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MarTrepodi's avatar
MarTrepodi
Seasoned Traveler
7 months ago

Please increase the cap on unassigned mods

I know this topic has been raised many times over the years, but please consider raising the cap on unassigned mods. Even raising it from 500 to 600 would be a tremendous help. With the increased rate of new characters that are being added to the game, farming for new mods while also maintaining a reasonable amount of loadouts for various game modes is becoming increasingly difficult. This would be a huge quality of life improvement.

Thank you.

16 Replies

  • DarjeloSalas's avatar
    DarjeloSalas
    Seasoned Ace
    7 months ago

    With respectWhills_DeForce​  , you are operating at a different level from those who are close to the limit for unassigned mods / mod loadouts. The issue that the OP raises is that the limits on both the amount of spare mods and the number of assignable loadouts has not changed since they were introduced to the game, despite the number of characters massively increasing. Of course server space is the reason for a cap on these things, but it stands to reason that a new cap could easily be introduced to improve players’ QoL. Your stance that neither of these things are an issue because you personally don’t use loadouts or keep a large stockpile of good quality mods is short-sighted and misguided.

    Like many others, I use loadouts for the current raid, and I’m sure I’ll use them for the new raid. I also use them for things like the Special Missions on Rise of the Empire - with the Zeffo unlock mission in particular requiring specific modding that you wouldn’t really want on Cere or JKCK for normal usage. I know of many guilds who use specific loadouts for characters for TW and different loadouts for GAC. I don’t do that, but I can see beyond my own horizons to realise that the cap of 200 is an issue. 

    As for unused mods, I have long argued against an increase, with my reasoning being that the same players bumping against the current cap will soon bump against an increased cap. But then I looked at my own 433 unused mods:

    • 50 to level up and sort through. Most of these will end up sold, of course
    • 383 mods that have the potential to be decent, or are earmarked for characters not yet at 7*
    • of those 383, 370 of them have +10 or more speed

    I totally get the concept of selling your spare mods with the weakest stats, but over time this becomes harder and harder to do, and often this suggestion is made by people who have fewer +10 speed mods in their entire roster than I have lying around in my stockpile. 

  • I'm still not following. I have hit the 500 cap multiple times. I upgrade all of my mods. I no longer keep anything without a specific grouping of stats. Earlier this year I did some spring cleaning. I took them down from 500 to 250-ish. I continuously raise the requirement. Problem was solved. But, eh, people are gonna do what they do...I guess. 🤷‍♂️

  • They have introduced more and more toons which don't need speed, some of which speed is actually a detriment.  What is a "good" mod for some toons is not a "good" mod for others.  This calls for increasing the cap on unassigned mods.

  • DarjeloSalas's avatar
    DarjeloSalas
    Seasoned Ace
    7 months ago

    “Earlier this year” you took them from 500 to 250ish? 

    For those at the top end they’d need to do this pretty much weekly. 

    Again - your problem was solved, but you aren’t in the same position as others who are experiencing different problems. Your advice can’t be “care as little as I care about mods” and expect people to listen to you seriously. 

  • Whills_DeForce's avatar
    Whills_DeForce
    New Scout
    7 months ago

    Everything has its limits. Raise the ceiling and we'd still need to remove mods periodically. Maybe the problem is actually that they are rewarded even when we didn't need them. And some people just have a hard time letting go of objects they don't need. It's a neurosis.

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