Forum Discussion

MrSausage248's avatar
8 years ago

Holy depreciation!

For the low, low cost of 2.17 million credits, you can be the proud owner of a 5* grey mod. Then to go and sell said mod, you will get 9000 credits for it. The mod loses over 99% of its value as soon as you "drive it off the lot". These are either completely over priced or totally undervalued as you go to sell one. Obviously they are over priced but losing over 99% of its value seems a bit over the top. I'm not trying to rant here. Just an observation.
  • I guess they feel the mods are worth more in the shop because you can pick which ones you want to buy. With that said, most everything in this game is priced very high.
  • Lol obviously don't buy them. It kind of shows what the devs actually think they are worth.
  • "Gebuttersnaps;c-1040320" wrote:
    Don't buy grey mods from the store?


    Nope.

    Only ones to buy grey from the store is a speed primary arrow.
  • I completely agree with the OP's observation. Totally get no one's obligated to buy mods.

    but the purchase price vs selling price is still relevant. It gives us an idea of the relative worth of such trinkets.

    Cars are generally used as an example of a rapidly depreciating asset. But mods are by far much much worse.
  • I took my two million credit mod to GameStop, and they offered me nine thousand credits towards my next two million credit mod purchase.
  • "M_L;c-1040452" wrote:
    but the purchase price vs selling price is still relevant. It gives us an idea of the relative worth of such trinkets.


    It's not relevant in this case. There is no open market for mods.

    The reason mods are going to have a poor sell value is because a big part of the economy game is resource restriction, including credits. If mods had high sell values (say 1m for a 5 dot mod), it would give people the option to mod farm simply to cash those mods in for credits, alleviating one of the resource restrictions.

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