We should be able to choose which mod stats increase with slicing. Gamble farms?

Bane1492
121 posts Member
edited August 2018
Spending farmed resources just to see what happens to our mods is not acceptable in my opinion.

This will indeed involve farming. With farming in the past, we knew what the farmed resources will do. We know what the stun guns will do, we know what the character shards will do.

In this case, we don't know what that those slicing materials will do. They may make speed go up, or they make make tenacity go up. If we're looking for speed and it doesn't increase, then those farmed materials become basically a waste.

As it is currently, it simply sounds like a recipe for frustration and another way to suck the fun out of the game.

Replies

  • Casino gambling.
  • Does the (1) or (2) have anything to do with it? What do the numbers mean? These are next to the secondary stats.
  • @Chucko_marek

    I believe (but not sure) that its the no. of times the stat was raised
    Does the (1) or (2) have anything to do with it? What do the numbers mean? These are next to the secondary stats.

  • The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.
  • The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    Makes sense to me. Thanks.
  • Kyno
    32087 posts Moderator
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.
  • Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    Depends on how the stats are boosted. Theoretically I could take two mods with 10 speed secondaries and combine them to get 20, or two speed primary arrows and get 30, that is if it just adds the stats together. This could cause an even greater unbalance in the speed department.
  • Kyno
    32087 posts Moderator
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    Depends on how the stats are boosted. Theoretically I could take two mods with 10 speed secondaries and combine them to get 20, or two speed primary arrows and get 30, that is if it just adds the stats together. This could cause an even greater unbalance in the speed department.

    I was not saying they should be added, just that if you take 2 mods with speed, it would give you a "guarantee" to upgrade speed. Or something like that.
  • Kyno wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    Depends on how the stats are boosted. Theoretically I could take two mods with 10 speed secondaries and combine them to get 20, or two speed primary arrows and get 30, that is if it just adds the stats together. This could cause an even greater unbalance in the speed department.

    I was not saying they should be added, just that if you take 2 mods with speed, it would give you a "guarantee" to upgrade speed. Or something like that.

    That would have to be it, but there is a fine line between making it worth combining two mods with speed, vs becoming a speed demigod. Personally if I had two mods with 10 speed plus, it would have to be a good jump for me to combine them. I could take a +3 and +15 mod and be ok with a +16 or +17 speed. Some out there may agree, I think that it wouldn't be worth it for minor increases. Just my opinion.
  • Bane1492 wrote: »
    Spending farmed resources just to see what happens to our mods is not acceptable in my opinion.

    Self entitlement in this game is hilarious

    Personally I think you are wrong- and don’t want speed to go through the roof
  • Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.
  • Palanthian wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.

    Nope, because if everyone has speed god mods, nobody will make another mod because it comes at the expense of speed.
  • CG plainly wants us frustrated by speed and wants us to spend $$$ to ease that frustration. That has always been the case. Nest and her incredibly high base speed/tm removal/AOE daze are just the latest manifestation.

    Someone in another thread mentioned the employment of behavioral psychologists by game companies to exploit emotions and increase spend. If true, that says a lot about the world in which we live.

    This new mod system is simply a variation on an existing strategy. But, it might be fun - and that is why we play. Right?
  • Kyno
    32087 posts Moderator
    Palanthian wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.

    But this seems to be what they are doing. They have made all mods capable of showing speed, not just ones that show it right off the bat. This will help get more mods with those stats out there in the field, which increases the odds of them rolling on that stat.
  • Kyno wrote: »
    Palanthian wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.

    But this seems to be what they are doing. They have made all mods capable of showing speed, not just ones that show it right off the bat. This will help get more mods with those stats out there in the field, which increases the odds of them rolling on that stat.

    Well, yes and no. It is now easier to get "some" speed. It is harder to get "reasonable" speed, and it is just as hard as it ever was to get godly speed.
  • Drago5760 wrote: »
    CG plainly wants us frustrated by speed and wants us to spend $$$ to ease that frustration. That has always been the case. Nest and her incredibly high base speed/tm removal/AOE daze are just the latest manifestation.

