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#Post#: 408--------------------------------------------------
How to Fix Mods
By: EdTostanoski Date: July 13, 2016, 2:13 pm
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Here's how to fix mods. On each shard, count the member toons of
each of the Arena squads. Divide the effect of the mod by the %
of toons using it. So if 99% of the Arena squads have Rey, all
mods on every Rey only provide 1% of their stated values.
If you are the only one one to use Ugnaut in your Arena team,
then it's mods are 100% of their stated values.
This makes their utility inversely proportional to their
popularity in the meta. As Arena teams compositions change, so
to do the mods. This is what computers do best.
Talk about an incentive to be creative in the Arena!
Edit: Actually, this would be easy to display. On your
character, in the Mod section, it would just require one line,
saying 'Mod Efficiciency - ##%'.
Oh, Mod Efficiency would only apply to PvP areas, like Arena
and GW.
#Post#: 418--------------------------------------------------
Re: How to Fix Mods
By: vader85 Date: July 18, 2016, 3:06 pm
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Great idea!
You should submit it to he devs.
My only "issue" i can see is that the whales would be able to
buy the non-farmable toons thus having the uniqueness and
getting the full percentage anyway.
#Post#: 421--------------------------------------------------
Re: How to Fix Mods
By: EdTostanoski Date: July 20, 2016, 10:38 am
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[quote author=vader85 link=topic=62.msg418#msg418
date=1468872418]
Great idea!
You should submit it to he devs.
My only "issue" i can see is that the whales would be able to
buy the non-farmable toons thus having the uniqueness and
getting the full percentage anyway.
[/quote]
I have, Vader85. I hope they listen. And whales always have
the advantage in a Freemium Game. This won't make whales win
less often, they'll just do it with different toons.
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