Since the tail end of last year, I’ve tracked every single sim of my mod farming. Now I’ve reached a round 1,000 data points, I am more than a little disappointed with the results.
For clarity, these were all the speed mod challenge tier 3, where 5 dot mods are available.
To have more than half the mods be grey 5 dot I can handle. 90% of them get sold, but that’s fair enough.
But to get just shy of 20% of the drops being completely useless 3/4 dot mods is beyond frustrating and I think it’s time that these mods were removed from the reward pool completely.
If I wanted 3 or 4 dot mods, I’d sim the lower levels.
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Nearly 20% of his rolls were useless mods….4 dot mods and below are absolutely useless
- Immediate upgradeability and saleability when mods come from anywhere
- Visibility of the number of mods and available space
- Advanced filter (with / without any properties)
- Available for sale anywhere (not just in the sale menu) and at any stage, even after level 15
- Multiple mod upgrade options (extremely tiring to do one by one!)
- And more...
These are all great suggestions and I'd support any and all of these 100% - but these all require UI changes. OP is suggesting a minor tweak to the loot table for the challenges which is comparatively easy and would go a long way to improve mod farming.
Credits!
Anecdotal!
But before you could still get 3 or 4* mods, just as frequent, even though you were not guarenteed anything
Very cool.
They need replacing, Mastery is a neat idea for a candidate.