Hey Everyone,
First off, thank you for your patience while we work on getting everything updated for you. I know it’s not ideal, but regardless of what may be, it’s important to stress that we sincerely do appreciate it
Our release that was going tonight is needing a little bit more QA, so our QA teams are going to work on it overnight and we plan on releasing it in the morning, Pacific Time. We will keep you posted as the morning progresses!
Okay, so let’s dive right in! Before we get too in to the weeds, this update will not include anything about the actual changes to Mods themselves. The primary reason is that the updates we are working on are still being implemented and tested and will not be ready for a day or two.
I know that’s not what everyone wants to hear, but that’s where we stand for the moment.
That said, we have heard you—both good and bad. I do want to say that during the initial testing and balancing phases of these Mods, we received feedback very similar to your initial reaction, however, in almost every single case, once those players got past the “sticker shock” of the large numbers (so to speak), the feeling was that Mods really allowed for more variety in the game.
BUT! The only thing that matters, at the end of the day, is how it affects you and your enjoyment of the game. So with that, we’re hammering on some modifications to the mods. I will give you the full details of all of this as soon as they’re finalized and in the final QA pass.
So now the weeds!
Here’s what’s we have been working on all day today, related to Mods:
1. First time rewards for completing Mod Battles and Challenges
Just like it sounds, all our Mod Battles and Challenges will now give players a Mod that’s specific to that Battle or Challenge.
2. Updated Mod Leveling
We’ve flattened the level curve on Mod leveling, and in doing so, we’ve evened out the cost to level. Note that I did not say “reduced” the cost. All we did was take away the disparity we were seeing in investing in Mods. As it stood, there was too much variance in the leveling feature with the chances for a “lucky” roll. Now, Mod leveling has been made more consistent. You should now know exactly how much you will need to max upgrade a Mod. There still remains a very, very rare chance to get a “lucky” roll.
3. Reworked Mod Drops in Mod Battles and Mod Challenges
Battles will no longer just drop Mods 100% of the time. Instead the drop rate will be higher than Character Shards on an equivalent Squad Cantina node. Challenges will also drop at the higher rate.
4. Increased Credits When Selling Mods
So, to compensate for the changes to the Mod Battle drop rates, we’ve increase the amount of Credits you can sell 1-, 2-, and 3- star Mods for at the lower levels. Meanwhile, every Mod, irrespective of rarity, over level 10 will see a significant increase in sell cost after this update.
5. Cantina Energy Spent in Mod Battles Now Gives Cantina Currency Exactly Like Squad Cantina Battles
The Energy-to-Currency ratio is as follow:
- 1- 2* Mods Battles: 10 Energy, 17 Cantina Currency
- 3* Mods Battles: 10 Energy, 17 Cantina Currency
- 4* Mods Battles: 12 Energy, 21 Cantina Currency
- 5* Mods Battles: 16 Energy, 28 Cantina Currency
So that’s everything new and related to Mods that’s going in to the release for tomorrow.
Again, all of us here express our sincerest thanks for your patience and we genuinely appreciate your involvement in the game and the Community.
J0K3R edit:
For previous update see:
https://forums.galaxy-of-heroes.starwars.ea.com/discussion/54319/mod-update-and-stuck-in-a-mod-tutorial-a-really-mega-thread-dude#latest
Replies
What. Why?
So the genius fix for us to not get as many useless mods is to reduce mod drop rate?
I must be reading this wrong? This cannot be serious right?
EDIT: title edited to remove all caps
Battles will no longer just drop Mods 100% of the time. Instead the drop rate will be higher than Character Shards on an equivalent Squad Cantina node. Challenges will also drop at the higher rate.
Oh. My. God.
You just did pre-crafting 2.0. Unbelievable
/s
Edit: Hahahahaha, what a joke you are. Making things worse.
Insanity, doing the same thing over and over again and expecting different results.
"it will reduce how many insignificant Mods you can receive and will ideally let you focus on getting the Mods you need with the substats that are important to the characters you’re upgrading."
Right so the solution is to just give fewer mods. Not necessarily better ones. Just fewer.
OH NOOOO!!!!
Battles will no longer just drop Mods 100% of the time. Instead the drop rate will be higher than Character Shards on an equivalent Squad Cantina node. Challenges will also drop at the higher rate.
I'm confused, **** is this ****
That was the rationale for the new drop rate...seriously did anyone actually complain about that?
Old post #1...Correct, they should adjust all mods by the same amount-90%. Making the t5 a 10% increase in power. Those that farmed them would have farmed them for 10% increase in stats, making the need for compensation nonexistent.
Old post #2...Except nobody would have spent that much in credits for that little return... Seriously. I've dropped 2 mil. The guy I couldn't beat at 1 in my arena spent over 20 mil. If they scale back the %'s, they have to scale back the cost. If they scale back the cost, they've screwed a bunch of players.
I disagree. Mods are way too cheap...200k to fully level a 5 star. They should cut the powers but leave the costs exactly as is. No need for any type of credit refunding that way.
1. First time rewards for completing Mod Battles and Challenges
Just like it sounds, all our Mod Battles and Challenges will now give players a Mod that’s specific to that Battle or Challenge.
Exactly what does this mean? Does it mean the primary stat will always be linked to the challenge type? e.g. %Offense and Offense for the Offense challenge?
If that's the case, how would one get things like accuracy or protection? Can we get a specific listing of exactly what stats are available with each challenge?
Also, if this is the case, what happens to existing mods with different stat types to the challenge they are found in. E.g. health mod with speed primary stat? Will it change to health? Or will we be allowed to keep it? A lot of resources have already been poured into mods so far, people maxing tens of mods with specific stats. If you are going to force change them, there better be complete transparency and possibly compensation for resources which would have otherwise been spent. Overwhelming majoring of players would have a variety of health mods with many other stats at this point that they have maxed.
They weren't quite happy with how slowly mods were killing the audience and needed to speed things up.
Lol. Apparently so.
And still no word on if we should be spending credits leveling up mods that you may announce tomorrow or the next day are being rolled back? There's no indication what I should be doing or whether in continuing to waste resources leveling up the mods I have.
Is the community speaking Japanese?
This update... updates me on nothing except to let me know your testing team is out of touch with reality and you didn't listen to our concerns
How do you get over the "sticker shock" of rediculously unbalanced "haves and haves not" in GW? I mean, we have to have multiple fully modded teams of characters because it is a "war of attrition" and everyone else just has to have one modded arena team to make you GW a nightmare.
How do you get over the "sticker shock" of stripping away at least 50% of the individuality of every character?
Who are these mysterious testers? How do they always miss blatantly obvious bugs like screwed up teams on the final GW node?
BWAHAHAAH Sooooo true.
What a bloody mess
Let ppl bank cantina and farm mods 100% - check
Make a change to mods so that ppl that didn't bank cantina can't farm them at 100% - check