Forum Discussion
9 years ago
Unfortunately CG has not learned that old adage. If you find yourself in a hole, stop digging.
I'm going to wait around for the Mod Fix Part II, but unless it involves most of the following I'm out:
1) Add Mod Energy. You get 1 Mod Energy for each Cantina Energy and LS/DS Energy that you spend, 10 Mod Energy for each Arena battle, 3 Mod Energy for each GW node, and 10 Mod Energy for each Raid attempt. After this is introduced, mod drop rates can be reduced to ~33% but people should still be able to keep up.
2) Convert all primary and secondary stats that grant a % increase to flat increases.
3) Convert all 4* and 5* mods to 3*
4) Mod Battles stay the same, but Mod Challenges all grant 3* mods (would like it to be 2* mods with a chance of 3*, but there are too many 3+* mods in the game right now). Tier 1 challenges give a random diamond/square, Tier 2 challenges give a random circle/cross, and Tier 3 challenges give a random arrow/triangle (for example).
5) Make the secondary stats less random. They could come in two flavors (weak or strong), and the lvl 3/9 stat is always weak and the lvl 6/12 stat is always strong. For example, Offense is always +30 when weak or +60 when strong. Also, bonus stats from rarity is always weak.
6) This will greatly reduce the credit cost (as 3* mods are cheaper), but I think that the cost of safely removing a mod should be greatly increased (at least 10x).
I'm going to wait around for the Mod Fix Part II, but unless it involves most of the following I'm out:
1) Add Mod Energy. You get 1 Mod Energy for each Cantina Energy and LS/DS Energy that you spend, 10 Mod Energy for each Arena battle, 3 Mod Energy for each GW node, and 10 Mod Energy for each Raid attempt. After this is introduced, mod drop rates can be reduced to ~33% but people should still be able to keep up.
2) Convert all primary and secondary stats that grant a % increase to flat increases.
3) Convert all 4* and 5* mods to 3*
4) Mod Battles stay the same, but Mod Challenges all grant 3* mods (would like it to be 2* mods with a chance of 3*, but there are too many 3+* mods in the game right now). Tier 1 challenges give a random diamond/square, Tier 2 challenges give a random circle/cross, and Tier 3 challenges give a random arrow/triangle (for example).
5) Make the secondary stats less random. They could come in two flavors (weak or strong), and the lvl 3/9 stat is always weak and the lvl 6/12 stat is always strong. For example, Offense is always +30 when weak or +60 when strong. Also, bonus stats from rarity is always weak.
6) This will greatly reduce the credit cost (as 3* mods are cheaper), but I think that the cost of safely removing a mod should be greatly increased (at least 10x).
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