QOL: Make each skill variation remember what mods are installed0 Likes/3 Replies/63 ViewsOriginal poster IISYNll 19 posts
So many times I switch between skill variations only to find out it has the incorrect mods slotted in.
Example: I'm using a Firestarter Chem Launcher with +1 ammo & burn duration. I then select a Reinforcer Chem Launcher and see it has +1 ammo and burn duration. Why would I want burn duration on a skill that is meant for healing? This happens with other skills but I notice the wrong mods on the Chem Launcher the most.
Also when I'm out of combat in a safe area, why do I have to wait for my Chem Launcher charges to recharge when I haven't used any in the first place? And I have to wait for it to finish filling up before I can change the mods slotted into it
the_Kettle 310 posts
@iisynll Better QoL suggestion: get rid of skill mods altogether. Buff skills very slightly to make up for it. Most present no meaningful gameplay choice, instead just creating unnecessary work swapping to the appropriate mod for each different variant.
The ridiculous obfuscating names and slot system also just make maintaining/curating them a huge headache, and I suspect the inventory space they use could actually be converted to space for regular items (especially if we also swapped the gear mod system for something similar to weapon mods).
Original poster IISYNll 19 posts
@the_kettle Yeah there are several things in the game with no explanation on what they affect. Some mods when you slot them in nothing changes for the skill.
So many times I've said to myself that there's no way the devs play the game because of the stupid choices they make or choose not to change or fix. They only seem to respond to big youtubers and they don't always have the best advice on fixes or changes to the game that would be helpful to all who play the game. At this point it's just a waste of time to type issues or suggest simple QOL changes that should have been put into the game at launch.