Thanks!
Yes, I’m talking about the issue itself. The mod cap is now too low.
Due to the fluctuating requirements caused by the many DCs and the switch to a monthly cycle, it’s almost impossible to keep a sufficient supply of alternative mods of the right quality.
Take the arrow, for example.
As primary stats, you need not only Speed but also Health, Crit Avoidance, Accuracy, Defence, Offence and Protection. (7) Three of each for example makes 21, and 8 categories makes 168 mods – and that’s just for the arrows.
Admittedly, this example is open to criticism. But it just shows how tight things have become by now. At the moment, CG is still offering some great mods in the shop. But how can you buy them when you’re already short on space? What’s more, I might only be able to destroy old – and perhaps inferior – mods once the new ones have at least two or three slices. But it takes time to gather the materials for that.
So CG is missing out on revenue if the mod cap isn’t finally increased.