Forum Discussion
9 years ago
"CG_NotReallyAJedi;54448" wrote:
That said, we have heard you—both good and bad. I do want to say that during the initial testing and balancing phases of these Mods, we received feedback very similar to your initial reaction, however, in almost every single case, once those players got past the “sticker shock” of the large numbers (so to speak), the feeling was that Mods really allowed for more variety in the game.
Just out of curiosity, how long did the sticker shock last on average and at what state were the testers characters before and after they got over it? Oh and what were the circumstances under which they received the release?
"CG_NotReallyAJedi;54448" wrote:
1. First time rewards for completing Mod Battles and Challenges
Just like it sounds, all our Mod Battles and Challenges will now give players a Mod that’s specific to that Battle or Challenge.
Isn't this already the case? Granted I auto'd through the battles but I don't recall a challenge where I didn't get a mod.
"CG_NotReallyAJedi;54448" wrote:
2. Updated Mod Leveling
We’ve flattened the level curve on Mod leveling, and in doing so, we’ve evened out the cost to level. Note that I did not say “reduced” the cost. All we did was take away the disparity we were seeing in investing in Mods. As it stood, there was too much variance in the leveling feature with the chances for a “lucky” roll. Now, Mod leveling has been made more consistent. You should now know exactly how much you will need to max upgrade a Mod. There still remains a very, very rare chance to get a “lucky” roll.
Sounds good. Predictable cost is a plus.
"CG_NotReallyAJedi;54448" wrote:
3. Reworked Mod Drops in Mod Battles and Mod Challenges
Battles will no longer just drop Mods 100% of the time. Instead the drop rate will be higher than Character Shards on an equivalent Squad Cantina node. Challenges will also drop at the higher rate.
So... You're lowering the rate from 100% (again, can't recall a challenge that didn't drop a mod) to something better than cantina shards. Why? If the problem is too many mods too fast, just cap the challenges as are done with gear. If that's not the problem you're trying to solve or if I'm misunderstanding this, please explain. But, really, please explain why the 100% drop rate is a problem.
"CG_NotReallyAJedi;54448" wrote:
4. Increased Credits When Selling Mods
So, to compensate for the changes to the Mod Battle drop rates, we’ve increase the amount of Credits you can sell 1-, 2-, and 3- star Mods for at the lower levels. Meanwhile, every Mod, irrespective of rarity, over level 10 will see a significant increase in sell cost after this update.
This... just doesn't seem equivalent. Why not exchange them for half the energy needed to farm a replacement? Credits are a problem but unless you're adding a zero or two to each sale, this seems short.
"CG_NotReallyAJedi;54448" wrote:
5. Cantina Energy Spent in Mod Battles Now Gives Cantina Currency Exactly Like Squad Cantina Battles
The Energy-to-Currency ratio is as follow:
- 1- 2* Mods Battles: 10 Energy, 17 Cantina Currency
- 3* Mods Battles: 10 Energy, 17 Cantina Currency
- 4* Mods Battles: 12 Energy, 21 Cantina Currency
- 5* Mods Battles: 16 Energy, 28 Cantina Currency
Thanks! This makes sense. Now about that cantina energy refresh rate...
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