Forum Discussion

CGNotReallyAJed's avatar
9 years ago

Mods Update II: It's Another Mega Thread!!

Hey Everyone,

First off, thank you for your patience while we work on getting everything updated for you. I know it’s not ideal, but regardless of what may be, it’s important to stress that we sincerely do appreciate it :)

Our release that was going tonight is needing a little bit more QA, so our QA teams are going to work on it overnight and we plan on releasing it in the morning, Pacific Time. We will keep you posted as the morning progresses!

Okay, so let’s dive right in! Before we get too in to the weeds, this update will not include anything about the actual changes to Mods themselves. The primary reason is that the updates we are working on are still being implemented and tested and will not be ready for a day or two.

I know that’s not what everyone wants to hear, but that’s where we stand for the moment.

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.

BUT! The only thing that matters, at the end of the day, is how it affects you and your enjoyment of the game. So with that, we’re hammering on some modifications to the mods. I will give you the full details of all of this as soon as they’re finalized and in the final QA pass.

So now the weeds!

Here’s what’s we have been working on all day today, related to Mods:

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.

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.

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.

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.

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


So that’s everything new and related to Mods that’s going in to the release for tomorrow.

Again, all of us here express our sincerest thanks for your patience and we genuinely appreciate your involvement in the game and the Community.

J0K3R edit:
For previous update see:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/54319/mod-update-and-stuck-in-a-mod-tutorial-a-really-mega-thread-dude#latest

331 Replies

  • I must also say that the new mod system has broken the balance of the game. The idea behind the mod system is great, but you did it all wrong. Each type of mod should have only effected it corresponding area, not multiple areas. And, the boost should not have been very much at all. As it is, you can increase health by a fact for 6 in some cases? Really? If I was QA, I would be upset that all my months of playing to test balancing just got thrown out the window.

    There is not easy fix to this issue now. Remove the mods til later will cause riots to those who spent lots of $$$ leveling up. If you can the mods to only effect a few areas and reduce the effect, you incite those who spent lots to level up current mods.

    Best case, remove the mod system and completely rework and reduce their effects, and then give everyone lots of crystals, 10 million credits and 5 complete sets of level 3 health mods when reinstated, perhaps even a free character (not a one either-perhaps a community poll to determine reward). Also, do not remove the progress people have made on the mod battle table when the mods are reinstated. You may have to do other things for your whales to appease them.

    But as others have said, if you are going to share cantina energy with mod battles, they both should count toward daily cantina battles daily and you need to increase the recharge rate. Not doing both of these is a slap in the face of gamers, especially since you have lowered the drop rate requiring more cantina energy than before.

    Someone really should be fired over this. This is beyond an epic fail. Last time I saw something this terrible by a company was in Transformers:Battle Tactics by Dena. Within months of ruining the game, the game was sunsetted.
  • What is going on?!?!??! you took 6 and 7 mods? Why? the ability to do T7 raid is supposed to give you something useful... now I have to upgrade mods lvl 5 then to 6 then to 7 for 60 chars???

    At least with t7 raid i could slowly get a t7 mod every 2-3 days and max it out now i have to work for 5 to keep up then 6???

    So yeah add tier 6 mods to raid 6 or just remove the GW artificial difficulty don't take things I work for please


    -
    Edited by mod due to ToS - my apology didn't actually realize
    -
  • Looks like the latest updated nerfed mods bigtime. Set bonuses down from 10% to 2.5%. But my level 15 health mods that I spent beaucoup credits on now only give me 2% health for one, 1.88 health for another for primary stats!
  • Toning down mods is a good step first step I think but now there are mods way better compared to others 47% offense for instance went down to 5.88% but there are still single 36% critical damage mods out there which is more than a 4 piece set bonus!

    Secondly for please bring back 100% drop chance there you created that imbalance that there are teams fully loaded with mods to choose from in terms of set bonus and primary stat where as the majority of the community now spend 120 energy to get a single mod for the wrong slot !!!

    And last but not least the next time consider testing and update before releasing it!

Featured Places

Node avatar for SWGOH General Discussion

SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.Latest Activity: 6 minutes ago
83,273 Posts