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1/23/2025 9:44:19 PM
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Armor Set Bonuses/Raid Mods vs. Endgame Artiface Armor - Suggestion/Feedback Endgame Build Crafting

Endgame PvE & PvP player here, playing all 3 characters but mostly a Titan main. Coming from other games like Monster Hunter, I love the concept of armor set bonuses. Being able to see the impact of build crafting for a specific end goal/build feels like a great payoff. Starting from raid specific mods and into seasonal set bonuses, I love seeing accessibility to more broad builds. However, I never build into them how I'd like to or what I think they can be capable of. There was an article on the new armor update in codename frontiers, but I still think the topics I bring up will still be relevant. (https://www.bungie.net/7/en/News/article/next_gen_armor) I have my artifice & exotic armor stored in my vault. Whenever I want to make a new loadout in DIM, I go to D2ArmorPicker, select the desired stats, and throw the build together. My main issue comes from a lack of vault space, and already acquired high roll artifice armor. My vault space is a bit of a personal issue, as I like to collect both PvE & PvP rolls. Store away rolls/archetypes that could shine with the right circumstance/buff. Even if I were to make 1 seasonal armor set per character + exotic, that's 12 minimum vault spaces for 1 armor set for 1 activity. Multiply that by the number of available activities with specific perks/armor perks, and I simply do not have the vault space to spare. My current artifice armor that I use in all of my current builds are 62+ base, with the extra +12 Masterwork +3 artifice stat slot. Not including the exotic, that's a whole cooldown tier for free (+12), which could be the difference of sacrificing a stat to hit that 100 Resilience or Recovery. Any seasonal/raid armor drops don't have that +3 artifice slot, usually rolls below 60, and has unreliable "spikey" stats. That means the seasonal/raid armor is just worse than my current armor, and I won't pay it any attention. Suggestion: Would it be possible to tie raid mods/seasonal armor set bonuses to armor ornaments? This still respects the loot drop of getting the armor initially, and allows for more open build crafting if one were to make a set specific to a raid/activity. It would still require an endgame material in synthcord for maximum effect, and the decision on dedicating that number of synthcord for an armor set out of the seasonal allotted available bounties. This would even incentivize the purchase of additional synthcord through eververse if one were running short on endgame materials to min/max the build. This would impact artifact mods like "Fell The Revenant" (Deal increased weapon damage to Scorn. Wearing Shadestalker Armor (currently 0 of 4) increases the bonus damage.). Or we could build into the max effect of the Shadestalker set bonus "Eido's Apprentice" (Grants 1 point of Apothecary Eido vendor reputation for each Reclaimed Vitality earned. For each piece of armor equipped with this perk, this bonus increases up to a maximum of 4 points per Reclaimed Vitality earned.) Seeing the armor & benefits in game would be another great way to market the current season & armor, and still allow an entry point for new players to take advantage of the regular dropping armor. In DIM Loadouts when selecting mods, you can see all the available armor mods just for raids that I feel I rarely see. Builds for every available raid and even nightmare mods that could significantly impact what weapons to bring/playstyles. I feel like the groundwork for more in depth build crafting is there, but I feel is held back by the reasons stated above. I'd love to make specific builds to min/max rewards and power in seasonal activities and raids, and could really open the door of possibilities in mixed sets etc.

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