I get that when you "lock" a mod, you can't remove it without unlocking it, but what purpose does this serve? Does it benefit the character with the mod or something? I thought it might have something to do with a function that would be implemented at a later time, but so far nothing has happened. Does anyone know?
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In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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LOL. Same here.
Since then, I started locking the good ones.
It also helps when moving mods from one toon to another.
So.. u're special eh boy?
Same here. I locked one once and I then quickly unlocked it and felt dirty.
Pretty much!
I would much rather have that feature over this one that does absolutely nothing.
I think there needs to be a mod flag feature. Where you can flag mods red/blue/green etc.
Since you cannot sell mods from the main menu, I'd like to flag some mods when swapping between two characters (since that's not an option) or when I level a mod to 15 and get lousy secondary boosts and want to sell it right there and then, a flag option would be nice.
Solid necro though.