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Destiny 2

Discussioni su Destiny 2.
Modificato da HUNTSPOINT20: 2/17/2021 2:58:58 PM
43

Allow Barrier Mods to be Slotted in Helmet Legs Chest Class Item So Loader Perks Can free Up

Bungie I cannot utilize my loader mods doing activities with Champions every case i have to use two champion mods which can only be slotted in arms which prevents the use of loader mods it would be more beneficial and gives players more creative options if we were able to slot barrier mods in helmet, legs, chest and class item this would open up a range of possibilities now with our builds. Comment Do you guys agree or nawh?

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  • Seasonal mods (anti champion mods) shouldn't need to be applied/slotted to anything. Once unlocked via level progression, they should just be usable by default to work with all weapons that they correspond to. Allowing us to keep loader mods etc applied to armor

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  • Modificato da DJ Professor K (Timelost): 2/18/2021 8:15:06 AM
    I think that's kinda the point though. Almost every activity with champions (excluding lost sectors) is built for teams. They WANT there to be actual thought put into team loadouts. IE: one guy with overload, another with barrier, or one teammate with both, etc.

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    3 Risposte
    • Modificato da JazzyPaladin477: 2/19/2021 4:43:23 PM
      Nahhh...just make them activate from the artifact when selected. Why are they even a mod?

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      • They need an extra slot on the weapons. Champ mods shouldn’t be on armor, it’s a weapon enhancement. Loaders, dex, aiming and reserves make decent sense on armor. As they involved your hands and equipment in general which is on your person. The champ mods don’t. These are weapon effects, they have no business on armor slots. This was a shady trick done to take up mod slots to downgrade build potential. Just another way to weaken us cause they can’t make quality content.

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        7 Risposte
        • Better yet, ditch champions altogether and come up with something that’s more creative and challenging than what basically amounts to “door + key = done”. I mean, they already sunset 65%-75% of the guns you can use at all. Then they restrict all endgame content further with having to slot 2-4 mods that only use 3-5 guns (out of the 20-30 guns we have left) every season. Reminds me of elitist raids, “If you don’t have Gjallerhorn, don’t reply” on LFG everywhere. Except now it’s the game that says “If you don’t slot this mod and play with this gun, you won’t finish this activity”. I don’t know which is worse tbh. 🤷‍♂️ But homie didn’t play that then and homie don’t play that now. 🧐

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          4 Risposte
          • I agree. The number of mods which slot into Arms armour is too much.

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          • HUNTSPOINT20 You make some valid points and I agree that ever verse should be removed from this game. But Whether we wanted it or not, we’ve stepped into a war with the Cabal on Mars. So let’s get to taking out their command, one by one. Valus Ta’aurc. From what I can gather he commands the Siege Dancers from an Imperial Land Tank outside of Rubicon. He's well protected, but with the right team, we can punch through those defenses, take this beast out, and break their grip on Freehold.

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            • Not to argue, but do you really notice a difference with dexterity mods in pve? I try running them in pvp but still cant see a change.

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              6 Risposte
              • Slight nuances like that get lost on bungie. They try to do too much when the simple things are the best.

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                • Ideas like this are dead on arrival because you're trying to improve something that doesn't need to be around. The Champion enemy type is just a bad idea.

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                • Nawh

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                • I don't even know why we even have a mod system other than manipulating the players on how they play the game. With perks on the gear and weapons that should be all, anyone should have to ever need. It's funny how exotics gear pieces use to hold perks and now I've noticed how some that use to have perks don't drop when you get a duplicate with any other than what's designed for the gear. More manipulation going on having to use mods and champions screwed everything up in this game when it comes to perks being on gear. We use to have up to 6 perks on legendary weapons. How many do you see now on legendaries?

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                • They know. They knew when they put the system in place. This is the no fun zone.

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                • Why not just make it default once you unlock it on your artifact so for example if you unlock anti barrier for smg any smg you equip will automatically have anti barrier rounds.

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                  12 Risposte
                  • I think having the mod on arms is the best solution personally. It was a burden having the mod on weapons because you couldn't then use another pertinent mod on the weapon. For armor, arms make the most sense since those perks are mostly useful for PVP (loader and dexterity). I usually never use those mods in most endgame PVE activities compared to Finder, Resist, and Scavenger mods.

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                  • Add the slot on weapons and give each weapon the ability to be customized into a champion. If not having loaders available is the biggest restriction you have then the system is working quite well for you. For me I hate how the pool of weapons I can use in a season pretty much boils down to 4 or 6 due to champions + match game

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                  • I don’t see why guns can’t have 2 mod slots. 1 where we place our normal mods, and a second mod slot that can only hold anti-campion mods. Give exotics a mod slot to slap anti-champ mods on too. People didn’t like the only mod slot on the weapon being taken up by an anti champ mod and people don’t like their build being constricted by the mod going on their armor Best of both worlds, easy fix

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                    • There should be an extra mod socket for these mods on the gun directly. Last season pulses were anti barrier, this season unstoppable. Restricting our options is not much fun. But I do prefer to have them on armor and keep using specs on my weapons.

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                    • Yeah I can get behind this, with the anti mods and seasonal reloader mods only costing 1 energy each I kinda wish I had some gloves with an extra 2 mod slots!

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                    • You hold a gun with your hands, not your feet, ass, mouth, etc. Pretty sure that's the point as to why they're only on gauntlets. That's like putting ammo finder mods on your chest.. Your nipples aren't your eyes

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                    • Modificato da doomshaman: 2/18/2021 2:06:16 PM
                      [b][u]How about putting the champion mods in weapons[/u]?[/b] Would make sense. Create another slot... Bungie... its not hard. The thing is that the current system also promotes the hamster wheel, leveling your gear and reduces your options.

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                      2 Risposte
                      • Should be opinion armour mod or weapon mod

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                      • either two additional champion specific mod slots on arms, an additional champion mod slot on weapons, or make the mods universally applied once you unlock the artifact mod, which could just cost more glimmer or something if they want to be petty

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                      • Make fastball the base grenade throw distance too, traction on consoles aswell

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                      • What weapons are you using with such bad reload?

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                      • Or they could add it as a mod slot to the weapons. That way I would have an overload or barrier weapon that I equipped and I wouldn’t have to change arm mods each time the champions change.

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