    Someone in another thread mentioned the employment of behavioral psychologists by game companies to exploit emotions and increase spend. If true, that says a lot about the world in which we live.

    This new mod system is simply a variation on an existing strategy. But, it might be fun - and that is why we play. Right?

    Exactly - any system in a game like this that increases frustration tends to also increase spending.

    By the same token - I also can't imagine a better system for introducing 6* Mod that keeps the current work we've done on farming....

    Don't know if I love what they're doing, but I can also see how it was the lesser of a few evils.
    #AcolyteShootsTwice
  • Mods have always been a gamble. Even finding that "perfect" golden mod from the mod store, after wasting thousands of credits, you may have a worthless gold mod with a mere 5 speed not worthy of your arena team's time.

    No part of mods has been a "You pick" kind of option. Not sure why you would expect slicing a mod to suddenly give you any sort of choice.
  • Kyno
    32087 posts Moderator
    Acrofales wrote: »
    Kyno wrote: »
    Palanthian wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.

    But this seems to be what they are doing. They have made all mods capable of showing speed, not just ones that show it right off the bat. This will help get more mods with those stats out there in the field, which increases the odds of them rolling on that stat.

    Well, yes and no. It is now easier to get "some" speed. It is harder to get "reasonable" speed, and it is just as hard as it ever was to get godly speed.

    No it's harder to get the same speed on a mod that shows speed. But we all have mods that dont show speed and never would under the old system, so now they have a chance to show speed too.

    Mods has always been a numbers game, the more tries the better the chances of getting a good speed mod. We now have more tries and less useless junk. Its a win, just not a blowout win.
  • I'm stoked about having a dedicated energy for mods now. Yeah the drop rate discussion, but now I have energy to burn for mod farming. Now to come up with a good schedule...
  • Kyno wrote: »
    Acrofales wrote: »
    Kyno wrote: »
    Palanthian wrote: »
    Kyno wrote: »
    The numbers represent how many times that stat has rolled.

    To the OP its always been a gamble for what stats rolled. Just has extra costs to increase a mods stats more than it originally would, which in my eyes is fair enough.

    This.

    Choosing secondaries would just flood us with speed. Part of the reason for this update was to help keep speed in check.

    That being said I wouldn't mind if we could "combine" mods in the slicing process to help push a stat that existed on both. It would be nice to have more control over mods, and by using 2 to get one it would help keep mods in check to some extent.

    I take a slightly different view, and I'm not a fan of how speed has affected the game.

    If they want to lessen the importance of speed, give it to everyone. If everyone has speed "god mods", speed becomes less relevant and the other stats begin to rise in prominence.

    But this seems to be what they are doing. They have made all mods capable of showing speed, not just ones that show it right off the bat. This will help get more mods with those stats out there in the field, which increases the odds of them rolling on that stat.

    Well, yes and no. It is now easier to get "some" speed. It is harder to get "reasonable" speed, and it is just as hard as it ever was to get godly speed.

    No it's harder to get the same speed on a mod that shows speed. But we all have mods that dont show speed and never would under the old system, so now they have a chance to show speed too.

    Mods has always been a numbers game, the more tries the better the chances of getting a good speed mod. We now have more tries and less useless junk. Its a win, just not a blowout win.

    Nope, although it does depend on *how* much speed you are happy with. Lets assume you want a 12+ speed mod (if you are happy with 6-10 speed you break even). This requires at least 3 upgrades.

    There are 12 possible secondaries, but lets assume we're not rolling a triangle or arrow, so one of those 12 is also your primary stat. You thus have:

    1/11 + 10/11*1/10 = 2/11 =~ 18% chance of rolling speed showing on a blue mod. Thus the chance of *any* blue mod ending up with 12+ mod was thus, roughly: 18%*50%*50% (chance of speed showing times the chance of it upgrading twice) =~ 4.5%

    New system, you first have to unlock the other secondaries, so your chances of getting some speed go up from 18% to 36%, however, your chance of that upgrading twice is now 25%*25%, so your chance of given *any* blue mod ending up with 12+ speed is now: 2.3%, or half it was before... because your chance to roll *some speed* has doubled, whereas your chance of upgrading speed has quartered.


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