Marvel's Midnight Suns

Marvel's Midnight Suns

View Stats:
higher difficulty in this game is not rewarding enough
should increase side and main mission rewards higher difficulty like blueprint and credit. since we need lots of mod card
< >
Showing 1-15 of 15 comments
kakita tatsumaru Jan 7, 2023 @ 3:38pm 
Well, It would be great but currently higher difficulty becomes it's own reward when the game break becaume of how OP mods are.
Originally posted by kakita tatsumaru:
Well, It would be great but currently higher difficulty becomes it's own reward when the game break becaume of how OP mods are.
Feeling powerful isn't always a bad and shameful thing. I am sure you will find another way to look at this.
Zebedee Jan 7, 2023 @ 3:46pm 
There's a definite pinch on blueprints and credits at times, although I think it's intentionally done because of how quickly things would snowball without some form of artificial scarcity to resources. Same goes for essence (heroic in particular I've found) and even both forms of combat item where timers are the method to prevent endlessly spamming things which just add on top of what is balanced without them.

Personally, I'd like mod re-rolls addressed as a thing just by themselves, if that makes sense? Not feed more credits into an RNG.
Originally posted by Zebedee:
There's a definite pinch on blueprints and credits at times, although I think it's intentionally done because of how quickly things would snowball without some form of artificial scarcity to resources. Same goes for essence (heroic in particular I've found) and even both forms of combat item where timers are the method to prevent endlessly spamming things which just add on top of what is balanced without them.

Personally, I'd like mod re-rolls addressed as a thing just by themselves, if that makes sense? Not feed more credits into an RNG.
Ah i see the point. resources should be harder to get in higher difficulty.
Zebedee Jan 7, 2023 @ 3:57pm 
Originally posted by Terry:
Ah i see the point. resources should be harder to get in higher difficulty.

Maybe, but I'm not sure it's specific to the highest difficulty - honestly don't know what it's like below U3 in the endgame. Just might be that if you're engaging with a lot of the systems, like chasing after that perfect mod for a card, then you'll notice it much more.
Originally posted by Zebedee:
Originally posted by Terry:
Ah i see the point. resources should be harder to get in higher difficulty.

Maybe, but I'm not sure it's specific to the highest difficulty - honestly don't know what it's like below U3 in the endgame. Just might be that if you're engaging with a lot of the systems, like chasing after that perfect mod for a card, then you'll notice it much more.
yes. I like to spend time polishing my cards. I feel like the different type of deck you are building give this game a little more replay values
Done25 Jan 7, 2023 @ 4:50pm 
Mods need to not have ramping re-roll costs. More resources would be nice in general. I can barely keep the current cast updated. I have no idea how people are supposed to afford the DLC heros too.
Originally posted by Done25:
Mods need to not have ramping re-roll costs. More resources would be nice in general. I can barely keep the current cast updated. I have no idea how people are supposed to afford the DLC heros too.
maybe give us a list of mod we can apply to our card at a higher cost. make this game a little less grinding
Last edited by ⭐️Good⭐️Game⭐; Jan 7, 2023 @ 5:58pm
yutterh Jan 29, 2024 @ 10:16pm 
What do y'all mean mods have to be rerolled? The yard let's you choose which mod you want, as long as the card is golden. Has this been changed since a year ago?
Originally posted by yutterh:
What do y'all mean mods have to be rerolled? The yard let's you choose which mod you want, as long as the card is golden. Has this been changed since a year ago?
Golden card? is that something new?
TheSmilingDoom Jan 30, 2024 @ 12:32am 
Originally posted by yutterh:
What do y'all mean mods have to be rerolled? The yard let's you choose which mod you want, as long as the card is golden. Has this been changed since a year ago?

Huh?
The first time you mod a card you unlock a modification that is already predetermined but hidden until you do, after that, when re-modding so to speak, you get to choose between two new, randomly determined options or keeping the one you already have. The pool of potential modifications is much bigger, dozens of options for most cards, and getting the one you want is a grind that becomes ever more expensive. This works the same for all cards, except that for legendary cards you also need a leg. blueprint for each reroll, making it the most tedious and annoying process of all.
Captain Kirk Jan 30, 2024 @ 3:31pm 
You guys do know about the mod system where a set number of resources can get you the mod you want, right? You will want around 2k credits and 2k of the card resource (attack, skill, or heroic). You save the game. Then you roll on a card looking for the mod you want. I typically roll max 15 times, counting which roll gets my mod. For example, Quick on a single target attack. Let's say I get it on roll 8. You then reload from the save game. Go to Forge and craft a cheap common card until you do it 2 less than the roll you want (6 times in this example). It doesn't matter which card you craft. When you go back to roll for the mod you will get it on the 2nd roll (i.e. the Quick I wanted). I can never get it within one, always within two. I believe it has something to do with the first roll being predetermined on a new card. If you open a Gamma Coil it randomizes the rolls, so be careful not to open a Gamma Coil if you've already determined what number roll gives you the mod you want. If you search the internet there is a video that shows this method in detail.
Originally posted by Torch:
You guys do know about the mod system where a set number of resources can get you the mod you want, right? You will want around 2k credits and 2k of the card resource (attack, skill, or heroic). You save the game. Then you roll on a card looking for the mod you want. I typically roll max 15 times, counting which roll gets my mod. For example, Quick on a single target attack. Let's say I get it on roll 8. You then reload from the save game. Go to Forge and craft a cheap common card until you do it 2 less than the roll you want (6 times in this example). It doesn't matter which card you craft. When you go back to roll for the mod you will get it on the 2nd roll (i.e. the Quick I wanted). I can never get it within one, always within two. I believe it has something to do with the first roll being predetermined on a new card. If you open a Gamma Coil it randomizes the rolls, so be careful not to open a Gamma Coil if you've already determined what number roll gives you the mod you want. If you search the internet there is a video that shows this method in detail.
Yeah.. I know. kinda painful to do it.
yutterh Jan 30, 2024 @ 5:16pm 
Originally posted by Terry:
Originally posted by yutterh:
What do y'all mean mods have to be rerolled? The yard let's you choose which mod you want, as long as the card is golden. Has this been changed since a year ago?
Golden card? is that something new?

When cards are upgraded they get a golden rim on them >_>



Originally posted by TheSmilingDoom:
Originally posted by yutterh:
What do y'all mean mods have to be rerolled? The yard let's you choose which mod you want, as long as the card is golden. Has this been changed since a year ago?

Huh?
The first time you mod a card you unlock a modification that is already predetermined but hidden until you do, after that, when re-modding so to speak, you get to choose between two new, randomly determined options or keeping the one you already have. The pool of potential modifications is much bigger, dozens of options for most cards, and getting the one you want is a grind that becomes ever more expensive. This works the same for all cards, except that for legendary cards you also need a leg. blueprint for each reroll, making it the most tedious and annoying process of all.

Oh so i have to find the mod variation first before i can select it whenever then? Cause it seems like i am able to pick from all the mods i have gotten for that specific ability.
Murad Feb 14, 2024 @ 12:22am 
Yah, I agree with this. I think the difficulty rewards become absolutely useless after Ultimate 1, if not before that. I think I had about 8k gloss left over and completely stopped caring about it.

With that said, I think the only real benefit of the difficult setting is the gratification of difficulty and the grinding aspect - the latter I despise. It feels good to finish a mission in one turn, or two against nest mothers, but other times it feels like you get cheated when the game gives you the worst hand possible and tells you to kill an enemy who has 1k hp; lol.
< >
Showing 1-15 of 15 comments
Per page: 1530 50

Date Posted: Jan 7, 2023 @ 3:33pm
Posts: 15