Forum Discussion

gfhppjs7rod6's avatar
gfhppjs7rod6
New Scout
9 days ago

Mods....a complete waste of time?

Mods suck.  Here me out...

Here are the positives of having mods: 1. stats increased. 2.character differentiation (same toon but performs different based on how you modded them). However, that is where the good ends.

CG has made Speed so critical to the game that it really doesn't matter if your toon has excellent mods. If they are slow, they will lose. We all know this. Every video you see on mods addresses this and basically tells you that mods without speed are a waste for 99% of toons.  Because of this lack of balance between mod attributes, players have created  a series of workarounds that are basically a complete waste of time. 

Assigning loadouts....waste of time.  This is required mainly because of the speed issue. Sure, you can assign loads, then what? You assign the loadout to the toon. And then what? After the event assign it back?  That's crazy. How much time are we wasting here? 

Buying mods/Upgrading mods...waste of time.  Once again, because of the speed issue, we are buying mods then immediately selling. Or after upgrading to a certain level, selling them.  This whole upgrading process is a time waste.  A few mods are "good mods" because they have speed. If that's the case, change the whole rarity system to speed and be done with it. 

How can CG fix this?  I am open to whatever thoughts others have on this. Here are a few ways. 

Balance the other mod attributes so that speed is not the primary goal of every single mod. If health and protection were bumped up significantly, maybe speed isn't going to trump it.  Maybe the character class can get extra health and protection from the mod if they are a tank? (I do not want more complexity added to this game). The ultimate outcome is If I get a gold mod, there is no question that I will keep it.  As it is now, I will most likely sell it.  

Remove speed from mods entirely.  I think some speed is okay, personally, it is the overreliance on it that has become a problem that makes mod management painful.  I think the community likes speed, but we need to consider at what cost?  Would you do away with it if you didn't have to micro manage mods and assign loadouts? That's a good tradeoff.

 

 

 

 

 

 

 

 

 

 

 

As a time consuming workaround, players assign loadouts and place the fastest mods on subpar toons to complete raids, complete certain levels, essentially to win the game. 

This is a huge waste of time for players. Assigning loadouts is a waste of time.  

Maybe I am doing this wrong, but almost any mod (99%) without speed is sold. I get more mods, do more selling. I upgrade a mod in hopes that it will generate some speed, it doesn't so I sell it.  

So if I have 100 mods....I go through all of those and end up keeping a few

 

  • Rius_975518199's avatar
    Rius_975518199
    Seasoned Vanguard

    What you seem to like is the outcome of good mods whilst what you dislike is the farming process for good to exceptional mods and inventory management. This may be necessary at some competitive levels but plenty dislike this and don’t engage. They often perform lower in GAC for their roster size and score lowered in events but this is a trade off for lower level of investment. Only very highly competitive guilds even care about players modding so it’s usually just personal rewards which may be affected. 

    I don’t agree they suck, I like mods as they require knowledge of kits to be good. Some players don’t engage at all, average players chase only speed, good players will have balanced mods which improve each squads success with appropriate speed and other stats. Without mods there would be nothing but RNG and relic levels to determine outcomes. Once we all max relics on particular characters it may as well be pure RNG. I like that mods provide the chance to improve characters more than your opponents.

    I don’t think re-modding is the issue either but I do agree the modding system could still be improved. Even after the last QoL update I still use a 3rd party to improve efficiency of mod management. This makes loadouts much easier to manage. 

     

    • gfhppjs7rod6's avatar
      gfhppjs7rod6
      New Scout

      I agree with your points. I just think speed is trump with mods. Why not enhance the other categories so that being fast isn't necessarily what it is all about.  That would solve some of the problem with mods. It's like a bottleneck trying to just get speed on the mods. It's that what CG wanted mods to be in the first place?  Then just put some speed on all mods.

       

       

  • Mods are not bad. You farm it and you will have it forever.

    The datacrons are the real cancer of the game. Cant understand how some people likes then.

    • lordzhedd's avatar
      lordzhedd
      Seasoned Hotshot

      They keep GAC from being the exact same fights in perpetuity. If we didn't have them PVP would have died long ago (possibly along with the game itself). 

      For all their faults, they're vital to the game at this point. I don't LIKE farming datacrons - I don't enjoy juggling another resource - but they're more beneficial than detrimental. Hardly true of something like cancer... which maybe isn't a word people should throw around so cavalierly. 

      • Tenebrae-3626's avatar
        Tenebrae-3626
        Seasoned Veteran

        I don't mind the idea behind DCs - boosting older toons and teams. I even welcome it. What I hate is:

        1. When everyone just sticks them on GL teams, especially when it comes to OP ones, like the ones for Boushh, Holdo, Padme, high evasion, high defense, or ones specifically for GLs, like for JMK (ignore protection), Rey (more damage on Ult).
        2. There's also the issue of special first event only DCs, like the ones for POW, GMs, Baylan.
        3. Bugged DCs - I don't mean stuff like immortal Holdo against Bane, I mean like the Inq DC where a random ally is supposed to be called to assist, yet most of if not the entire team starts swarming you, with some Inqs attacking several times.

         

        Otherwise, like I said, I have nothing against them, especially now that the relic levels have been lowered.

  • J1mmy_Duk's avatar
    J1mmy_Duk
    Rising Novice

    I don't think Mods are a waste of time, what's annoying about mods really is the ability to easily re-craft has been taken and put behind monetization & poor random drop rates with no ability to actually trade in unused/overdrop Salvage pieces which you can end up having thousands of pieces in. For example Mod Table 1- 9A  Mk1 Fusion Disk 1 vs Mk 1 Bonding Pin 1502!  This shouldn't be so if properly balanced for usage.

    The organizational part of mods is messy since there's no real good way to compare similar groupings of stats so you can decide which to sell. The steps for upgrading mods is also clunky and all not helped with the 500 CAP limitation. A cap I still don't understand since its clearly states (xxx/500) Unassigned mods yet seems to list assigned MODS against the counter.

    I guess CG are likely in a rock and hard place since a person with plentiful holding of great mods after years of play can probably destroy newly introduced characters which ultimately takes the gloss of a new toy right which folks might have dropped a fair few coin on to get. Hence I suppose Datacrons have been dropped in to prevent new toy owners from being crushed by the established long term player whilst opening up another avenue of revenue of course.