Maybe I misunderstood. Or my math suks.
But... 55k per character to change Mods and then 55k to change back. So 550k to change the team and say you want to run 5 teams on a raid that's 2.5million credits?
Surely this defeats the entire point. Who's gonna do this.
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The good news is that it only costs you 28,500 to swap back (unless you really swapped mods, rather than simply dumping the unequipped mods into your inventory)
In P1 of the HSR raid for instance, health is pretty darn important and depending on where your top speed secondaries are they might not fit.
Some compromise will be needed to reduce credit cost, but loadouts are in my opinion the best addition to this game yet.
Keep that in mind when slicing, Nightsisters don't need a ton of speed, but they do need crit damage and offense, so look for mods with both those stats to slice early.
This has nothing to do with mod layouts.
Yes the cost of moving mods still exists.
So you want to be able to maximize your arena team, raid runs, TW and TBs, but you dont want to have to invest resources to do that?... that's not the way this works, or anything in this game for that matter. Invest in more mods, or invest in the cost of moving them around.
It's a super handy feature for big events like legendaries..... You can put your arena grade mods on the vets it took you forever to farm and bring them back to your arena team with ease
I won't be using it as much as I would have many moons ago. I farmed a lot of mods a long time ago though and built out configurations that maybe weren't perfect, but were good and sometimes great for the main purpose of a team. I might start doing some partial rearranges now that I don't have to write everything down to fix it later, but it would very quickly destroy the need for more than about 60 or 70 mods if it cost nothing to swap them.
For all game modes except TW, that is. If you take TW seriously, you still need all your teams modded for that.