Wrath wrote: »
Lvl cap is not what's going to make or break the game, what DOES have potential to break the game is mods. If they magically come out with new mod challenge tiers that give 6* or 7* mods imagine having 2.5 years of work building toons and modding completely invalidated by new “God” mods.
I have every toon with a full set of 5* mods, if they make me refarm every single mod for every single toon I’ll uninstall. I don’t know if the devs are 1. smart enough to see this potential problem, or 2. if they would even care... CG: “F U, and F your 2.5 years of work.... buy these 7* mod packs”. My suggestion to avoid this potential game changing/breaking hurdle is to implement some type of way to increase * lvls on our current mods. Make the mods upgradable like toons. Maybe make low * mods have higher chances to get good rolls. Gold 3* mods will be better overall if you upgrade them 3-7 as opposed to taking a 5-7. Will change the mod landscape in a good way. Because as is I sell everything that’s not 5* already. Food for thought
John_Matrix1985 wrote: »
Imagine the cost of bringing 7* mod to L15. Right now a 5* mod costs 486K.... what's a 7* mod going cost.. 800K
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