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- It's time to rethink this. From the mod changes thread (official CG post):
You can't see what's at the bottom, but it's obviously a Mk2 pulse modulator. So assume another 35 of those? But if you want to be conservative, lets say there's only 1. That means between 71 and 105 of these things is needed to slice a SINGLE mod from 5dot GOLD to 6dot.
If the droprate is similar to that of RI mats, you can get that in about a month (assuming you even get the right ones to drop, something that isn't a problem with RI mats).
In other words, you can slice a single gold mod to 6dot once a month. Or in other words, you'll have your arena team fully kitted out with 6dot mods in.... 2 1/2 years! Hurray! - @CG_SBCrumb can you confirm this? Would be great to be able to know if it’s now safe to upgrade all these mods we’ve been holding in the hopes that they will roll speed under the new system.
- Slicing occurs after the mod is raised to level 15 from everything they have said so far. Otherwise, you could force speed to increase 4 times on a green mod that showed speed from the start effectively making low-rarity mods worth more than high-rarity mods.
See this post for reference.
The biggest benefit of high-rarity mods going forward is the lower slicing material (and maybe credits?) investment to get the mod maxed out. You'll essentially be able to increase the secondaries 1-4 times (1 - green, 2 - blue, 3 - purple, 4 - gold) at the cost of only credits instead of also having to have the slicing materials.
The way that secondary stats reveal/level is done in reverse now. So, on a blue mod the additional secondaries reveal at levels 3 and 6, then 2 secondaries increase at levels 9 and 12. This gives all 4 secondary stats an equal chance to receive the increase. What I would personally recommend on your blue/green mods is to only increase them to the minimum level necessary to reveal all 4 stats, then make your decision on whether or not to finish pushing them to 15. - FireyRei7 years agoSeasoned HotshotChocolatey :D
Patent that dude ;) - Indeed. I wasn’t planning on taking them all the way to 15 unless speed rolled AND upgraded as well. What I want to be absolutely 100% sure about is that slicing occurs AFTER a mod is lvl 15 before I go and upgrde anything. Hoping a dev will confirm this
- I believe this post answers your question about slicing only occurring after level 15.
"Slicing can only begin after a mod has been leveled to 15. Similar to crafting gear" - I've not had anything yet either.
"Acrofales;c-1629267" wrote:
Or in other words, you'll have your arena team fully kitted out with 6dot mods in.... 2 1/2 years! Hurray!
Maybe this is how it's going to be. Unless, of course, you pay up. "benjammin;c-1629284" wrote:
I believe this post answers your question about slicing only occurring after level 15.
"Slicing can only begin after a mod has been leveled to 15. Similar to crafting gear"
Thumbs up emoji- Degs297 years agoSeasoned VeteranI said it before: mod slicing was a brilliant idea so long as the drop rates are decent. If this is at all representative of the final drop, they've screwed it up. Even if this is just a tease and the drop rates will be better at full release, it's not a very good introduction.
- Unless I'm wrong (thoroughly possible), we still don't know the new mod energy refill rate, energy refresh costs or the costs per sim of using it. So it could well be slightly better.
That said, I'm not expecting much.
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