"Ragnarok_COTF;c-2454104" wrote:
It's the equipped trash mods that are the problem for me. It takes time to shuffle all the junk off my mules and put new good mods on.
Also, I disagree that it's as simple as "Speed > X, I keep, else trash". For tenacity, potency, CC, CD, and offense sets, there are other secondaries that can be just as important as speed. So if I have a meh speed roll but great Offense% rolls on an Offense set mod, I want to keep it. Not to mention, some tanks really don't need speed at all. So there's a backlog of mods with lower speed but great defense secondaries lying around. Finally, if you've played long enough, that speed threshold is going to increase.
So, depending on the set, the slot, and what my mod mules have equipped; it is not always evident whether a newly rolled mod should be trashed or not. And the time it takes to determine that is unreasonable, imo.
You guys aren't coming up with novel strategies. Your strategies are known. They're just time consuming.
But raising the cap doesn’t solve the issue that managing mods is time consuming. No one is against raising the cap I think. It’s just not going to fix the issue that mods suck and are a horrible time sink to deal with for the minimal though necessary improvements if you care about pvp elements of the game.