#Reinforced and Docktastic are depressing mods

1 messages · Page 1 of 1 (latest)

livid raptor
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Having to neuroforge stuff is great compared to the yesteryears of bindo gambling, but there is a deep sadness when rolling for mods and getting these. Some item slots have a lot of potential mods so the choice pool being diluted by these is a pain point. Could these mods maybe be revamped in the future, or item slots x mod availability be adjusted for harder item slots like shield, engine, or energy? Or maybe remove these mods and if really desired, make it a skill to get the benefits?

Superconducting being 10% less elec on that item is also similiar low-desire choice.

little widget
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We have the ability to add and remove mods as we go up in tech levels. We'll definitely be talking about these mods as we go into higher tech levels.

slate flicker
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A new feature coming with the next patch will provide a new route to get more total rolls per item. This will help alleviate some awkwardness that the subpar mods bring with them.

We will not be removing or changing anymore mods in the mod pool with our current gear anymore. It can cause serious disruption between 'legacy' and 'current' items. We did our big mod changes for our current items already.

Instead, our approach will be changing pools of mods with tech levels changing. This allows a clean breakoff point and no issue with legacy gear.

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Will these mods guarnteed be gone with tech 24? Cant say, but its definitely something we are thinking about.