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7/21/2019 3:48:59 PM
59

Take mods off w/o deleting

Can we please have the ability to remove mods without deleting the item. This would be helpful. Sometimes you change your mind or don’t feel the mod was the best fit and you don’t want to delete the item. Thanks.
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  • I want this with shaders. They said that dismantling an item with a shader on it would give the shader back...which only occurs 5% of the time. And what happens if I want to keep the item?

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  • it could work like your chalice does, you simply replace it with another mod and the mod that was already slotted goes back into your inventory.

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    • [i]looks at armor[/i] [b]YOU GET A SUPER MOD AND YOU GET A SUPER MOD. WE ALL GET SUPEEER MOODDS[/b]

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    • Or add another mod slot to the gun once it's masterworked.

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    • Edited by mystical_fruit: 7/22/2019 5:14:02 AM
      Bungie: We want mods to feel impactful blah blah blah 😂

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      • Edited by Krantzstone: 7/21/2019 11:04:44 PM
        At the very least, let us preview the mod so we know that we're only getting two or three more bullets with Backup mod because Bungie are weird and nonsensical. ;P This, incidentally, would be another good reason for a true gun range: Imagine a virtual firing range featuring 'Vex simulation'-style opponents that simulate 'real world' combat conditions, as well as virtual guns that we can customize however we like, in order to test out what perk combinations, mods, MWs, etc. best fit with your play style, so that you know what perk combos, MWs, and mods to look for in the wild. Being able to create endless simulations of various scenarios and play around in it with your favourite loadout could help players figure out which builds work and which don't, rather than having to test this in open world patrols or private matches.

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        • Absolutely. Finally, a good suggestion.

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        • I agree and hope this happens but it wont. Bungo want you to spend your resources, any resources, so you cant simply have them when you need them and you have to grind for them all over again, this is why they constantly release new "currencies" and don't even let them stack and insist you have multiple slots for the same item e.g planetary mats and gambit synths etc. Its all to increase in game time, its a design philosophy, not a design fault.

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        • How is this so hard

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        • Sure no problem. That’ll be one infusion core please.

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          • It will cost 10000 silver, 500 enhancement cores...or a kidney Depends on Guardian class/day of week/cosmic alignment

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            • How about testing mods at the Tribute Hall shooting range. And once you leave Tribute Hall with whatever equipped mod that's it. You lose it if you change it. It will never happen but I think it is an interesting idea. We do need to have some consequences for the decisions we make. Plus I can see players totally abusing a system where mods could be changed on an as needed basis without losing them.

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            • But is it meaningful? Does it give off a feeling of pride and accomplishment? Will it just work? Do Destiny 2 players even have a phone by which to do such an action? Can the mods, once replaced with a new mod, retain the high standard of 16 times the detail? These are the important questions you should be asking.

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              • I have mixed opinions on this. On one hand, I can see why you want this. It's annoying to have to waste a mod if you put the wrong one on. Being able to remove them without penalty would be less annoying. On the other hand, isn't putting on a mod supposed to be a thoughtful decision? I don't think you're supposed to carelessly equip mods whenever you see the option. There's supposed to be more of a decision there. Also, this change would mean mods last forever. If we keep getting mods but never lose them, they would add up and potentially just break the mod economy. The way it is right now works well in that way, where there's a steady flow of getting and losing them. I'm kind of neutral on this. I could have it either way.

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                • UPVOTE!

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                • When bungie say Armour 2.0, they really mean you need to use twice the resources to upgrade it.

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                • Armor 2.0 coming soon

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                  • Since the mod system is changing in roughly 2 months, I’d wait to see what they are doing with them. This argument may been null and void next season anyways if what I heard is true.

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                  • Edited by SamSu916: 7/22/2019 9:34:57 PM
                    I think the intentions of the mod is to be one and done(to make it count and to keep you buying more). However the one thing that bothers me is that when a 750 light drops with a mod I want, I now have to dismantle that 750 drop to get the mod instead of using it as infusion fuel. If you infuse it, the mod should automatically come off. This goes against the "the point is that you have to make every mod count" but you can only infuse so many times before you can't infuse so eventually you won't be able to take them out. So the way I see it, this shouldn't be much of a problem and a middle ground for both the players and Bungie.

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                  • So you want to eat your cake and have it too? Come on, make a decision, live with it, good or bad and if it doesn't work out, remod or delete the weapon to get the mod back. You choose which is worth more, the mod or the gun.

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                    • But do they actually work. The only mod that I can see that work is the magazine capacity one

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                      • This might be implemented in the next armor sandbox from the looks of it, way more customization

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                        • No dude, "Meaningful Choices" ok? /s if you didn't guess.

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                        • True customization; bump👍

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                        • Thus is also one of my biggest pet peeves. I hope they can do something about that soon. You better be sure you aren't going to want to infuse the item either because no more mod if you do.

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                        • I completely agree. Hopefully they implement this in Shadowkeep due to Armor 2.0.

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