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amiralighofrani wrote:With all that, players often run out of mod inventory capacity. Can you please increase this cap? This should be an easy quality of life improvement.
As mentioned in many threads like yours, no matter what the number is you will always max out unless you clear out garbage mods. Nobody has 500 good mods just sitting around not being used
I have 400+ mods sitting around. Some are specialty mods that get used in particular events like raids. They aren't assigned to a particular character most of the time, but they're good enough to be. I leave them off bc I'm waiting for the right character rather than giving them a permanent home on a character I don't use.
But I have at least 200 mods that are neither good nor bad. 10 speed with a decent match between set and primary, that sort of thing. Since you never know which combo of secondaries will be useful for characters that aren't in the game yet, you keep some of those around - we all do - but it's not like it's a real problem to sell them.
The point with these middling mods is being able to recognize when a new mod is better than middling and using that to clear out some of the 200.
If I ever clear out all of the 200 middling mods, well then it's just time to establish a new definition of what is "middling". Some people (not you, I'm just venting) but some people just never understand that.
All that said about the mod cap, I think there is still agreement btw me and the OP that mod management tools should be better. We could reduce the # of mod load outs allowed from 200 down to 100 and still be much better off as long as we had a snapshot tool that let us put on raid mods and then revert to the snap shot. That kind of thing saves players so much time and it eliminates the need to save dozens and scores of default mod layouts. It should have been in the game ages ago.
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