Is there somewhere a guide to core mods? Like, for example, the Impervious, Flame Retardant, Energetic, Tireless, etc.
It seems there should be a list of all of them somewhere and it should tell what they do.
For the vast majority of builds, you can ignore all of those mods, they're not optimal for most characters at all. The various resist mods have some use for heavily configured tanks, though.
Mostly, they tell you what they do on their tooltips (exception: all mods that add resistance are bugged; +25% fire damage resistance displays as +25% fire damage). In practice, the only special core mods (i.e. not Gamblers, Growth, Impact, Sentinel) worth paying much attention to are Confronts and the powerset-specific +damage utility mods.
Mostly, they tell you what they do on their tooltips (exception: all mods that add resistance are bugged; +25% fire damage resistance displays as +25% fire damage). In practice, the only special core mods (i.e. not Gamblers, Growth, Impact, Sentinel) worth paying much attention to are Confronts and the powerset-specific +damage utility mods.
Considering the amount of mods in game with the above being true... Yikes we have a lot of wasted effort on some of this stuff. Unless there's a way to use those mods to improve a character with some innate skill-up (think Neverwinter allowing gems to be used to add xp to gear) then I may never use most of this stuff.
ADD Altaholic known as @Rejolt in game. I'm a dork, but hopefully a harmless one.
There's mods that replicate the effects of gamblers, growth, impact, and sentinel mods for specific types (i.e. +critical, +superstat, +offense, and +healing mods in offense), which are as useful as the primary types, but don't seem to drop randomly, so mostly they're something you spend 25 scr/gcr on when you need to put them in a Cosmic secondary (which won't take regular core mods).
+damage resistance mods are really only for characters that have multiple sets of gear and can thus swap stuff out based on need, and really only if you're dealing with a boss that uses single attack types, that is also dangerous enough to bother with (e.g. you can use cold resistance gear tanking Kigatilik).
All these useless mods are an example of devs not really thinking through the things they are creating well enough; unless the point is to get some fraction of players to spend money on bank slots.
All these useless mods are an example of devs not really thinking through the things they are creating well enough
I remember suggestion section posts specifically asking for a lot of these mods, so likely in a lot of cases it was an opportunity for them to give us something we were asking for that wouldn't take a lot of time and resources. Kinda funny, people complain the devs don't listen to players, and when they do we try to blame them for fulfilling our requests xD
New mods are fine. They just have to be as useful as the ones we have. That's the not thinking through part. How many people use Mithradatism mods (unless they just have 1 toon and have every piece of gear comb possible for that 1 toon)?
New mods are fine. They just have to be as useful as the ones we have. That's the not thinking through part. How many people use Mithradatism mods (unless they just have 1 toon and have every piece of gear comb possible for that 1 toon)?
I know some tanks that have multiple primary defense pieces and slot those mods. It's all about how min/max'd you wanna be. Guess what? We have some real hardcore min/maxers in this game, and when le devs thought about these mods, those players were who they were thinking of. Those players also happen to be the ones looking for a reason to keep playing this game because they already have everything... so yeah, good reasons for those mods to exist.
I see it more as "throw spaghetti at the wall and see what sticks". IE the devs make stuff then look to see if the players use it. Also damage type resist mods aren't that new. I remember they were a core feature of the old MCR store.
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Epic Stronghold
Block timing explained
Considering the amount of mods in game with the above being true... Yikes we have a lot of wasted effort on some of this stuff. Unless there's a way to use those mods to improve a character with some innate skill-up (think Neverwinter allowing gems to be used to add xp to gear) then I may never use most of this stuff.
+damage resistance mods are really only for characters that have multiple sets of gear and can thus swap stuff out based on need, and really only if you're dealing with a boss that uses single attack types, that is also dangerous enough to bother with (e.g. you can use cold resistance gear tanking Kigatilik).
Epic Stronghold
Block timing explained
I remember suggestion section posts specifically asking for a lot of these mods, so likely in a lot of cases it was an opportunity for them to give us something we were asking for that wouldn't take a lot of time and resources. Kinda funny, people complain the devs don't listen to players, and when they do we try to blame them for fulfilling our requests xD
My super cool CC build and how to use it.
I know some tanks that have multiple primary defense pieces and slot those mods. It's all about how min/max'd you wanna be. Guess what? We have some real hardcore min/maxers in this game, and when le devs thought about these mods, those players were who they were thinking of. Those players also happen to be the ones looking for a reason to keep playing this game because they already have everything... so yeah, good reasons for those mods to exist.
My super cool CC build and how to use it.
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