Forum Discussion
7 years ago
"Kyno;c-1592678" wrote:"Rebel_yell;c-1592619" wrote:"Kyno;c-1592576" wrote:"Iy4oy4s;c-1592570" wrote:
Well past due at this time...problem is that they don’t seem to listen or care what we ask for...
That's funny, because they already mentioned it and spoke a little bit about its development in an interview not that long ago.
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They stated the cost of mod movement was originally placed to make doing what you are describing cost prohibitive. They never intended for us to move mods the way we do. This was one of the issues that made the credit crunch an even bigger issue when mods came out.
Which was just a crazy oversight when you look at where mods are now. Why would people not move mods when there is such a huge variability in secondaries for arguably the most important stat in the game (speed)? Could you imagine if your arena team was stuck with one of those initial 1 or 2 dot mods we had to go through before we could even unlock certain mod sets?
And even when you take this into consideration, it doesn't excuse the lack of minor tweaks that could be implemented to alleviate a lot of the mod stress. Yes, they addressed they will likely do an overhaul (with the introduction of 6 or 7 dot mods), but in the interim why not just remove the "delete" functionality to avoid inadvertent destruction of mods? Why not enable the ability to search through both assigned and unassigned mods? Why not add an additional filter for primaries so you don't have to click through every arrow, triangle, or cross to find the type your seeking? Needing swgoh.gg or crouching rancor to complement the mod system makes the game no longer "mobile".
I give game designers and devs a lot of credit, but the mod system and specifically the mod management needs some serious love.
Sorry, moved as much. I think they stated. They planned on them being moved which is why we can, but not for every event,raid, and TW.
Agreed there could be tweaks but it's not effective use of time to have someone make small changes to a system you plan to overhaul, unless you have the whole big picture laid out and know that the tweaks will either be useful later or are part of the overall plan.
Also, you dont have to move mods beyond a few changes at a meta shift. I rarely move mods, many teams are setup for raids and whatnot, or left from a previous meta as I only try to lower speed on an "old toon" when shifting out of a meta.
Severs me well.but that's just me.
I hear you that dedicating resources to making tweaks isn't the best use of resources when a full revamp is underway, but they've never said that it's in development, only that they're assessing and would release with 6/7 dot mods.
No, you don't have to move mods regularly, but some do to get every ounce of damage in any content environment. I'm not one of those people. I run JTR in arena, and the entire squad has its HSTR setup of mods on (health and crit chance primaries in lieu of protection). Which also leads me to my point about being able to search through secondaries on mods assigned or unassigned. It took me forever to find and replace mods from other characters so I could set that team up correctly for P1 of HSTR. That's not fun. Mods shouldn't be designed to require an hour plus to rearrange. And because I think the concept of "mod sets" will create more complications than it solves, they should just expand the search-ability and filtering of mods and be done with it. A mod management and "mod set" management are two separate issues with the latter only pertaining to a small minority of players while the former will improve the gameplay for everyone.
Edit: Clone helmets should be number 1 priority!
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