Disclaimer: I’m likely only writing this because I’m one of the poor saps who is on the wrong side of slice rng. I’d classify myself as a kraken (I play in the guild with the most gp so I know no one here will feel bad for me)
So the thing that was always terrible about mods is now made even worse. Everyone wants speed. Speed doesn’t hit, the mod is trashed. Ask any guild and they’ll show how how they coach players to slice or not slice based on speed.
Now we have 6e-a slicing where some people have gained 8 new super mods and others have gained 0. Same investment by both players but one had the skill to slice mods better. How riveting.
I am considering quitting for the first time in my career as a result of this travesty until cg addresses this issue with mods.
Yours truly,
- Mr 0/8 slicing speed with new mods
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If anything speed matters less now than older metas when flat speed was a greater % change in a character's base speed.
That said, between my 2 accounts I'm now 0 for 14 on speed hits. Good times.
That’s incorrect. I’ve sliced 8 times. Check your math. Remember slicing at the different letters requires different mats
Some of those comments are based on the fact that if you pick the right mode you double your chances to not have it still be garbage, and increase the chance of it being ok and still a keeper for future upgrades.
Still not skill based, but playing that odds is all we got.
Kyno love you bro. But this is what I’m calling for a change on. Let’s put some skill back into the game. Let players pick the stat the want if they take it to 6A for example. That’s an even playing field. Also the fact that any bump to a mod could be considered trash should be alarming to devs. I know they don’t care but come on. We invest an insane amount in this incredible game. (Whether that investment is time or money or both varies of course)
I do agree that in the Rey/Kylo meta, speed mattered less. However, +2% offense doesn't have the same impact as the opportunity of starting the fight. A +4 Speed can have a major impact on the outsome of the fight, much more than any other secondary increase.
As long as we only slice about 2 mods per week, RNG will have a major impact. But I agree with 7AnimalMother: it will decrease speed mod RNG on the long term. Hopefully we'll have more ways to obtain slicing material to level the odds.
I agree, but there is almost nothing in this game that cant be overcome with the players skill.
I do not have the best mods, I am able to take 1 on my shard. I am never the fastest. I am not the most skilled player, but I can make it work.
I'm not saying they couldnt make changes, but this was a good thing to the overall randomness of mods. More chances and the locked max means that what seemed like a great mod before can now be overshadowed by a great mod born of the new system.
25 speed is great, but it's better with 75 (not sure what the max would be with a 4/4 or 5/3 split on speed/offense). No one will argue that speed is king, but the queen can be just as punishing.
There are many favorable combinations of stats that are better than just speed. Those will be coming and be explored a lot as we get through the first "I need speed" push.
Personally I feel like this(the current setup) is a better system than allowing player input on mod upgrades, that would devalue the system more, IMO.
One thing i think would be a really "nice to have" would be a way to destroy mods and have them give you some mats back, rather than just sell for credits. Either a choice between credits/mats or give both back.
GLs aside, speed matters and is very important. You need high speed to counter GLs without using one. In some GL mirror matches you need more speed in some toons than others
No player ever wants to change the system if the current system provides them with the advantage. And if they've lucked out with their Mod slicing, they're not going to listen to arguments to change it.
For the record, I've had one that rolled speed so far (others were health, defence and tenacity - *sigh*) - it's now +26. My fastest speed secondary.
No it isn't. It's important but it's definitely "not all that matters. With relic levels in the mix it has boosted the importance and value of other secondaries.
OP - Judging by the comment about needing to hit max rolls in order to improve chances you aren't too slicing mods that already have 5 speed rolls right? If so that's your problem as 5 is max for any stat.
I didn't get that... could you explain please ?
Or at least add a "revert secondary" option to downgrade a secondary of choice (downgrade costs smth (another new material?) and no materials are handed back - you just wasted the slicing mats and need to use that new mats for the downgrade. This way at least our awesome mods are saved and still have the potential of turning into god mods, just have to slice them over and over again (so you still have to hit the right RNG).
Right now, it feels EXTREMELY frustrating to see my awesome mods being screwed by bad rolls and unfortunately I'm also one of these "naturally unlucky" people (only hit 1 speed roll so far).
Examples of my "luck":
4 attempts to hit the last speed roll - chance of failure: 31,6%
2 attempts to hit either speed or %offense - chance of double fail: 25%
Not only that I'm not hitting the rolls but these mods, while obviously not going into the trash can, are still turning into mediocre ones considering that looking into the future, speed focused chars will be equipped with all those (5) speed mods with each one having like 27+ speed.
To the question on the odds, the “real” math becomes complicated since the odds can change past 4 rolls, but if we conservatively assume they do not, the odds of hitting the same secondary are:
1 roll, 1 hit: 25% (1 in 4) 5D
2 rolls, 2 hits: 6.25% (1 in 16) 5C
3 rolls, 3 hits: 1.56% (1 in 64) 5B
4 rolls, 4 hits: 0.39% (1 in 256) 5A, 6E
5 rolls, 4 hits: 1.46% (1 in 68) 6D
6 rolls, 4 hits: 3.30% (1 in 30) 6C
7 rolls, 4 hits: 5.77% (1 in 17) 6B
8 rolls, 4 hits: 8.65% (1 in 12) 6A
If you did happen to have a mod with a speed secondary that rolled all of the same non-speed stat up to 6E, your odds of rolling speed at least once from 6E to 6A are actually quite good (about 80%).
That's crystal clear, thanks
I get your point and I find if totally valid tbh. There's a fancy but coming though.
However, a x5 speed mod is far more important than a x5 offense mod, because if you want to go first, a x4 speed may not be enough, as a x4 offense mod will most likely get the job done.
Furthermore, "dual secondary" (two x5 secondaries) mods have a narrower (is it a word ?) use, so it's not as important as having 5 increase in offense or 5 increase in speed, especially in arena, where you basically use always the same limited pool of mods whatever team you're playing at the moment. So you're speedy/offense set with Dark Revan may not be switchable to your Palpatine where you would like speed/protection, for instance. The only exception would be "no speed mods", like pure offense mods than can hit 5 offense and 5 %offense, where you can have god-mod of another level.
To sum up, I agree that there is potential for a new level of god mods very RNG dependant, but barring a few exception, the "RNG cost" is acceptable as it offers more chances to slice x5 mods, speed of offense, which basically are the droids we're looking for, flattening the RNG curve on this objective.
Yes it will. Think of it this way. When you level/slice a mod to t6e, once you know speed is on the mod, you get exactly 4 shots to increase it. When you move from t6e to t6a, you now get 4 MORE opportunities to increase speed on that same mod (unless it maxes before then). The opportunities for a speed increase for any given mod are effectively doubled.
In other words, my grey T5 mod with 5 speed showing now has 8 chances to be 20+ as opposed to only 4.
If that's not helping reduce RNG, I don't know what is.....