It's ridiculously overpowered. When you have a 1dot mod that's favorable to ANY other 5 dot MAXED mod, that stat is overpowered. Just drop it as a possible primary.
And the set bonus is still a bit high also. Speed is possibly THE main stat you need to consider when doing character balance. Who allowed who to turn that over to us players in the first place?
http://m.imgur.com/U6BEg4g
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I wouldn't mind the secondary stat if it was consistent. For instance, an MK5-A Health Receive always has 30 speed, x offense, x crit. An MK5-B Health Receiver always has x, y, z. That way when you look at your mods that aren't leveled, you know what you have sitting there and can level what you need. Now it's a complete crap-shoot and most of the mods are like getting that piece of chocolate from the box with the gross cream filling nobody likes.
30 speed on that mod
Maxes out at thirty, and almost single handedly determines the outcome of arena matches now. It's terrible for the game.
The only way speed should be a primary stat is as an inverse proportion. Gives 50 speed, minus 25% of the characters base speed. Solved.
I think the primary could move to another shape mod. Make you have to give ups something more important that accuracy or a small +5.88% offense boost.
I'm not sure why they have mods with integer values, they should have just made everything a percentage. Old Ben should not have 200 speed, just sayin'. LOL
Not that +offense mods do much of anything after the nerf.
And yet people are still opting for the speed set bonus over all others when they can get it at 3dot or more. Yeah, using 4 1dot speed mods might be sacrificing too much to get 10 to 16 speed... but those who have enough resistance characters leveled are farming the heck out of speed mods.
Put it this way... what would you want... 2200hp or 16 speed? If your answer is the hp, you probably shouldn't be part of the conversation.
The set bonus isn't fundamentally game altering by itself, but when combined with the primary and secondaries, it exacerbates it. If there was NO speed anywhere on mods except the set bonus, I could see it staying at 16. Personally I think it should be hard numbers... 5 and 10. But that's not my main concern. Speed as a primary should go away.
I'd say it's a combination of Rey and the people that are stacking speed on Old Ben so he out-paces Yoda and Rex, he has no counter unless you're able to get more speed on Yoda and Rex. Because the secondary stats are so random and the speed mods themselves are actually slower than the HP mods with speed on them, it's very hard to build-up a character to counter a fast Old Ben. Now you have an Old Ben lead with a Ben that goes first and drops 60% Tm and locks out the team, Rey rips into somebody and can one-shot some, then ST Han goes and there's nothing you can do to break his taunt and you're just locked out of the game essentially before it really doesn't even matter. That's why all mod stats should be a % of the characters values in my opinion. All characters should have a weakness.
Saying it single handedly determines the outcome of arena matches now is an exaggeration. Yesterday in arena I faced a Rex(L), Rey, Qgj, Rg and Sth and all of them had the +30 speed receivers. I was still able to beat them. I run a Dooku(L), Qgj, Rey, Yoda & Daka all in tier 10 gear. Yes it was a challenge and yes they are beatable. When fighting teams like this you need to have the best gear you can have. You need to have multiple omegas on the best and most helpful abilities. You need to have the best mods put in he correct order to get the most out of the squad you are using. If you're not doing all these things then yeah you are gonna lose.
I totally agree with you but that also is the source of the problem. The best mods have random primary and secondary stats, so it's complete dumb-luck to get some of those "best" mods. It's not even a matter of planning, strategy, whatever you want to call it; it's just dumb-luck.
Yeah, moar nerfs.. Exactly what we need right now, bet you are real fun at parties.
They only seem overpowered if your toons are undergeared and under modded. I'm from a December shard and everyone has tons of toons that have the +30 receivers. That still doesn't stop me from getting rank 1 everyday.
I have over 200 mods and I got 1 of those 30 speeds. If 1 character getting plus 30 determines your PVP outcome it is your team that needs work. Sorry but 1 character 1 stat does not determine it.
No more nerfing mods. People are spending on them still in the shipments and every time someone can't beat someone with them they come a crying for removal.
How about we make all equal and every fight is a draw? Come on +30 speed hardly "dictates the outcome"
+30 speed hardly makes anoyone crazy. Sure add it on Rey, Leia, GS, or add it to a slow character. I've had it on Phasma and 86 to boost them. Mods are intended to help be more relevant. +30 helps those in the 110-130 range become more viable.
I can't do the SPeed Mod Challenge as I only have one resistance char above lvl 70...
MY guess it you need all 5 resistance chars at least 5 Stars and lvl 70 to get the mark V speed mods. With no healer in that mix I think very hard to get 3 stars in it.
I would agree with the above that the arrow mods with primary speed are easily the most powerful mod. But only like 1/60 mods MARK V mods are that type, if not even lower, so it takes alot of resources to get them, like 200 battles = 3200 energy = 25 energy refreshes . You can however Farm Mark I arrow mods till you get a speed up with 1/6th the energy, cheaper to upgrade and still +15 speed, which is more the the +10% speed bonus of the set.
Here is the problem: Players have spent (mostly whales) allot of time and resources to get speed mods because they are overpowered, EA does not want to **** them off by nerfing them. IMHO the only thing preventing a whale revolt, it is now allot more expensive to farm mods.
VT
Actually you are making everyone else's point without saying it directly.
You are exactly right in that to beat a team with all 30speed mods, you need a *perfectly* crafted team, plus a decent amount of actual skill to beat it... even when that team is NOT fully geared and fully modded. It shouldn't work like that.
Nope. I don't want health gains, those max bonus sets are garbage also IMO. Personally I am working on potency, tenacity, and crit chance sets. Better to add 15% crit chance than at most +16 speed.
I think you're exaggerating. I have nothing but health mods, 1 crit damage mod, 2 offense, rest hp/protection and i am doing fine against 'speed teams'.
I vote both suck. LOL! But that's why Old Ben without Mods is so slow, it's a balance to his ability. Same thing with droids, their speed is a balance to their attack abilities. If you make their weaknesses their strengths and make their strengths better, then you have an imbalance.
It was fun fighting that team. It's not often the AI does something that surprise me and catches me off guard and yesterday it did. I'm glad mods can change the fight and throw things out of order for a change. It makes the arena battles less repetitive, more interesting and more of a challenge.
But you have to be geared for this stuff. If you are running teams in G8 and even G9 gear, the AI is gonna mop the floor with your squad. Not to mention, everyone now has a choice to either farm mods or farm shards. If you don't farm mods and get beat in arena or Gws, then it's nobodies fault but your own. So don't complain about mods if your team isn't ready to face fully modded teams. Go farm your mods to even out the playing field and quit demanding more nerfs cause you have a weak squad/setup/mods/gear or not using the correct abilities when it's your turn.