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 slici...
"zatho;c-2358727" wrote:"MaruMaru;c-2358723" wrote:"zatho;c-2358721" wrote:"MaruMaru;c-2358719" wrote:
I agree that 3*-4* mods need to go. Long term statistics leave no room for "luck" though. You reap what you sow, namely the totality of your investment in mods.
Yes, but in my opinion we get more new characters than we can sow and grow mods.
Depends on how much you are farming them (and for how long). Are we talking about not having enough mods to put on all toons you use, or not enough good mods to put on them? I always had more mods than I can possibly use and I still keep selling 10+s with bad secondaries.
What matters at the end of the day is how good your mods are compared to your competition(gac/tw). Everyone's mods are getting better...at different paces. i.e. mine has always been better than %90 of my competition at a 3*50 a day pace with occasional pauses.
Talking about good mods. Most mods that flood our inventory are health set mods.
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