Forum Discussion

7AnimalMother's avatar
10 years ago

MODS: MYTHS and FACTS

I am one of the lucky ones who had saved Cantina Energy and Credits and was able to outfit 3 squads with t5 mods. After having played ~ 20-25 battles against others who have t5 in arena and GW, I feel I can give more input than those who were sadly unable to mod up.

For reference later:
My Arena Squad - Max Gear/Stars Dooku, RG, STH, Rey, QGJ
My Arena Squad in waiting - G9 Akbar, G9 Leia, G8 Poe, G8 Poggle, Max RG

FACT 1: EA Botched this Roll-out Badly.

No Denying it. EA themselves has to be admitting it in closed door sessions. Did we as a community expect anything different though? There has been a consistent pattern of poor communication leading up to and after patches.

A patch of this magnitude needed much more up front communication to let the players really understand what was coming and get their buy in. They needed to act as change agents, identify key points of resistance, and address those points. In hindsight, they probably also should have released the t1/t2 tables for about a month prior to the challenge tables. People could have gotten their feet wet.

Patch 2 was also laughable and should be rolled back. They dug the knife into an already irate community by lowering drop rates and tripling prices.

Going forward, I highly suggest EA adopt a release schedule that many other IT vendors utilize. Namely alternate bug and enhancement releases each month. Also, release Enhancement full patch notes the month prior to dropping an Enhancement. Two or Three weeks out drop video examples of the content. Get User input and adjust as necessary.

MYTH 1: Mods invalidate all the work we have done on gear, stars, and abilities.

This is untrue. All that we have done to this point is still the base layer. If the base layer is not good, then the mod is not good. Case in point, my Arena squad could consistently beat all but 1 team (B2/JE Droid Team) on my shard before mods. After Mods (and the droid team modded as well), the same is true. Additionally, my secondary arena team which is not highly geared, still cannot beat other highly geared teams that are also modded. Gear is still king.

FACT 2: GW is Impossible for those unable to mod quickly.

I normally never play my arena squad in GW. I usually play with different combos for fun. I had to break out my arena team for the final nodes. If you did not have an opportunity to hop on the t5 band wagon early, you are now screwed. Fact of the matter is an unmodded team cannot beat a modded team. If you need credits to level mods and you can't beat GW, how are you supposed to advance? Mods needed to dramatically impact arena power and GW matching, and they did not.

MYTH 2: We can turn DPS into tanks and Tanks into DPS! Characters are losing their uniqueness.

No Sorry. While it is true you can give a pure DPS more health or tanks more offense, they are still what they were. More Health on a DPS means surviving one more turn. More Offense on a Tank means the ability to finish off a low health DPS that's in the red instead of tickling it. At the end of the day they are what they are.

MYTH 3/FACT 3: Using Cantina Energy for Mods forces me to choose between farming toons and farming mods.

Under the original patch this was a myth, as this situation would have only been temporary. Once you had a few days to get basic mods, you could go back to farming toons until you could unlock additional tables.

Unfortunately, with the reduced drop rate, this is now FACT.

FACT 4: It is hard to quickly tell how exactly someone is modded.

This is a big issue for me. We can quickly tell set bonus by glancing at the character creation screen, but then you have to dig deeper into each individual mod to see the actual impact to character. Taking Rey as an example, is she speed modded, health modded, or offense modded? I'd like to quickly know this so I know what order I am targeting her in. If she is health modded, I'm hitting dispelers before her. If she is one of the other 2 she becomes my primary target.

I feel like there needs to be some basic color coding of mods to somehow quickly display this info.
Also, perhaps a legend that shows turn order of the 10 toons?

MYTH 4: Mods are too powerful.

Ok. Modded Teams destroy unmodded Teams. Guess what? Geared Teams destroy ungeared teams. Once everyone is the same level, it all evens out. Plus everyone loves offense. Who doesn't want to watch a high scoring football or baseball game? Big numbers are quite simply more fun than smaller numbers. Remember how slow everything when protection was first released prior to the tweaking? That is the opposite of this. In the meantime, go 3 star any pve content you havent touched yet.. it will have to be eventually updated.

FACT 5: There is too much math involved with mods.

Do I want to use 12367 Protection or do I want to use 94% Protection? Seriously? I don't want to have to break out my calculator to determine if Mod A is better than Mod B. I want to know by looking.

Let's change all mods to be consistent. Either use raw numbers or use %. Don't use both for the love of Pete!

FACT 6: Credit Crunch is much worse now.

Prior to Patch 2, a worse credit crunch would only have been a temporary consideration. The initial costs to level t5 was reasonable.

