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glam_spundu's avatar
glam_spundu
Seasoned Newcomer
24 days ago

RAISE THE MOD CAP

I really shouldn't have to explain this since it should have happened 5 - 8 years ago. But here it is anyways. 

Right now I am working on the raid, GI event, TB tomorrow. TW was yesterday, Conquest tomorrow. For all the mod swaps that have to happen in this game, plus all the mods we are given and farm just by playing, only having 500 unassigned mods slots is RIDICULOUSLY ARCHAIC. Please tell us some good news that y'all are going to do something about this... 

8 Replies

  • Raise the mod loadout cap while they're at it. 200 loadouts vs 300 characters... now that's archaic and outdated. 

  • 500 unassigned mods .............   
    6 Mod slots per character = 80+ full character sets.
    8 different mod "sets" = 10+ Mods for every single set * every single slot.

     

    Here's an idea.
    Go into mods, select speed secondary, sort by speed, flip order from Low to High..........  START DELETING

     

    Sorry, that probably came off as harsh.
    Honestly, At one point I think we were all capped.  (God knows I was)
    But seriously, 500 in an insane # of space once you actually CLEAN OUT YOUR MODS.

     

    Yes, it is time consuming.   Your going to eat up an entire Saturday afternoon every few months  (I'm NOT exaggerating)
    But if you clean out the bank to 300 or so Unequipped & then do small weekly cleanings as you level/slice it will take several months to get back into the 500 range again.

     

    Raid swaps can be annoying,  I suppose,  if you do all 5 runs w/o ever fixing the teams that already ran.
    I learned that by the time I went into Run 3-4, that I should go re-equip my Run #1 team mods.
    Remod for TW?   It locks the mods in place like GAC doesn't it?
    Who/What are you remodding for TW that isn't robbing you of mods from another team?
    TB I could see I suppose if I was actually concerned about that.
    RotE missions are worth such small points compared to ops/deploy that I don't even bother to remod for them.

  • While 500 should be plenty for most players, what we really need is mod loadouts.  We have 300 characters, but only 200 mod loadouts, which doesn't even take into account different events we'd use different mod sets for, like TB, TW, assault battles, etc.  

    If you have any mods with less than 10 secondary speed by "blue" delete them.  Waste of time and space to keep them.  If you don't have characters modded, add mods to them except the most worthless at the bottom you aren't doing anything with.  But if they'll be something some day, put the mods on them.

  • Kachuras's avatar
    Kachuras
    Seasoned Scout
    22 days ago

    Get better mods, I bet you have a ton of awful ones with low or no speed or mismatched sets, like defence mods with crit damage or offense or crit damage with defence primaries. Keep improving your mods, slice, splice and 6-dot them, don't just grow the hoard. Quality over quantity. Most characters can be permanently modded and left to do the job, replace bad mods with good mods and then even better mods as you acquire them. 
    You have a hoarding problem. 500 unassigned mods is just dumb. Put them on your characters. That's what they're there for. 

  • Agree and the number limit on saved squads in game is out of date based on the speed new toons are being delivered.  Veteran players would love to have a folder for TW offense, TW defense, GAC 5v5 and GAC 3v3, Conquest with enough for 6-8 squads per sector, TB squads one per LS/DS/middle/special planet for the three CMs then each unique SM, what about the raid's five squads, and space to play around/or save like squads for typical gal challenge feats like stealth, health steal up, tenacity down, etc... I just had to do a purge of some "legacy" squads like Veers, Phoenix and CLS plus deleted my entire 3v3 roster so I could account for 2x pirate squads, Jedi Vanguard and new BB squad across multiple areas. Now I am using CLS again in conquest so I had to rebuild and delete a TW squad. I suppose I could just have one big row of squads but imagine every conquest scrolling down 150 squads looking for that accuracy down option 10 or more times that event for a single feat.

  • Range1974's avatar
    Range1974
    Seasoned Ace
    21 days ago

    respectfully disagree.  Triangles, alone  for example, have about 6 different primary options across 8 sets.  Speed arrows are your majority but you need a few accuracy and protection occasionally. A health cross vs a protection cross can make a big different for a toon like Beq.  Secondaries often make a difference when moving mods for the raid too - you need potency on Quiqold for example but mainly need to beef him up and  and close the speed difference to the rest of the squad.  Then we get an event or three a week that reward a pile of mods but you don't want to immediately slice them because in a few hours a new quest may require you to slice mods.

