8 years ago
Problem with Nihilus lead and mod idea
I don't mind the "inability to crit" but that makes 2 sets of mods useless. The great majority of characters use critical change and damage mods, meaning that the vast majority of players have their best mods being on these sets. If I want to use nihilus lead Id have to farm a truck load of new mods. I've been farming them since release and having them become useless is quite a nuisance.
Mods were a great idea, being able to toon your characters is awesome but I do think the RNG is to vast on them and this should be checked. To be honest I think the "bonus mod sets" should work a bit differently:
You farm mods, default mods, and you can choose what set bonus you want, being able to change it later (for credits?). And to be able to choose "critical damage set bonus" you would have to beat the critical damage challenge.
This way you lower the RNG from mods, you don't make the ones we have useless (for sith squad with Nihilus lead and probably future characters) ad you let us have a bit more freedom tooning our rosters.
Mods were a great idea, being able to toon your characters is awesome but I do think the RNG is to vast on them and this should be checked. To be honest I think the "bonus mod sets" should work a bit differently:
You farm mods, default mods, and you can choose what set bonus you want, being able to change it later (for credits?). And to be able to choose "critical damage set bonus" you would have to beat the critical damage challenge.
This way you lower the RNG from mods, you don't make the ones we have useless (for sith squad with Nihilus lead and probably future characters) ad you let us have a bit more freedom tooning our rosters.