That's it. Just add a mod slot on all armor pieces that's exclusively used for anti-champion mods. Also, make masterworked armor gain +2 energy that can [i]only[/i] be used by that anti-champion mod slot.
Both of these requests are in place for one reason: remove the limits on player choice.
I should not have to leave my favorite exotic primaries at home when I go into the endgame. I certainly shouldn't have to remove a mod like surrounded spec or rampage spec just to be able to combat champions either.
If Master Nightfalls are supposed to be where build crafting shines, why should I have to remove key components of my build to take on champions?
That's not build crafting. That's giving us 20 different models to build and then taking away 18 of them.
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Even better: remove champions
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Exactly!
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Personally, I like the Champions and the limitations in place. It forces fire teams to work together, be prepared, and use different strategies and weapons you don't normally use. My biggest gripe is more my fire team, when a guy calls out an unstoppable, so I come whipping around with my pulse rifle only to see it's a GD Overload. One day he will actually learn the difference...
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I agree the Armor Energy total needs to increase. And I thing the Elemental Affinity needs abolished. But, if the 2 extra Energy can only be used on the Champion Mod Slot, why not just have the Champion Mod have no Energy cost?
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They have an unstoppable pulse rifle mod for arms which is pretty great, means i can use Bad Juju in content containing champions
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I saw someone suggest ammo mods. "Anti barrier primary ammo mod, anti barrier special ammo mod" etc. Doesn't help with rampage spec, but at least you can choose your guns. I think exotics with mods would be a bit OP and hard to balance. I just want to choose which guns I use instead of being forced to use a pulse rifle, lol.
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This. So much better (and probably easier to implement) than champion mods on exotics.