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HokieChuck888's avatar
HokieChuck888
Seasoned Novice
11 months ago

Mod workbench

It would be nice if CG could give us a mod workbench of say 20 spaces to collect mods from mail/buy mods and be able to upgrade and decide to sell or not. The constant selling off of mods to make space has long been tiresome.
  • I had no problem without several other issues addressed by QOL features. Let's remove them!
  • "Ragnarok_COTF;c-2453981" wrote:
    I had no problem without several other issues addressed by QOL features. Let's remove them!


    Literally no one is saying not to increase the cap. If anything I'm saying that doesn't do enough to fix the problem. I'm in favor of more QOL, not less.
  • "Ragnarok_COTF;c-2453981" wrote:
    I had no problem without several other issues addressed by QOL features. Let's remove them!


    I don't see this as a QoL because it doesn't make my life easier because I'd stay at 400 anyway.
  • "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.
  • It would alleviate the issue. Rather than being something I am forced to do because I hit a cap, if the cap were generous enough, eventually I would deal with it on my own because I am ready for a large time sink. In other words, I'd rather spend 4 hours once than 1 hour 4 times.
  • I guess I’m just not following. Seems you are arguing both that there is too much time needed to shuffle mods and not enough time necessary to justify the time sink. I don’t think you’re arguing that players need more than the 2000 mods you can currently have (6x259 plus 500).

    If you’re not arguing that 2000+ perfect mods is insufficient then it still just comes down to setting whatever criteria you’d like to use as your cutoff point and selling what doesn’t fit until you have sufficient space that you can wait long enough before having to do it again.

    Yes the criteria keeps moving up as your bottom mods increase from poor to bad to average to above average to god. However isn’t the ultimate goal to have god mods on every character? Obviously without an extreme combination of money and time, it’s not an attainable goal but it’s the dream.

    If you’re arguing we need more than 2000 perfect mods I’ll just respectfully disagree and move on.
  • ***I*** need it!! :D

    Seriously would be so useful for swapping mods between different events/game modes, or just generally testing out different mod assignments.

    The next best mod QoL would be making it possible to directly swap mods between characters and character/inventory in the mod management workflow. That would be a HUGE time saver.

    "Ragnarok_COTF;c-2453978" wrote:
    Actually, I think a full roster mod loadout is the most analogous QOL request I can think of. No one needs it. I don't even care about it personally (HU user), but that doesn't mean it wouldn't improve the player experience.
  • "Drathuk916;c-2454151" wrote:
    I guess I’m just not following. Seems you are arguing both that there is too much time needed to shuffle mods and not enough time necessary to justify the time sink. I don’t think you’re arguing that players need more than the 2000 mods you can currently have (6x259 plus 500).

    If you’re not arguing that 2000+ perfect mods is insufficient then it still just comes down to setting whatever criteria you’d like to use as your cutoff point and selling what doesn’t fit until you have sufficient space that you can wait long enough before having to do it again.

    Yes the criteria keeps moving up as your bottom mods increase from poor to bad to average to above average to god. However isn’t the ultimate goal to have god mods on every character? Obviously without an extreme combination of money and time, it’s not an attainable goal but it’s the dream.

    If you’re arguing we need more than 2000 perfect mods I’ll just respectfully disagree and move on.


    I've tried to be very particular with when I use "want" and "need". If we define "need" as the minimum unequipped inventory to prevent me from quitting the game, it's probably around 200.

    I've described what I want all over this thread and why. In short, I'd like a larger unequipped inventory because it'd make my life easier. Part of the reason the current cap works is that we have mod mules, but shuffling mods on and off of them is a major part of my time sink when it comes to managing my inventory. With a large enough cap, I could stop managing the mules and save time.

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