If you have enjoyed the video please support it with a like & comment! Check out my link tree for my Twitter, Discord and everything else: link.space/@GCROCK
I wish they would just do away with this system all together. Make skill and gear mods exactly like the weapon mods! Farm the blueprints, craft them once and have them available max rolled. That would also free up 100 slots of inventory for more gear in your backpack.
Surely the best option would be to have a mod library... So if you come across a mod that is better than you already have it is marked the same way with a triangle symbol for the weapon and gear attributes in their respective libraries...
i just restarted playing after a while off and this was messing me up pretty good took a while to figure out that i needed to unfavorite them all to work right. i hope they do something like this for the clothing mods next so we only need 1 mod that can be used on multiple gear and not have to have like 4 protections from elites.
Unfortunately it's a messy solution to a messy system, so it's gonna remain a mess 😛 Next thing they should fix is to merge the named ones with the same property ("Duration", "Range", etc) for the same skill slot into just one per property / skill slot. There was never any point to have duplicates there, when only the one with the highest percentage (and so on) is a keeper. Also, one ancient logical "hiccup" is the Cyclone Magazine mod / "+1 Extra Mortar Ammo" for Turret (Demolitionist Specialisation). Since there's a general (Housing) mod with "+1 Extra Mortar Ammo", there's no benefit at all of equipping the one specific to the Specialisation (obviously more convenient to use the general one, as it's not switched out when switching Specialisations).
quick question. if you find a max mod that you already have, does it get deconstructed? I hope they asked themselves this question and accounted for people having more than one character...
1:15 wrong! They did managed to deconstruct a few with this update. I noticed that like 6 days ago. Also they did managed to deconstruct on the skills also. I noticed it first on my drone. All damage mods were gone. I'm starting to think they do not test changes but just go Ow didn't work...well fuck it update the patch notes! 😂
If you have enjoyed the video please support it with a like & comment! Check out my link tree for my Twitter, Discord and everything else: link.space/@GCROCK
I wish they would just do away with this system all together. Make skill and gear mods exactly like the weapon mods! Farm the blueprints, craft them once and have them available max rolled. That would also free up 100 slots of inventory for more gear in your backpack.
They could have cleaned up their naming on skill mods. There is NO reason to have 4 different names for the same friggin' attribute.
Surely the best option would be to have a mod library... So if you come across a mod that is better than you already have it is marked the same way with a triangle symbol for the weapon and gear attributes in their respective libraries...
Thank you so much!! My freakout curse session has been postponed.
i just restarted playing after a while off and this was messing me up pretty good took a while to figure out that i needed to unfavorite them all to work right. i hope they do something like this for the clothing mods next so we only need 1 mod that can be used on multiple gear and not have to have like 4 protections from elites.
explains why my mods were missing on my decoy. Mods are a pita to manage in this game, hope they can devise a better system for D3
Unfortunately it's a messy solution to a messy system, so it's gonna remain a mess 😛
Next thing they should fix is to merge the named ones with the same property ("Duration", "Range", etc) for the same skill slot into just one per property / skill slot. There was never any point to have duplicates there, when only the one with the highest percentage (and so on) is a keeper.
Also, one ancient logical "hiccup" is the Cyclone Magazine mod / "+1 Extra Mortar Ammo" for Turret (Demolitionist Specialisation). Since there's a general (Housing) mod with "+1 Extra Mortar Ammo", there's no benefit at all of equipping the one specific to the Specialisation (obviously more convenient to use the general one, as it's not switched out when switching Specialisations).
Merging guns would be awesome. You could boost the stats of a gun that has the right placement but low rolls by merging extra copies.
quick question. if you find a max mod that you already have, does it get deconstructed? I hope they asked themselves this question and accounted for people having more than one character...
This is a good question and one I had myself. I havn't been able to see what it does when you find a max mod and already have one
All this and im still getting duplicaters of same name\model ect...
1:15 wrong! They did managed to deconstruct a few with this update. I noticed that like 6 days ago. Also they did managed to deconstruct on the skills also. I noticed it first on my drone. All damage mods were gone. I'm starting to think they do not test changes but just go Ow didn't work...well fuck it update the patch notes! 😂
Is this the same video from yesterday?
with a minor correction. check the pinned comment on the first video.