Current mod challenges design isn't right. Devs read this please.

PRIMEN
38 posts Member
I hope someone from EA will read this and do something in next updates. Im a hardcore player and I like everything, but right now we have too much RNG with mods. It has random rarity, random grade, random slot, random stats and random stats increasing. Lol WHAT?! Are we playing a strategic game or are we playing casino or lottery??? I like and agree with everything BUT NOT WITH random rarity and random slot. You can farm a mod that you need (rarity, grade and slot) with stats that you need half a year or even more. Lol WHAT?! And then after you got this mod you will see RNG again and stat that you need won't increase, and after half a year of pain all you have is useless mod. Is that right and what you wanted to introduce to our community? I hope not! I still like the RNG with random grade, random stats and stats increasing but random rarity and random slot... it's just too much, we aren't in casino, everyone should understand it. Can you at least remove 3 and 4 dot mods from last challenge (16 energy)? It's just not fair, if we decided to farm last challenge and spend a lot of energy we must get only 5 dot mods. Or can you give us a possibility to farm slot that we need like in mod battles? Because it's just unreal at the moment. Just remove something from current RNG levels, we can't have so many levels of RNG, thank you!

Replies

  • Options
    The bad design is using Cantina energy
  • Dyha
    37 posts Member
    Options
    One sugestion would be, to increase the difficulty of mod challenges, remove siming and increase rewards. A raid that awards mod packs would be nice as well.
  • Options
    Zetas are way worse than the mods. My guild is losing people daily because they are falling in the arena because zeta drop rate. There are teams with 3 or 4 toons zetaed on one team and we can't get one in less than 3 months
  • Options
    Zetas are way worse than the mods. My guild is losing people daily because they are falling in the arena because zeta drop rate. There are teams with 3 or 4 toons zetaed on one team and we can't get one in less than 3 months

    Thats cause people buy them in fleet store
  • Options
    This
  • Neoh3ll
    10 posts Member
    Options
    now the game is based almost entirely on the mods. unfortunately always come out the same, useless and with ridiculous statistics. I often find opponents with mods that I even dream to find; it is very frustrating not being able to do anything and know that it is just a matter of luck
  • Options
    Neoh3ll wrote: »
    now the game is based almost entirely on the mods. unfortunately always come out the same, useless and with ridiculous statistics. I often find opponents with mods that I even dream to find; it is very frustrating not being able to do anything and know that it is just a matter of luck
    A little luck, but more so $$$. Pay the cost to be the boss
  • Options
    OP many of us has been voicing about mods since hey nerfed the drop rate (as you may remember 3 tier mod challenge used to drop ALWAYS a 5* mod), and the devs just keep ignoring the issue.

    My best secondary speed is 13, and I got that THE FIRST DAY MODS WERE INTRODUCED, when they had 100% drop rate.

    -RNG on rarity (from white/grey to gold)
    -RNG on how many * have the mod
    -RNG on mod shape
    -RNG on primary
    -RNG on secondaries
    -RNG on which secondaries increases

    But they only listen to "high profile guilds" with "high profile spenders". Although, I really hope your post makes them reconsider the * on mod drops.
  • Tiggus
    766 posts Member
    Options
    The bad design is using Cantina energy

    That's not true... you can also use crystals (and credits, rarely) ;-)

    That's where I get most of my useful ones (credits I mean). And that's very likely a deliberate game design choice.
    ☮ Consular ☮ - https://swgoh.gg/u/tiggus/
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