Not My Normal Thread Style
First off this isn't like my other threads and I'm sure it's too late but i still wish to do this. If only for my own reasons and what i would of expected for a mod system.
The first release of the mods did not go over well because it made the past grinds not as useful and it sent people into a frenzy. The current mod system is nothing more than a changing gear set level with a very heavy RNG in RNG in RNG system.
My Version
1. 100% drop rate (like it was before) because they have enough in the way of RNG.
2. Set it back so only tier 5 drops from rank 3 challenges and the same for the other challenges.
3. Each challenge has two factions that can be used per mod challenge type i.e Droids and Jawas for Offense challenge , Empire and First Order for Tatical challenge etc etc.
4. level 15 tier 5 mod stats
Passive percentage level:
White - 2.5%
Green - 3.5 %
Blue - 6.5%
Purple 8.5%
Yellow - 10%
Tiers 1-7 mods :
Tied to my champion idea % bonus to main stat of hero (Agi,Int,Str)
Champion thread
Tier 1 - 2%
Tier 2 - 2.5%
Tier 3 - 3%
Tier 4 - 3.5%
Tier 5 - 4%
Tier 6 - 4.5%
Tier 7 - 5%
5. Price cost average area per mod. difference of tier 1-5.
White - 40 - 60 k
Green - 80 - 120 k
Blue - 125 - 190 k
Purple - 200 - 275 k
Yellow - 295 - 450 k
Plain stats on mods is just so *yawn*. Although i dont like mods full stop but having them add passives would of been better and very interesting. Also a simple system should of been done because you have players as young as 7-12 playing as well. I still believe alot of heroes need reworking first and others just a good buff.
Example of my version:
Defense Set - 4 items
Offense set - 2 items
Each set type has a 2 set bonus and a 4 set bonus. With the 4 set alot stronger than a 2 set. No mod can be used more than once per hero and each set like defense has 15+ options.First Order Stormtrooper maxed
(All tier 5 yellow level 15 maxed mods)
Mod 1. Defense : 10% counter chance on hit /4% main stat.
Mod 2. Defense : 10% to gain defense up on hit /4% main stat.
mod 3. Defense : 10% to redirect damage from an ally to this hero at 75% damage /4% main stat.
Mod 4. Defense : 10% health / 4% main stat.
Mod 5. Offense : Each attack has a 10% chance to place taunt on the target for 1 turn / 4% main stat.
Mod 6. Offense : 10% offense / 4% main stat.
Set Bonuses
Defense 4 set bonus : 15% protection
offense 2 set bonus : 5% offense
2 set = 1 third of a 4 set
Also always use % over flat as to not invalidate gear levels and stars making them still 100% crucial to the hero.
Could also have certain passives tied to different tiers of mods.
PS Developers
Crystal prices for these mods in the shop are insanely high and i couldn't justify 3600 crystals for 1 mod.
Replies
Also I would prefer to use something other than cantina credits. As a newer player there are still so many toons I need to farm from cantina before I can move on to mods.