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No offense, but why would you need THAT many mod loadouts? 100-150 should easily be enough to cover all game modes, especially since there might be some overlaps where you can save a few loadout spots here and there. I don't know a single person that has hit the 200 loadout mark. In fact, I didn't even know there was a limit. Just because we have 300 characters in the game, doesn't mean every single one needs a loadout. Half of those characters are barely even used anyway, so you don't even need loadous for those. There's ways to be more efficient with mod management, so if 200 seems to not be enough for you, it's more likely a management (you) problem than the game's. Now if we had 500-600 characters, you'd have a point, but as of now there's absolutely no need for it imo. Maybe a few years down the road it will be an issue and will be addressed by CG.
I agree. I try to make all my mods as permanent and widely usable as possible. The only time I actually swap mods and use loadouts is for JG unlocks. Example, I'm finally ready for the BKM event in terms of requirements and zetas, but my mods may not be the best, so I'm willing to put my GL mods on them for a while. I'd rather not have to spend even more time on the game than I have to, considering there's also TB, TW, GAC, Conquest, UJ, regular farms, etc. A few of my guildmates feel the same way.
Now, obviously, my situation and feelings aren't the same as everyone else's. But still, I just have a hard time imagining anyone needing so many loadouts. Especially since almost half the characters are either borderline useless in battle (I doubt anyone has several loadouts for Ugnaught or Jedi Consular) or not as useful as they once were (look at Darth Maul for example, name at least one game mode aside from the temporary Naboo raid where he is an important/useful part of the team). I understand that some players may be competitive and therefore feel that they need to constantly remod characters for them to be useful, but this is just imo a lower priority issue compared to other things - DC-induced power creep (Great Mothers being able to trounce GLs with ease in any area), lagging (especially because of Gungans or Tuskens), too many game modes running at the same time, missing buttons bug, the numerous other bugs in raids or TBs or wherever else, cheating (hasn't happened to me yet, just going by a few recent threads), etc.
- ZanirN7S7 hours agoRising Rookie
DMaul lead is useful for stealth feats in some GCs. He's also a pilot in the Leviathan fleet for the Lev mirror match.
"I understand that some players may be competitive and therefore feel that they need to constantly remod characters for them to be useful"
translation: I don't care about it so it's not an issue- Tenebrae-36262 hours agoNew Adventurer
I guess I should have phrased that more clearly. I meant, name one event aside from the Naboo raid where DMaul (the toon) is important enough that remodding is essential. His ship is indeed good in Levi comps, but it doesn't make a difference if Maul himself has a speed set instead of an offense set or even just random mods thrown on him.
And I wasn't being sarcastic with that other comment, about competitive players. I'm in a guild that prefers a balance between fun and competitive, one of the players in fact was so competitive he started getting frustrated because nobody else had the same drive and even quit the other day. It's just that compared to some of the other stuff I mentioned - burnout from too many events being active at the same time, ridiculously OP or bugged DCs, bugged kits (oFulcrum, Starkiller being able to use his Size Means Nothing more than once), constant lagging, and so on, the mod loadout cap just doesn't seem like that much of an issue. I'm not saying it isn't an issue at all, I'm just trying to put things into perspective.
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