I would suggest to decouple mod cards from characters. Right now, since you can move mods for a credit fee between characters, you swap mods between fallen and active toons. Lose a toon in GW, strip his mods and equip it to the next man up.
Simplify this process by allowing players to customize mod cards and shift the entire card from toon to toon for a fee (should be the same as removal of all the mods). Players can customize offensive mod cards, a health cards, etc. You can see how the card impacts the toon before you assign it and move completed cards between toons.
You will still have all of the functionality that is currently in play with mods, it just will save time, especially in the new 'improved' GW.
Just a thought. I don't like the new system, and I think it broke the game. I've lost guild mates over it (about 20% of my guild has quit). But I know you are changing in
@EA_Jesse, so can you at least make it a little easier. Thanks.
Do or Do not.
DarthBarron (Kevin, aka KevWalker)
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Replies
It depends @Saraleb - If you want 5 Offensive based cards, you need to farm enough to make that card (so 30 five rarity mods). It also is no different than what you can do right now.
In GW yesterday, I used all of my mods on waves of players to get by node 11, you just remove them from fallen toons and re-equip them to active ones toon. It really changes nothing, just the amount of time investment.
DarthBarron (Kevin, aka KevWalker)
DarthBarron (Kevin, aka KevWalker)
Its the same as it is now...
Now u rip mods of 1 by 1 for a fee
With this suggestion you could rip out all 6 mods with 1 click
Price on both would be the same, the card just sums all up
Would make this process a lot faster!
I know i swap around full sets all the time, so i'd love that!
I just dont get why you would do this in GW? You basically use more credits moving mods around than you make in GW total...
However, node 12 was no better... so, it ended up being a new loss... it figures it was the one thing that was fixed.
DarthBarron (Kevin, aka KevWalker)