It is about time, but are we getting an update on skills to make actual yellow mods useful?? If not, this is a dumpster change that just kills OTR builds that are already not popular for raids. Further lowering build diversity for no good reason IMO
While I agree with the intention, I think you guys took too long to implement this change. An earlier warning would have been appreciated. People assumed that the nerf to the mod values were the only and final change and spent more time farming. Unless we are going to get compensated for our time used to farm these mods, I think many people including myself are going to be really upset.Developer comment: Generic mods could be stacked in unhealthy ways and the gear mod eco system has not been in a place we are happy with and it had led to some unwanted behavior such as low-level farming for generic mods.
https://forums.ubi.com/showthread.ph...TS-Patch-Notes
Edit:
TLDR: The devs made it like the nerf to mod values were final. They could have told us earlier on their stance. During that time, more ppl made 19 chars, and those that stopped started farming again... Unless we get compensated in some way(eg. buff skills and yellow mods), it is a dumpster change that just kills OTR builds.
Edit2:
Making yellow mod slot useless for red/blue builds creates more Thrash drops. eg that perfect Fenris chest with a yellow system mod slot
Edit3:
Edit4:Originally Posted by Maugan_Xe Go to original post
https://www.reddit.com/r/thedivision..._devs_twitter/
Yes. System and mod are now just labels on the mod to indicate which types of stats roll on them. They fit purely based on red/blue/yellow status -Fredrik Thylander @Thylander
You mean less RNG on the grind... cos you won't have to farm for generic mods anymore on low level alts.Originally Posted by chillshock Go to original post
"Fixed an issue where extra ammunition from mods would not properly be added to Skills."
Something did get fixed for skills.
"Fixed icons on Auxiliary Skill Mods which should now show the icon of the Skill they can be equipped in"
This is good thing. It should make it easier to identify which skill I'm picking up the auxillary battery mod for.
Lately, I've seen much higher damage on offensive system mods. Like 6% lmg damage. Some got total of 7%, not sure about 8% through weapon damage as well. Include damage to armour attribute and it's even more bonus.Originally Posted by xcel30 Go to original post
So if generic system mods can only be put on purple gear, will players start using purple gear? If that brand allowed offensive system + defense system slots for high end. Then purple gear might only have offensive system or defensive system only. It's really limiting... it might as well be the end of using generic system mods after all.
Time to look for gears that have offensive system and offensive protocol mod slots.
I didn't do any low level alt farming (As written), just had some from my leveling time.
But all is well, it's not like I NEED them. Just that for some slots I really don't have anything better to put in there. And with just 100 mods capacity I end up with storage problems saving mods for every build I collect. XD
But who knows, maybe they are unhappy enough with the mod ecosystem to do something about the damn clutter.![]()
I literally deleted all defensive protocol and all defensive system mods because I never liked using builds centered around blue stats. But if I got nothing else to put there now since generics won't work, then I may as well just find something to put there.Originally Posted by chillshock Go to original post
And I also didn't bother with low level alt farming either. It was too boring before I could get level 18. So I wasted no time...