We have had a 500 limit on mods for at least 5 years. With all of the new characters and need to swap mods for Krayt raid, Reva mission and a host of other things - this is increasingly difficult to do. I'm forced to sell good mods just so I can remod for a mission. It's time to increase the mod limit above 500.
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A few years back when Mod Slicing was introduced (which is fantastic), most mods suddenly have potential to be useful, and the desire to hold on to more mods increased significantly - ever since then we've needed (dare I say a doubling) of that 500 number. @CG_Tusken_Meathead I feel like this is one you'd empathize with : )
If someone is “always” at the current cap, in a few months they will “always” be at the new cap unless they alter their mod levelling / slicing regime.
I’ve played for 7+ years, and this year was the first time I hit the mod cap as I wasn’t doing a weekly mod clearance over summer break.
Or tone down on the over-tuning so we can generally mod a character according to getting the best out of their kit and use that for everything. Less re-modding!
I mostly agree with this - a higher cap would be nice, and I'm all for that - but streamlining the cumbersome and clumsy task of swapping mod loadouts would go a long way to help overall. For a while I was running 5 Krayt teams every raid but one of my highest scoring teams requires too much remodding to make it work - now, instead of doing that I just run 4 teams. CG has made this part of the game so cumbersome that it actually motivates me to play less and sacrifice additional rewards for the sake of saving the time on mundane and boring tasks like mod swapping. I hate it. I really wish they'd do something about it. I want to play to my fullest potential, but there's too much administrative overhead to bother. Swapping mods is not fun, and it's going to get worse with the new raid. Please help CG. You're my only hope!
Now with tuskans, Cere, Wookies, etc all getting incentives to not max speed on everything we need more storage to have flexibility with them and future teams. There's going to be a lot more offense, health, protection, tenacity, and crit avoidance arrows needed both in storage for future releases and on toons, whereas in the past it was mostly scrap those (with a few exceptions like GG and fives).
*JKL
They might not have every character unlocked
We could probably go lower than 1700
If they did, then that means they have more than 2,000 good mods, which is even more unlikely. If they have half the characters, that's still space for over 1200 mods. Any way you slice it, unless you are the whaliest of whales, you do not have that many mods that are good enough to hold on to. And if you are the whaliest of whales, your definition of "good" mod is so much different than mine.
Also loadouts are capped at 200 for some reasons. That should be increased as well.
I don't think this matters. A few months ago, when one of these posts was going around, I decided to actually clean house. I spent about 2 hours moving utter trash mods off my garbage toons so I could sell them. Then I put back ones in the 10-15 speed range. I cleared up about 150 mods.
Now, I'm back to only being able to do 1 or 2 team loadout swaps before I have to re-equip my full roster. So, at my pace, every 3-6 months I have to spend about 2 hours doing nothing but trivial shuffling to avoid an arbitrary cap set by the devs.
Do I need a higher cap? No.
Is there a good reason not to give us a higher cap for QOL purposes? I've yet to hear one.
Is there a performance or technical restraint that necessitates the current cap? None that I've heard.
Completely agree that in-game mod tools are complete and utter garbage, but that's largely because CG never actually thought we would move mods. Just another instance proving that they don't play their own game competitively.
They may have found some performance issues with a higher cap, but it's probably more like they decided they needed some kind of cap, and picked 500. Because, again, they never expected us to move mods around. They expected us to farm mods for a team and then basically leave them forever, until we decided to go and farm brand new, better mods for that team.
To be fair when mods were initially released, i don't think anyone expected them to be the way they are today
Well, yeah, super mods and all that.
Also, specific to Ragnarok's post, if they did raise the limit, he would still have to clean them up for the same number of hours per year, it should just happen fewer times per year.
I'm not so sure. Whenever I approach 500, I do a mass cleaning of anything that are A/B < 6 speed and various other "groups" ie, arrows I dont usually care about, excessive defense primary triangle/diamond mods, etc.. usually clear 50-60 quickly. if I could have 4 times as many mods, I bet it takes the same amount of time to trim the cruft and probably get rid of over a 100..
bottom line is the limit of 500 existed from a time when we had rosters that were a fraction of the current size.. needs change. Mod management/increase in mods is I think quite overdue. Even providing a "save current roster mods and restore" would be awesome.. and they clearly can save them for things like grand arena and TB. surely that isnt asking too much.
Moving mod sets ONTO a squad is not a hardship. restoring them from a large roster can be somewhat time consuming if they are spread among a lot of toons. As a result, I try to do it as rarely as possible.
I was talking about hoarders.
Edit: you’re probably right though, because they’ll probably just spend the same amount of time just as often cleaning, only with several hundred more mods in storage.
Now needing room for mod swapping is a different story and I agree.