CG_SBCrumb wrote: »After much consternation, we have identified the less than 1% of our playerbase that was disproportionately impacted by last week’s Server Update to Mod secondaries. This number is larger than we originally suspected, which was based on the estimation we could do at the time.
We will be rolling back these player’s mods to our server snapshot last Thursday (7/19). This means all mods that were changed by that update will be reset back to where they were on 7/19 and any credits invested in those mods will be returned. Any mods purchased or earned after 7/19 will be not be impacted by this rollback.
Please note that you may get a different sub-stat than the sub-stat that was removed if you re-level your mod. We apologize for the inconvenience to these players and others who were impacted.
We plan to roll this fix out later today but timing is subject to change.
EDIT: Corrected text on which mods are being rolled back
UPDATE: We have investigated cases of missing mods and found that they are not missing but move around to other characters. There is a good chance your mods are hiding on someone else if you are missing a particularly memorable secondary stat.
Replies
As of now, if we have a speed secondary, we should only upgrade enough that the color of the mod doesn't change? Like a green mod upgrade once, blue mods 2 upgrades, and purple 3 upgrades? Then change the tier to A after slicing and upgrade it fully?
1. Better chances of updating a bonus (you'll get a flat 25% after the patch)
2. revealing secondaries will cost less once the patch hits. Why pay more?
You can still go through the whole update process and golden your mod, once the patch hits, your mod will return to its initial colour and you'll be able to slice it.
For instance, I am lucky enough to have a level 1 blue mod with a speed secondary. I update it to level 6 and, as it's my lucky day, the speed bonus gets updated twice. Now I could update to level 15, revealing the last two bonuses and enjoy my new mod but it will cost me more to do so than if I wait until the patch hits. When it hits, my mod will return to its blue status, if it's level 15 already, I can slice it twice to make it a gold mod which will grant me two bonus update opportunities. If it was not level 15, I'll finish updating it at a lower cost than now, have the last two remaining secondaries revealed and the possibility to slice it twice.
As you can see, the best approach is to update bonuses before the patch so you get better chances of update and to reveal bonuses once the patch hits so you benefit from the reduced levelling costs.
Will gold mods matter if we upgrade them now or later?
They will just be cheaper to upgrade, beat to wait on them.
So, if you had a blue mod at level 1 with a +5 speed secondary, level it up to 6 in order to maximize the chance of getting a speed up (75% for at least 1 bump).
My advice is to hang on to all 5 dot mods and continue to play as normal.
I started saving all my mods when the change was announced and I have to sell some now because I've hit the max.
With that said you absolutely should level up secondaries you care about now because it does sound like you'll have a lower chance to do so after the change, and the credit cost to do so is minimal.
The only difference is the gold mod will not require slicing, so will be cheaper to upgrade.
Another change is that At level 3, currently green mods with secondary speed will always gain another speed. After the change they won't. So statistically you can maximize your expected secondary speed by upgrading any non-gold mods now.
Really if your trying to max out your resources now you should be doing spaming mod challenges, and upgrade any green mods with give speed secondary to 3, Blue to 6 ect...
Basically everything with speed? I'm planning on lvling up all my characters to 50, just for mod storage. Not really actively farming mods, trying to 7* characters from cantina.
You can do the same if you're looking specifically looking for protection or crit chance or potency I suppose.
„In preparation for our next update, we are putting out a bug fix for an issue that has happened to a small number for our players. Some players have a mod that either doesn’t have the correct number of secondary stats or didn’t get the correct number of increases. For example, some mods are level 15 and only have 3 secondary stats, which should never happen, but unintentionally happened for some players.“
i leveled my mods many times from 1 to 15, because i wanted to see a „home-run“ in speed. of course i wasn‘t able to control the 4 times climbing. i never had the idea, that my mods COULD NOT climb 4 times.
with my bad rng i started a thread here, was placed in an undergroup with the short answer, that also speed mods increase with the same chance as others.
seems that this wasn‘t true.
Also, sounds like mods will be rolled back to lvl 1 and placed in their original condition such that even the other secondary stats will be changed.
There was a bug that caused some mods when leveled to unlock only 3 secondary stats instead of 4.
i feared this answer. this is a scandal! and a slap in the face of all player, who tried to built some strong teams without unlimited resources. quality before quantity was always important for me. i burned HUNDREDS OF MILLIONS credits to buy and level mods. don't want speak of the crystals i burned for refreshing cantina energy to get the ONE mod.
Based on your previous post, I think you misunderstand how mods level up, which has nothing to do with modgate or your spending.