Masters remove crafted mod

Heya,

Regarding all the upper mods that a level 8 master can do, I really have no issue with them. There should be some great reward getting your master to the highest level, even if it takes 6 months +.

However, the one issue I have is the remove crafted function being on level 8. When you are levelling a character, and you get in the mid 70's, you will want to start putting mods on your 'end game gear'. However, as you get your masters higher, you will want to re-craft that gear (as your masters level).

Having the remove function at level 8 really makes this hard, as it will take forever to get them there. So you have a few options. Roll a mediocre roll on your master level, and use it for months, or wait until your master is higher and then roll the mod.

It would be cool to be able to roll mods, remove them, and try different things, without feeling locked into a single roll on a single item, and hope you have made the right choice.

I do not really see a huge problem with making the remove function lower, as you still only get to roll one mod on an item, and it would give players more freedom and flexibility.

Thoughts?
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agreed.... remove should be available earlier... if not from the beginning...
+1
Can only agree. Maybe make it cheaper with master level but it should be availabe at 6+ if not earlier.
Lvl 6 master UP
I don't think that many will agree with me on this but I feel that level 8 is actually an appropriate level for removing mods because being able to add "that one mod that you really need to boost your build" is a great benefit even at the lower levels, sure you're stuck with that mod until you get a different item but there's tons of upgrades to your gear available from monster drops at those levels.
Last edited by archiadus#5668 on Aug 29, 2014, 3:11:46 AM
Availability of mod removing on master lvl 8 makes it almost useless, as leveling to 8 consumes insane amount of time and you want to modify your crafted items while you are leveling your character to make the item fit current gear setup. You may craft a mod on a good item and realize soon that you don't need this mode anymore. Crafting mods already consumes significant amount of currency and letting people to chanhe crafted mods from master lvl 4 or 5 won't affect balance negatively.
Last edited by SidleJinks#3016 on Aug 29, 2014, 4:08:44 AM
Do the mods have levels reqs I can't think but they could offset the power of removal by adding a higher than normal ilevel req on mods.Like mods that normally require level 50 say would req level 55.This way people will use lower tier mods longer than normal and since it already plugs in a lot of weaknesses I think it's reasonable.

In other words you can add a higher tier mod to any tier base item but it will increase the level of the item.
Last edited by Kavlor#3571 on Aug 29, 2014, 4:59:14 AM
bump for discussion
It should definitely be available earlier. You have to pay the cost to craft a mob each time, and pay the cost to remove the old mod, so why not make it available from the start?

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