However, with the updated costs, outfitting one character with t5 costs an additional 3M!!! Unacceptable. Greedy. Disheartening. We didn't have enough credits PRIOR to this update. Exacerbating the costs are the inability for many to complete GW or the scoundrel event. This is a huge, huge issue.


I'm sure there are more, but I should probably go do some work...


P.S. I will reiterate that I was LUCKY. I got in and got t5 mods at the right time. Had I been unlucky, I would very likely be disheartened to the point where I would certainly close my wallet and seriously consider walking away. I totally understand everyone's anger.



@EA_Jesse



28 Replies

  • Thank you for this post. For the players who have played this game for ages and have maxed out gear and high star toons. A lot of this makes sense. For new players who are just starting. The mods will help them do the basic missions quite easily as I still have a lot to do with this account as I only started really playing this game a month ago.

    The drop rate of the mods is/was brutal and you can quite easily get money back from Google/iTunes if you bought any kind of package coins/crystals. Just state that it was a unfair/unbalanced instant patch that made the game unplayable. iTunes/Google will refund the money and say that they can only help you with this purchase but for any other refunds, they suggest deal with the makers of the game.

  • "Xioborg;556550" wrote:
    On MYTH 2, I'd add that mods have enabled me to overcome the short comings of certain characters but at the cost of building on their strengths further. Example, I've mod'd Rex so that his tenacity is 93% as people will typically stun lock him to prevent his specials granting tenacity up vs. Old Ben and friends. I could have alternatively boosted his HP massively, his damage, critical chance etc. Yes I am boosting some of these to an extent on the same or alternate mod slots, but I could have gone further using all primaries on one of these instead of tenacity. I had a personal choice - build strengths or counter weaknesses, I can't do both to the extreme. I'm using rarity 5, 6 and 7s and from experience you have to take decisions and yet I have flexibility that we never had with gear, which I like.


    That's great, no sarcasm. I love the idea of flexibility too. Now if only there weren't mods adding 12k protection one 5 star mod at a time. Especially after making us spend time and/or money for ages in gearing up with 150s of parts just to get a 6k boost in protection. And, that's just one component of 6 required.

    Also, with damage/dodge/RNG being what it is, I'm not sure how far any customization will carry you.
  • "MayCM;556820" wrote:

    So why should they care about your complains?


    Because they have angered the entire community and may lose revenue in the long term?
  • Totally agreed. Roll back update two and I'm very happy. Roll back mods entirely and we're back to the point where I was going to quit.

    Thanks for the level headed approach.
  • @CG_NotReallyAJedi , sorry to tag you but can you pass this along, I think it is well thought out and both addresses our concerns and is helpful to the entire community. Thanks!
  • I was on vacation at the time of this mod update. Needless to say, I feel incredibly behind now and extremely disheartened. The people who were up to speed before the nerf to drop rates and the increased cost to level mods are now at an incredible advantage over those who weren't'; more so than the precrafting of now current raid gear. No way the lead dev can come out again and say it was some small number of people who took part in that update (debacle). The way they released this IMHO was atrocious.
  • A well thought out and eloquent post. However, I disagree with you on one point;

    "7AnimalMother;55335" wrote:
    Ok. Modded Teams destroy unmodded Teams. Guess what? Geared Teams destroy ungeared teams. Once everyone is the same level, it all evens out.


    This is true, IF people can catch up.

    Nerfing the drop rate and tripling the levelling cost (as you noted), combined with those of us who didn't jump on the mod train with both feet, means that some of us are also now behind on GW, which means we're also falling short of the resources we need to catch up, and will spend even greater efforts to do so piecemeal at that. Grinding out 5 dot mods, praying they level up in a way that's useful, etc.

    I'm not purely F2P, but I'm far from a whale either. With this update and the rapid bouncing back and forth we've had for a few days, I'm not sure I'll ever remotely catch up. I just got stomped at node 9, meaning I missed by far the juiciest nodes, and that was just a team with maybe half 4's and 5's against my mostly 1's and a few 2's.

    I expect my arena rank to tank, my ability to complete GW to be set back entirely (I have 136 completions, used to finish them for 4 or 5 weeks in a row before a team might stop me), now I'm supposed to be thankful for "improved rewards" but not be able to get enough to put me much further ahead than I was before.

    So I agree with your sentiments, but felt this one point kind of fell astray from the others. You're right that those of us behind are likely to get even further behind. At this point, honestly, I kind of think GW shouldn't even use mods, either entirely or just for the opposing team. If I could run into tough RG/Rey/Etc teams at node 11/12, but knew I could get an edge with mods, that'd be one thing.

    Running into a 5 dot Mod'd Rey who proceeds to one-shot everything she hits isn't remotely challenging or fun, it's probably the worst state of the game that has existed to this day.

About SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.81,295 PostsLatest Activity: 4 minutes ago