Features I liked:
1. Mod Energy
2. Mod Loadouts
3. Assign existing mods (may be useful)
4. Advanced Filter
5. Some mod sets getting bonus set values (defense, offense, CC etc)
6. Multiplier % increase system (allows people to control the stat increase but IT IS NOT USER FRIENDLY) -- I like this way of letting people know before they invest resources but it is against the spirit of the mod revamp. Since we are getting 6 dot mods... I'm glad the stat increases aren't RNG but a % of existing stats
Features I hate very much:
1. 6 dot mods can only be acquired via mod gear farming (extremely bad decision)
If I could leave any feedback, they should be obtainable by adding another challenge tier to existing mod challenges. Its just so bad in every way imaginable. Mods shouldn't be a grind.
This is just plain awful. I really liked pretty much everything else other than this.
There is also a lot of math and homework involved when upgrading mods from 5 to 6. Its less simpler and more of an annoying statistics assignment.
Its just against the whole "simpler and easier for all players"
FEEDBACK
1. I hope you guys have a preview of post-slicing stats rather than "Try slicing first and then see what your stats are"
2. Make 6 dot mods farmable via mod energy down the road
EDIT:
After doing some calculations... I'm liking the 6 dot mods are set at 3% speed increase. It emphasizes more on other secondaries. Looking at those % increases, I think I'm going to like this a lot