Forum Discussion
braskme
8 years agoSeasoned Ace
A few weeks after mods came out, I remember feeling a bit disappointed at the lost opportunities that the devs missed. Not only are the left-side mods locked to rather boring primary attributes (offense, defence, health/protection) but some of the more interesting primary attributes directly competed with speed and weren't available as secondaries, making them unlikely to be ever used (accuracy, crit avoidance). Even critical damage never appears as a secondary, that would have been great to get a defense mod with a +8% crit damage secondary.
But where I think they really missed the boat was on very creative mods:
Even if these primaries were very rare, it would have made for some very interesting strategy. What we currently have so heavily favours speed and crits that there isn't a lot of mod variety, IMO.
But where I think they really missed the boat was on very creative mods:
- Evasion%
- Health Steal
- Stealth chance at end of turn
- TM gain on attack, taking damage, resisting, enemy special, enemy dodge, etc.
- Strength/agility/tactics % improvement
- % chance to attack again or call an assist on basic
- % counter chance
- counter damage
- % chance to inflict some debuff on basic
Even if these primaries were very rare, it would have made for some very interesting strategy. What we currently have so heavily favours speed and crits that there isn't a lot of mod variety, IMO.
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