Mods are currently an RNG (drop rate), RNG (shape), RNG ( primary), RNG (grade), RNG (secondaries)..... that's a pretty bad calculation to get the ones you might need never mind the ones you want.
-Drop rate- with all the other randomness why not drop them at 100%. They can be sold so it won't end up like gear and with the RNG on type there is no guarantee you will get what you are looking for.
-Shape- this RNG is limiting enough in combination with the primary stat RNG. I have almost no triangles but 20+ squares. Unless you want to make them farmable by shape at higher than 2* the drop rate needs to change.
-Primary - this is fine that's where the hunt should be.
-Grade- same thing this is where the hunt should be.
-Secondary - we have to pay to see unless it's a higher grade and that's fine.
With all this the only way to make it a "fun" hunt and a good grind is to bring back the 100% drop rate or make the shapes farmable at higher *s. 100% drop rate was already there and is a much better idea.
Any other thoughts?
@EA_Jesse
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Drop rate, like everything else, is a numbers game.
If they want to continue with the current drop rate, they need to stop dropping 3* and 4* mods from the tier III challenge. It should just be 20-30% drop rate for a 5* mod or else no mod.
I see those as the two solutions.
But then a bunch of sad babies sobbed and screamed their little sad baby heads off about mods being too accessible and the possibility of their p2w advantage being overcome for like, a few days, and the devs made a panic "fix" to appease them (but also as a much-deserved middle finger to them). But most of those babies quit the game anyway so now NOBODY has what they want.
Amusingly, although I don't play it, I hear that unnamed team is pretty widely reviled among Pokemon go players too.
A lot of the time you pay for stuff that's not guaranteed. Drop rate is another term for payout.
Farming in this game is buying stuff through GW or arena credits. You play a part of the game for some currency and use it to get a set reward (5 shards of a particular character).
Cantina battles themselves are gambling, light and dark side battles, gambling as are mod battles after you have done the first one.
I agree that the mods should drop 100% as there is enough of a gamble in everything else to do with them. I doubt they will though because that is not how this game works. It's about getting every possible cent from the players who are willing to pay (myself included). The well will dry up however when the payout is not worth the risk.
I forgot about that too....this limits the amount of chances already, unless you have all toons offered from cantina table.
Just one more reason for a 100% drop rate.
Also a higher refresh rate on cantina energy but that's a different post.
Yeah, and if the mod drops that raids gave after mods were first released (and then removed) were a preview of what's to come, we'll only get 1 or 2 random 6 or 7* mod per raid. It'll take months to get your arena team outfitted with the specific mod classes you're looking for.
It's safe to say 5* will be the dominant mod set for quite a while.
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There's nothing more annoying when you get only one mod after a full refresh, and it's not only the light blue one, but it's also a 3* mod.
That make me want to throw the cellphone away.
And a Death Star in a pear tree
Make Zader Great Again!
Yeah, and those credits you Will miss to upgrade them...
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As it was when mods were recently introduced
That's not a bad idea.
I agree this would also be a workable solution. Going back to the tier 1 3* ,tier 2 4* ,tier 3 5*.
But then why not just do 100%. Get 5 Mods for 5 attempts and they still might not be good ones but you might get more placeholders until you get a good one.
Right now I'm sitting on 20+ squares but like 3 triangles. The shape and grade are enough of a gamble...I don't need to waste energy just to possible get 1.
You shall enjoy my benevolence of allowing you to have a random chance at a random shape with random stats, and you will pay me for the benefit of such benevolence.
Yeah, for sure we need 100% drop rate at mods. Yesterday i spend almost 200 energy and got only one 4*mod, really?!?
Or at least a kind of "promo", like 5 days with 100% drop rate. Or as said, drastically change the drop rates for 5*/4* mods.
left row need included random stat too just like right row, i mean each shape all shape has its own exclusive primary, so..
more mod set bonus variety ie: two same mod give...chance counter atk, extra dmg for extra atk,crit reduced dmg, protection and more.(also thinking about skill need some modding like giving resurect chance on heal ability, chance reduce TM on aoe atk or add x% dmg on basic atk or add chacnce to apply certain status debuff errr sorry out of topic)
limit same primary stat into 2 as maximum in single character, and give certain class for certain primary(a single toon attacker class can slotted 3 offense mod as primary, tanks for protection, healer for hp and so on) for sake of game balancing imo.
(almost forgot) drop rate would be...1st 100% 2nd 50% 3rd 25% and so on, to compromise that sell value of od gonna tweak down
alsoo mod....uses try like in challange daily(definitely not 5 a day though) not cantina energy to compromise remove cantina token, credits, xp earning trough the table or maybe use (mod)ticket instead that drop on main/cantina table just like sim ticket
...err no?
I agree completely, but we need to be realistic, they will never put it back to 100%. There's nothing 100% in the game except for frustration which is that causes people to spend so many $€£¥s.
So I think we may have 23.8% more chance they listen to us if we ask for only 5* mods, rather than asking for 100% drop rate. I hope to be mistaken and they put back the 100% though.
I was all in on your comment until you mentioned Pokemon. You play it and if not you read about it?