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