What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
Dang. That would be REALLY interesting. Before mods, the meta shifted quite a lot (dodge, healers), though speed was always present and reoccurring.
I'm very interested (and a little afraid) of what they might come up with!
#CloneHelmets4Life...VICTORY!!!! "I don't like sand. It's coarse and rough and irritating and it gets everywhere." The more you tighten your grip, CG/EA, the more whales will slip through your fingers (and go F2P or quit).
Mod management is needed because we have so many toons required in so many parts of the game now.
I suppose we are saying the same thing, just using different words. I agree there are a lot of toons. Currently, speed primary/secondary is the primary factor in determining a mods value, all other secondaries are considered lesser value in game.
And to go with the many toons needed, is the fact that great mods are rare to receive in game. I'm not asking for better drop rate for "great" mods in the game. But since they are rare, I just want to be able to move them as a set.
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
Status effect mods....really, really interesting idea. Mods that give abilities instead of stats. That would definitely shift the meta.
I think 6+ dot mods aren't going to change anything unless they don't have speed secondaries and in exchange give much larger primary stat boosts but we already saw what happens when mods first came out to bigger primary stat boosts.
I'm going with the status effect/ability mods. Give up speed but gain the ability to inflict daze upon taking damage from an attacker that can't be dispelled. Mod sets that ignore armor. Mod sets that ignore protection. Draw back is reduced speed and requires all 6 mod spots. Could be interesting.
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
Status effect mods....really, really interesting idea. Mods that give abilities instead of stats. That would definitely shift the meta.
I think 6+ dot mods aren't going to change anything unless they don't have speed secondaries and in exchange give much larger primary stat boosts but we already saw what happens when mods first came out to bigger primary stat boosts.
I'm going with the status effect/ability mods. Give up speed but gain the ability to inflict daze upon taking damage from an attacker that can't be dispelled. Mod sets that ignore armor. Mod sets that ignore protection. Draw back is reduced speed and requires all 6 mod spots. Could be interesting.
If they drop speed all together from mods, it would be a really hard push to get away from 5 dot with speed. I think they would have to at least offer the same amount of speed or be a huge jump in stats which would cause the same argument as before that they invalidate all the work from gear
What struck me the most from the video and got me thinking wasn't about mod management. It was when they (CG) said they wanted to change the "mod meta" away from speed.
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
Status effect mods....really, really interesting idea. Mods that give abilities instead of stats. That would definitely shift the meta.
I think 6+ dot mods aren't going to change anything unless they don't have speed secondaries and in exchange give much larger primary stat boosts but we already saw what happens when mods first came out to bigger primary stat boosts.
I'm going with the status effect/ability mods. Give up speed but gain the ability to inflict daze upon taking damage from an attacker that can't be dispelled. Mod sets that ignore armor. Mod sets that ignore protection. Draw back is reduced speed and requires all 6 mod spots. Could be interesting.
If they drop speed all together from mods, it would be a really hard push to get away from 5 dot with speed. I think they would have to at least offer the same amount of speed or be a huge jump in stats which would cause the same argument as before that they invalidate all the work from gear
I think they could only drop speed if they offered very unique status effects. I agree that too big a bump in primary stats would be a set back. They definitely (or at least hopefully) won't add even more speed secondary bumps. I don't want to face 300+ speed zPalp teams in arena and TW.
I got an ingame popup about a twich livestream regarding changes to fleet arena. I clicked on it and it took me to a live chat with some guy who spent 10 minutes ranting about how cool he was that he is in a livestream without really saying anything. It was all I could take before turning it off.
Is there any real information out there that can be shared?
Love the Game Changers, but I wish they would publish a post when they do these types of interviews. Time is precious, and I can read MUCH faster than watch a video.
Seconded. It's rarely convenient for me to watch videos on my phone, but reading text is much more accessible (and miles quicker)
But I guess people don't get famous by writing text these days
Print is dead.
Not really: They are doing a chat (aka print) webcast now. Uhhg.
My hunch is that 6 and 7 dot mods will be upgradeble from 5 dot mods
They better! Otherwise this game will burn. Years of building up mods, just to make them all pointless?
#CloneHelmets4Life...VICTORY!!!! "I don't like sand. It's coarse and rough and irritating and it gets everywhere." The more you tighten your grip, CG/EA, the more whales will slip through your fingers (and go F2P or quit).
