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10/9/2014 12:21:01 PM
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[quote]Thats what i was getting at. Though replacing existing skills would make it easier to incorporate into the existing system. Perhaps in order to get the blueprints you have to break down weapons and armour, but can only choose 1 ability to keep.[/quote] We are thinking of pretty much the same thing it seems. I like the "open" ability slots on some gear idea so that you can't modify every piece of equipment you find. My feeling is Legendary items only. Some items have fixed stats and abilities, others have some set abilities and some open slots as well. Another question worth asking is if you can stack the same ability. For example: 2 open slots on a hand cannon in addition to the set damage increase. Can I put two "increase hand cannon reload speed" perks on it and have those stack? Or only one incense reload speed and one other? Agreed: to have The blueprint you must break down a piece of gear with that ability.
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  • I was thinking like this: you can only overwrite scopes on scope slots, barrels on barrel slots, and abilities on ability slots, with damage / armour slots un able to alter. so rare stuff would only have 1 slot, legendries would have 2 (with multiple choices where they appear). This way we don't worry about gear getting op with all new upgrades, but it becomes more a way of customising armour to suit your playstyle. I would say not to have multiples of the same slot on an item. You could put max hand cannon ammo on 4 armour pieces, but not more than 1 piece.

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  • It's all about suiting a person's playstyle IMO. I like pulse rifles and scout rifles. I also use hand grenades a lot and would like to buff those things. I would rather not have gear that supports other things but keep it only because of the light level for the item, or have a weapon that is overall pretty good, but support an ability or skill that I don't rely on. God I can't wait until I complete the bad juju bounty...

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  • Thats how im thinking too. Got badjuju on monday. It plays more like an AR.

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