8 years ago
Reverse Engineering Mods
In short I think it would be a great idea to have a mod crafting system. Basically you would use your useless 5* grey Mods as a base unit, then add your primaries and secondaries. This would give p...
"Versatti;c-1284664" wrote:"Kenjamin1991;c-1284235" wrote:
Meh. It would be nice to get a lot of speed arrows.
But if you could only use grey mods no one would bother for any other slots. Cant get enough secondary stats out of them.
Thats not how I imagine it to work. (Example below)
Base Mod
You start with a grey health mod (tenacity cross) with 5 stars.
Second Mod
You'd then take any other mod with a secondary, let's say a triangle that has 900 protection. As it's first secondary. You can move that protection to fill the first secondary slot on to your base mod above. This would then destroy the triangle Mod.
Third and Forth mods follow the same process until you're left with a Health Mod Cross with Tenacity as it's primary, protection secondary as so on.
Process
So you've loaded your Mod and applied your stats. You'd then have to cook it for a period of time and there'd be an RNG chance to further increase the stats. You can speed the process up using crystals.
1. You'd still need to farm Mods.
2. It'd still be time consuming.
2. RNG would play a part.
3. It'd make better use of grey mods.
4. I'd also add a system where you can donate Mods to guild members so that you can work together for great Mods.
5. It gives players more control over Mods and adds a new mini game.
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