It was a REALLY bad choice as a form of communication. They should have the guy doing an interview or taking to the devs... Watching this random guy play the game, and keep thanking new subscribers was a complete waste of time. I know the devs were making comments and answering q's in the Chat area.. but that was impossible to follow and read.
Can’t knock them for trying different things. Sometimes things just don’t work out. Game changers are a cool avenue to go to but everything should come back to here.
Even if it’s just a bullet point summary of a video or live stream.
I've changed my stance on the whole thing. I was like awesome cool they gamers like me, but now I feel they being shoved down our throat. There's better ways like other people have said to give us information. Trying to make them relevant. Some of them our pretty cool to listen to, but I just feel like now it's more like forcing us to view their channels to get breaking news. And sitting through worthless content, for a snippet of what you actually watching for.
This was such a letdown. Saw the popup in game, got super excited. Went to link only to find...
No new announcements, just a random game changer I’ve never seen before doing a lot of self promotion. Can’t keep up with the chat screen, very difficult to track what the CG devs were responding to.
If there was any new, exciting announcement about Ship Arena and fleets, I blinked and missed it.
Kudos for trying something new, but please don’t do this again, especially with a pop up in game.
There is a YouTube video with the interview https://youtu.be/xmegRzc3-SE
They probably messed up and linked his livestream instead of the actual video with devs...
Replies
I've been thinking about it for an hour and I don't know how that is possible without a complete overhaul of how mods and really how the entire game works.
Does anyone have any thoughts on this? How could you possibly change the "mod meta" to not be speed?
As they said it would have to be done with " new mods" so either new type or higher dot count. The simplest solution would be to freeze speed primarily and secondaries where they are now and increase all other stats as they did when we saw 6 and 7 dot mods previously. That would start to pull the trend in a different direction.
The other possibility is new mod types or even "status effect" mods. Mods with add X ability at Y% to basic would be interesting, stun, daze, DOT...ext. with the Y being what is upgraded or RNG controlled. I'm not sure that would be as effective but it could be interesting.
Dang. That would be REALLY interesting. Before mods, the meta shifted quite a lot (dodge, healers), though speed was always present and reoccurring.
I'm very interested (and a little afraid) of what they might come up with!
I suppose we are saying the same thing, just using different words. I agree there are a lot of toons. Currently, speed primary/secondary is the primary factor in determining a mods value, all other secondaries are considered lesser value in game.
And to go with the many toons needed, is the fact that great mods are rare to receive in game. I'm not asking for better drop rate for "great" mods in the game. But since they are rare, I just want to be able to move them as a set.
Status effect mods....really, really interesting idea. Mods that give abilities instead of stats. That would definitely shift the meta.
I think 6+ dot mods aren't going to change anything unless they don't have speed secondaries and in exchange give much larger primary stat boosts but we already saw what happens when mods first came out to bigger primary stat boosts.
I'm going with the status effect/ability mods. Give up speed but gain the ability to inflict daze upon taking damage from an attacker that can't be dispelled. Mod sets that ignore armor. Mod sets that ignore protection. Draw back is reduced speed and requires all 6 mod spots. Could be interesting.
If they drop speed all together from mods, it would be a really hard push to get away from 5 dot with speed. I think they would have to at least offer the same amount of speed or be a huge jump in stats which would cause the same argument as before that they invalidate all the work from gear
I think they could only drop speed if they offered very unique status effects. I agree that too big a bump in primary stats would be a set back. They definitely (or at least hopefully) won't add even more speed secondary bumps. I don't want to face 300+ speed zPalp teams in arena and TW.
That's easier said that done. I have every one of my characters fully modded, and it's all those EXTRA mods that cannot be viewed on swgoh.gg
Maybe next time say a dev down so you don't upset an easily upset community
Is there any real information out there that can be shared?
Thank you!
Not really: They are doing a chat (aka print) webcast now. Uhhg.
They better! Otherwise this game will burn. Years of building up mods, just to make them all pointless?
Couldn't agree more, it's just a regular stream. I didn't hear a single word about fleet pve in the 5-6 minutes I've streamed.
Even if it’s just a bullet point summary of a video or live stream.
Not of fan of this way anymore
No new announcements, just a random game changer I’ve never seen before doing a lot of self promotion. Can’t keep up with the chat screen, very difficult to track what the CG devs were responding to.
If there was any new, exciting announcement about Ship Arena and fleets, I blinked and missed it.
Kudos for trying something new, but please don’t do this again, especially with a pop up in game.
They probably messed up and linked his livestream instead of the actual video with devs...