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- I've only been playing 6 months so not a true vet but mods are the single most frustrating thing about this game to me. They're so RNG dependent (not just finding speed stats but how much/often they increase) and this adds another layer of RNG to them. As a concept; slicing seems to be a good way of introducing 6 dot mods without invalidating 5 dot mods but this is just going to be ridiculous bringing one set of mods up to 6 dot let alone an arena teams worth of mods with the current drop rate.
- The drop rates in this game are just appalling. 10 sims of hard nodes... 1 mod salvage. Oh... and no Bossk or Vandor shards.
I mean... throw the community a bone ONCE AND A WHILE. Maybe make it a bit more giving for once?? "Acrofales;c-1629267" wrote:
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!
If this is true it will drive people away. We already see complaints about single hardnode characters taking 6 months.
There is no way they would implement it like that. That would be a money loser. Right?- I got 1. A single piece. I’ve ran about 20 sims. Something is wrong or if this is right this idea won’t work because it’ll take months to do one.
This is terrible and needs to be fixed. I thought that the shard drops were bad, this is way worse. - Is anyone really shocked by this? They’ve made it so if you really want to get ahead of the game on mod slicing that you have to spend money to buy crystals for refreshes. I won’t be surprised if they see as big of back lash on this so called event drops as they had on the night sister changes to Sith raid. As a free to play vet I am very displeased with what you have done with this so called bonus drop event. Give us back our ability materials on these nodes and keep your 0.05% drop rate on mod slicing materials.
- 10 battles - 4 pieces - i used Bossk Hard node - btw also 6 shards
could have tested more but i used most of my energy before the freakin update... - LukeDukem87 years agoRising Ace
"Lanex;c-1629308" wrote:
This is why I haven’t spent money on this game in well over a year.
Everything is geared to spending money (marquee character bundles, gear bundles, crystal refreshes on “double drops”, etc.) This would be an issue in itself but then the drop rates are so atrocious there’s isnt even a point in topping up a few crystals for an extra boost.
They need to be more upfront about percentages of things dropping because it’s extreme misleading. Anyone who bought a character pack with a chance of 300 something shards dropping can attest to that.
This - LukeDukem87 years agoRising Ace
"Ugnaught;c-1629312" wrote:
"Acrofales;c-1629267" wrote:
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!
If this is true it will drive people away. We already see complaints about single hardnode characters taking 6 months.
There is no way they would implement it like that. That would be a money loser. Right?
But that is the business model...it has nothing to do with fun or player experience. It has to do with frustrating the player base into spending. This is EXACTLY wai.
Give it 7 to 14 days after the full release and you will see slicing mod packs. - I'm part of a large alliance of guilds and the sample size I'm seeing in the discord chats pretty much suggests the drop rate is less than 10%. I did 40 sims of hard nodes and managed one piece of mod salvage.
If those screenshots are final and we need 105 pieces of mod salvage, then the math suggests....this is terrible. Even if we got to pick the stat we wanted to increase. - First attempt, 3 runs.
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