Speed still reigns supreme (may be more than ever).
So I was thinking a way to spice things up a bit in the mod department could be to create new mods, with different and powerful effects, so that people can work in different directions, that can kind of counter speed. Here are a few ideas:
-Health Steal mods
-Counter Chance mods
-Ignore protection mods
What do you think? Other mod ideas? Better ideas? Scrape my proposal? I should hide under the table? OK
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Well, yeah, that's the point, how to dethrone speed. (Also having fun and trying new things.) When hitting Dooku under Nihil lead speed was not as important as stunning him, right? So any ideas to fight speed? If you attack my RaidHan guarded by Chewie you are probably going to kill yourself; speed is less important there. That's where I'm heading. Can new mods act against speed? Because they're not going to nerf speed (nor should they), and mods 2.0 didn't achieve what they pretended.
-Stun chance mods
-Go all in and make "Decrease enemy speed" mods
What do I know, I'm not great reading kits, but surely speed can be countered, and new mods could help for that, don't you agree?
Thanks for the input though, lol
Hell, mate. Someone had to say it, and you did. Thank you. Now can we move on?
Now, if anyone wants to play a little brainstorming game (100% FTP!) called "New fun mod sets", go ahead. Just for the fun of it, what the heck. Go crazy.
-Copy enemy buffs mods
-Chance to dispel de/buffs (own/enemy) mods
That seems overboard, Mods that are essentially abilities...?
Health Steal sounds like fun, though.
Splash Damage mods?
what do you think would happen if they got rid of speed mods altogether? I mean in an utopian top arena (without further mod changes a matter of time), assuming everyone is playing the same mods anyways, thus speed basically gets reset to basic toon speeds.
I'd guess, related to speed, this would be the easiest way to balance toon as good as possible
OR
what would happen if the other mods stats would increase further or scale differently with toon classes? Attackers getting less speed from speed mods than tanks/supports or something like that?
Then whoever has the highest speed becomes the new arena darling, probably.
I've always felt that since nobody really uses Defense or Tenacity sets, they should roll them into a single mod type called "Bulwark" or something that gives both stats. They'd still probably never get used, but it'd clean up the mod system a bit.
I’ve had 6 people leave our guild. 5 leave my squad arena and 3 leave my fleet arena. At this pace people are getting burned out and frustrated with the overload of characters. Put new mod sets on my lap and I’ll be in the same boat.
6 dots are long enough of a farm.
Stun chance mods already exist. They are called potency mods. Though they only work for characters with stun abilities.
10% health steal (2)
10% Counter chance (2)
5% Assist chance (2)
??% defence penetration (?)
I feel like these could be cool mods to use.
Assist chance! Brilliant!
Health steal and counter chance are good ideas. Ignore protection isn't a percent thing, like you can't say "This mod gives +10% more ignore protection", it's an either you have it or you don't thing. You have ignore protection or you don't. But there's definitely plenty more things they could add to mods.
First mod, +5% offense. Second mod, +10% health steal. Third mod, +25% chance to stun. Full upgrade of any 3 mods: all allies gain 35% assist chance.
You could have so many different single mod choices to further customize your crews. Mods are the only difference between two mirror teams.
No no no no no no no no
the only evasion that should exist is a one time from a buff.