    I do agree that many likely need to cull the collection.  Last year I did a major review over a holiday weekend removing most mods that had low speed unless on the toon that does not need speed. I probably sold 30 mods.

  • Surgical_dan's avatar
    Surgical_dan
    Rising Vanguard
    21 days ago

    I need more mod loadout slots FAR more than extra mod space. So many base and high end mod loadouts to save, for so many characters across game modes.
    It would also be nice to have longer loadout titles (ie loadout good for character X in TB SM and Y in Raid, not just X) and to be able to move loadouts between tabs.

  • Schwartzring's avatar
    Schwartzring
    Seasoned Ace
    21 days ago


    While it's true that you have 6 Primaries on Triangles for those 8 Sets, you DON'T need every primary for every set.
    As noted above there are many mismatches that make no sense.

    For Example.

    Crit Damage Triangle = ONLY 1 ACCEPTABLE PRIMARY = CRIT DAMAGE.
     (Okay, technically GAS has an option for CD/Protection combo but he's the only character I can think of that would want anything but CD on a CD-Triangle)

    Offense Triangles are ONLY going to want Offense or CD.

    Crit Chance Triangles are ONLY going to want Offense, CC, or CD.

    Anything else is a mismatch & makes little sense.
    Defense Triangles are almost always going to want Defense or Protection...... w/ maybe a few Def-Health or "Other" for some 1 off like GAS above.

    Sure, Health you can run the full selection of options for the most part.  Maybe Tenacity & Potency too.  But everything else is going to be limited.

    Arrows, sure Speed is KING.
    But you're not likely to want a Defense Arrow w/ Offense primary.

    I mean, I have a CritChance Cross w/ Defense Primary that is mostly useless but it also has like 19 speed so I find a home for it anyway.
    But I'm certainly not going to keep any of those "mismatch" mods around w/ only 3 speed on them.

    At this point in the game the worst mods I have are a few Potency+Potency Crosses w/ 5 Speed on them because I use them often & can't seem to get enough high speed ones.
    After those few my "Minimum" for entire roster is like 7-8 & some Set/Type combos are 10+ for the worst characters.

    *********

    Look at it like this  (Puts on math/stats hat)

    6 Mod Slots * 8 Families = 48 Mods * 10 Spare/Unequipped per Set/Family = 480 Unequipped mods.
    Leaving you w/ 20 spare slots.   Enough for an event or 3 but you'll fill up every week or 2 for sure.  And only enough room for a couple loadout swaps before your full.

    Also 3 Sets are "4-Mods" and Health is just super common, so I count it as a "4-Set".
    The other 4 Sets are "2-Mods"

    So, since you need more of the 4-Sets & will flat out have more Health from commonality.
    You can also get by w/ a bare # of Square/Diamond since the Primary on those is fixed.
    Circles only have 2 options, while Arrows have 7 but only 1 is a major contender w/ the other 6 being 1 offs.  So you'll need a few more but a ton.
    Only Triangles & Crosses are actually in a place where you'll want a decent # of options.

    SO, take that 10 above & to make some room you drop them down to something like this........

    2 Mods = CC, Def, Pot, Ten
    Square/Diamond = 4
    Circle/Arrow = 5
    Triangle/Cross = 6

    4 Mods = CD, Off, Spd, & "Health" for commonness
    Square/Diamond = 8
    Circle/Arrow = 10
    Triangle/Cross = 12

    4 Families * (4+4+5+5+6+6) = 120
    4 Families * (8+8+10+10+12+12) = 240
    Total = 360 Unequipped Mods.

    That is room for 140 "new" mods to show up in a week or 2 (or month or 2) and plenty of room for Mod Swapping.
    I do some basic Level/Slice/Delete every week.
    Every Month or 2 when that 360 Unequipped is now up in the 470 range I go in on a weekend & compare all those "new" mods to my existing & see what.
    Maybe a new mod rolled a 7 but my minimum existing is a 9.  So the new one can be deleted same as if it rolled 0 or 3 speed.
    Maybe a new mod rolled a 15 and can replace an existing minimum mod in the 7-10 range.

    Point is, if your sitting on 20+ Health Squares UNEQUIPPED then you have entirely too many & you can afford to start deleting the low speed ones.

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