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Destiny 2

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Edited by Ogma: Destroyer of Worlds: 10/14/2022 9:43:46 PM
42

All champ mods should be 1 energy.

Edit: I agree that champs need to go, I’m just saying that IF they aren’t going to make any changes to the mods, all mods need to be 1 energy. That’s the LEAST they could do. If champs are staying, the current implementation of the mods are an issue, but as long as that’s how it is all champ mods should be 1 energy. Machine guns are 1. Sniper is still 6? Why? The players: Why would anyone spend that energy amount when Wish Ender and Arbalest exist? Bungie(probably): So what you’re saying is that we need to nerf Arbalest again?

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  • They either need to add a mod slot into weapons so we can add the mods there. Or let them work intrinsically( in the back) so basically once its unlocked from the artifact all you gotta do is equip "said weapon" and you have barrier, unstoppable and so on. I don't get why they gotta over complicate things.

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  • Every weapon needs to be able to accommodate a champ mod and cost no more than 2. That would solve the issue and allow for more creative builds.

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  • Warframe does champions much better through Eximus units. And you arent restricted in ways you can kill them. Its hilarious how much better that game is. Play Warframe.

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    • ALL Exotics should have a Champion Mod. ALL of them. That way you would have other Exotic options instead of the same two or three. But then that would allow solo players a better option to solo content and we can not have that right Bungie!!

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    • Edited by Xero: 10/15/2022 1:39:47 PM
      I think at this rate, Bungie could do with anti-champion mods, what they did when they changed up helmet mods to make Kinetic/Solar/Arc/Void Syphon. Make a mod that can be placed normally on the arms. At the same time, also apply intrinsic anti-champion perks to all Exotics as well. Should give some Exotic weapon variety, and not restrict it to just the artifact mods and asking "I wonder if this will work?". That's probably one of the issues beyond weapon "restriction". I think that could also justify all artifact anti-champion mods to be at 1 energy cost, if a "normal version" of the mod cost 2-3 energy to make a weapon slot (Kinetic/Energy/Power) intrinsically Anti-Barrier/Unstoppable/Overload. The alternative would be removing the artifact version mods outright, but I doubt Bungie has many "artifact mod" ideas to replace those as efficiently. ¯⁠\⁠_⁠(⁠ツ⁠)⁠_⁠/⁠¯

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    • Champ mods should just be automatic with the artifacts and not -blam!- with people's builds. Does anyone like champ anyways?

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      • Remove all champion mods from the armor and add them as a selectable perk built-in into the Intrinsic perk to all the weapons. Kinda like the Aeon Cult exotic arms piece. So if for example I want to run 3x bow, I can set the primary one to Barrier, secondary to Overload and Leviathan Breath already has an Unstoppable mod built-in. Could this work?

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      • But then they couldn't have the illusion of giving choice while still forcing their play style on players.

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      • They should be 0 energy It's already restricting what weapons we can use.

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      • AB sniper is 6 Alternatively, you could use Gjallarhorn and just burn the champion before it can shield, or have Arby or Lament. Snipers are the least used Special weapon. Bungie is nerfing them again before Linears, which have been a noted problem for multiple seasons. Bungie has continually refused to listen to the community wanting Whisper to be relevant. Bungie is afraid of snipers, for whatever reason.

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        • 100% yes.

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        • Edited by T-rok_Savage: 10/15/2022 11:07:34 PM
          ..

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        • It should cost zero and put in the ghost along with orb of light mods

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          • Champion mods should cost 0 because they all should be intrinsic

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            • They should put champion mods on melee finishers. Since all your guns are being nerfed regularly all the time, they are shooting potatoes and are useless. Hence, punching enemies are more Overpowered mechanic and becomes the main weapon for this game. They say it’s a shooter, but it’s not when you have potato guns. It’s a punching game. A punching hamster running game. Haha!🤣 🤛🐹🤜 Squeak POW!

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              • The mod cost in general sucks.

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              • All champions should be 1 hp

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                • My biggest gripe with Champion mods is most of the time u can’t put reload speed mods on ur arms if ur putting champion mods on them. Unless of course ur arms are artifice armor which not everyone has, and or fits with ur current build. I remember someone suggesting a while back that champion stun mods should unlock from ur artifact which would then free up energy to put other stuff such as reload speed on. But I agree, they need some tweaking if champions are to stay.

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                  • Edited by hate n payne: 10/15/2022 2:33:46 PM
                    Just let Champs be modifiers within the activity and give the players ways to break the shield via the modifier for the activity versus making us waste armor mod slots. Example: Overload Champion for NF. To stun, you must use a grenade or special weapon. Another stun option is using a roaming super.

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                    • Edited by AstroStrongest: 10/15/2022 9:20:43 AM
                      I had an idea, for example season 18 will have a focus on hand cannons, LFR, rockets and bows for the rest of the season all weapons will have them intrinsically built in. Such as barrier, unstop or overload in their respective positions. Problem solved no mods no taking up unnecessary space and more focus on guns and gives guardians an opportunity to try different guns.

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                    • No free handouts 👍

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                    • Better Idea. Remove champ mods from the seasonal artifact. All legendary weapons have a second mod slot specifically for champion mods. All players simply get 3 champion mods (Barrier, Overload, Unstoppable) to place into those slots.

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                      • They should just be active on all the weapons they apply to. Or there should be a box you can tick to activate them. I can never use reloader or dex mods. At this point, I’m using a Horror’s Least with compulsive reloader and a reload masterwork bc I just hate having to reload for half an hour while an unstoppable ogre rushes me. It’s stupid and it’s also not intended. It’s just the lazy way they introduced this.

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                      • If they really want to make you use a rotating series of weapons each season for champions, just make the weapons work on the champions and leave the mod slots alone.

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                        • Edited by The Hermit IX: 10/15/2022 5:54:09 AM
                          I agree with the idea of champion mods being minimal cost but those insisting champions should be removed completely aren’t living in reality. The harder content is designed with champions and it’s not like they can flick a switch to remove them. The whole reason they were designed was to slow certain content down. We are absurdly overpowered at this point so champions aren’t going away. With that said they should add more exotic weapons and armor that have intrinsic champion abilities and lower the cost mod wise so we can build craft and not be forced to run specific exotics to avoid double primary builds.

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                        • Get rid of champions. Useless artificial difficulty that forces weapons.

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