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I agree that doubling them was too much.
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My issue with the new costs, I can’t use charged with light builds anymore without sacrificing a mobility or recov mod... I get it it’s a balancing choice but we already can’t stack em now, why increase the cost aswell
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Edited by mja calg: 8/26/2021 7:27:20 PMCompletely agree. Was playing with a friend last night and we were both shocked that to pick up "extra ammo" costs 5 energy now. And you can't not count on ammo drops for Hard Content. Bungle has show us time and time again that in a GM or Heroic activity, they are absolute misers with Heavy or Special ammo drops when you reach the boss / objective. So you need to carry that extra ammo with you when you get it. Given the changes to forcing Bubble Titans and Well Warlocks to run 100% Resilience to have the same protection we had last season, this is just another way of weakening us and extending our "play" (i.e. GRIND) time even more and make the meagre content we are getting stretched further.
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Edited by Oddball: 8/29/2021 11:49:54 AMI agree. Ultimately it means I can only run scavenger for my heavy or special, not both. The ammo finder changes are good on paper but incongruent with one fundamental aspect of the finder mechanic; it only applies to [i]your[/i] final blows. This means that they work great in solo content but for team content I have to ask my teammates to let me get some final blows so I can get ammo, which feels weird. Or I just have to out-slay them to make sure I get all of the ammo drops, which feels equally weird and competitive for what is a co-operative activity.
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Big Brain Bungie, back at it again.
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Have you tried pairing them with Ammo Finder mods on the helmet? Hopefully changes to the mods will make the ammo feel a bit more plentiful, even if you can't stack multiple scavengers. We'll be watching the conversation and letting the team know how things feel over the next few weeks.
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Yep. It is way too expensive. All scavs should cost 3, to allow for build crafting.
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Dude. The whole reason Bungie made them cost too much was because they were busted in pvp. Everyone asked for them to disable it, and now it’s done. Yay. Now ur complaining about how they cost too much. The idiocy around this place. 🤦♂️ Can u not ever be happy?
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Not really they are very powerful mods
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Even without scavvy mods I think special is too plentiful. Maybe make ammo boxes like for heavy but on a shorter cycle 😉
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Edited by coda-jj: 8/28/2021 5:56:26 PMIf you read, the finder mods say precision head shots have a better chance of dropping ammo for this mod. I’ve found that heavy and special bricks are dropping more for me in pve. Allowing me to use special and heavy more, not really stressing about needing double scavenger. In pvp, it was a problem. Do you want more mobility? Now you need to make a choice and they didn’t eliminate them completely like a lot of people wanted. I think it’s a fair and balanced decision. Best of both sides of the argument
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Then don’t use them? We’ve been relying on them for far too long, I want them to take 6 energy instead for all of the mods just to make it a heavy choice rather than something every build uses.
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I agree. The nerf to them was much needed but to make it cost so much is ridiculous. I don’t wanna have to choose between special and heavy it’s simply not fun.
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Some I think are fine, some I wonder why they cost the amount the do. I’m looking at you HC scavenger costing 4 when there is only 1 gun that benefits for it.... Booooo! But whatever 🤷🏼♂️ I’ll still run it for my EV build with Lucky Pants. Rather it cost 3 than 4.
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For those of you saying this was because of PvP, it very obviously wasnt. They made it so that scavs dont stack anymore in PvP so allowing two scavs at the same time in PvP would be pointless. The only explanation is because they dont want people to be able to have a stat mod, double scav, and a charged with light/warmind cell mod all on the same armour piece for PvE purposes and wanted people to be more deliberate with their mod choices which is fine and makes sense because boots were probably the single most effective armour slot before.
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Them costing so much doesn’t bother me as much as the holster mods being leg mods because they sound good but I can’t play without scavenger mods
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there's going to be alot of double primary builds this season, so shouldn't be too bad.
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Agreed, the cost has killed few of my Charged With Light builds. I love the new controller sensitivity settings but over all it’s hampered me more than when I had to use Traction. Did the Prophecy Dungeon earlier and was still running out of ammo on the boss and that was with 2 ammo finder mods (grenade and rocket) and 1 grenade launcher scavenger. I could have used a rocket launcher scavenger too but that would have cost me a mobility mod and protective light.
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The whole game cost to much!
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Scavenger mods that cost 5 is too much. I had a recovery mod, GL scavenger and taking charge in my leg armor last season, but since Bungie loves making dumb QoL changes I'll have to switch -blam!- up again.🙄
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Pretty sure there was a point to making them cost that much. Just sayin
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yes. too high energy cost.
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Exactly this. For all my PvE builds now I have to run zero stat mods if I still want scavs and CWL mods.
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They really don't though. You want to run around and NEVER put down your Special weapon, the gun that's designed to be used as a SECONDARY weapon? Then you don't deserve to have full range of mod choice. Specialize for it or actually make use of your primary. This was a good change. Not as harsh as it needs to be, but a step in the right direction.
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I agree. Let us have fun with the weapons and give us ammo
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I agree! They basically fk'd many builds 5+3 = 8 that gives you 2 points to work with in the boots thats fkn insane! 3points would have been sufficient allowing us to atleast slot one other Scav mod for special