"Stokat;c-2453973" wrote:
"SidVicious444;c-2453972" wrote:
"Ragnarok_COTF;c-2453960" wrote:
I wouldn't call it lazy. It takes a lot of time to upgrade your mod mules and sell your new worst mods off. Last 2 times I did it, it took about 2 hours each.
Inevitably, people will say, "then when people hit the cap of X, they'll complain it should be higher." Okay... so? The cap could be 1, and mods would still function. No matter what limit you set, someone will hit it and complain. So what's a reasonable limit?
There's no practical reason the limit shouldn't be higher. Memory costs next to nothing. So set a free limit, say 500, and let us use resources in-game to acquire extra slots. Those that are happy with 500 would still be happy. Those like me would gladly spend crystals to expand their inventory. Whoever is left would have less standing to complain.
My pipe dream...
IMO a reasonable limit is 500 for every mod type for example:
health=500
defense=500
cc=500
cd=500
speed=500
offense=500
tenacity=500
potency=500
So a simple increase from a cap of 500 mods to 4000 would be reasonable?
Yes, Yes, Yes.
This is the way!
It is NOT 4000 total but 500 cap per mod type.
If you reach the 500 health cap it goes too inbox.
If you reach the 500 defense cap it goes too inbox.