7 years ago
Mods 2.0 A Second Look
I wanted to take a second look at mods 2.0 since it has now been out awhile. I personally have notice quite a bit of things that I don't care for was wondering if the community was seeing the same thing or if it was bad RNG on my part. I'm skeptical of the RNG because it seems to be an answer to a lot of problems.
So far this is a list I have noticed.
I will add more as I think of them but that is all right now off top of my head. What is your guys opinion and how would you change stuff for the future. We can call it Mods 3.0 Player Version.
So far this is a list I have noticed.
- The amount of green, blue, purple, and gold mods have been drastically reduced coming from the challenges. The percentage of grey mods have been doubled or even tripled.
- The amount of speed secondaries has been decreased overall.
- Mods 2.0 was stated that it was going to save us money spent on mods. Outside of the decrease in leveling mods. I still have to upgrade a ton of mods to a point where all secondaries are unlocked just to see if speed is one of them. This goes hand in hand with the reduction of all mods except for grey from challenges.
- Is the mod recommendation really recommending the right mods for a toon or is it still a better to go with CrouchingRancor and then others for mod recommendations. A lot of instances they advise completely different sets of mods.
- With the amount of credits needed to find decent speed secondaries this is in advertently hurting the new and mid term player. So in my opinion it is not cheaper to deal with mods but in fact more expensive which is the opposite of what CG said was the reasoning behind Mods 2.0
- Mod storage cap is redundant and either needs to be increased or some other method to allow us to expand our mod holding capacity. I assumed most hold on to a mod until they have enough credits to be able to level them some to see if the stats they need are unlocked. The cap forces us to sell mods that could potentially be great (but we DON'T know) to make room for other mods we just farmed.
- We should be able to sell mods from the inbox screen. I don't know about others but i doubt very few of us really want to clam a 3 star accuracy arrow. First we have to sell a potentially good mod to make room for the crappy mod just so we can sell it. This make absolutely no sense at all.
I will add more as I think of them but that is all right now off top of my head. What is your guys opinion and how would you change stuff for the future. We can call it Mods 3.0 Player Version.