI @CG_Tusken_Meathead can you please give us an update? With more and more speed 25+ mods out there, it is necessary to address this.