"leef;c-1406745" wrote:
"wrekincruw;c-1406737" wrote:
"leef;c-1406728" wrote:
"Anakin_Skywalker;c-1406713" wrote:
i agree mod management is already horrifying why make it harder by setting a cap
well to be fair, having a cap kinda makes it easier to manage.
Thanks for the advice but as we all know certain Toons take certain mods I may have a bunch of this type but we require a few of that type that I don't have I do not want to put mods on a toon and then have to remove them which cost me credits which are rare itself now, theres really no valid reason for caps,
well, having all your characters modded all the time has it's benefits. One of them being that they show up on swgoh.gg, wich is the main reason i do it.
I don't mean that I'm not minding my characters because to obtain a good GP you need mods on all your characters at this point in the game now what I'm getting at is them taking away my ability to a degree to Taylor make my toon the way I want him to be, that is really the only thing that sets a difference apart in toons since there is a level cap and limits on abilities, really the bottom line also is I paid for some of those mods and I want them