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8/15/2019 5:09:22 PM
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Bungie, you need to clarify Armor 2.0 Elements

If anything should have been garnered from the community's reaction towards the armor 2.0 stream, it is the confusion surrounding elements and mods. There have been posts expressing questions and concerns. Streamers cannot detail how it works, and also are a bit reserved about it. This is the type of stuff that, guaranteed, will frustrate the community on Shadowkeeps launch if it is not addressed now. The lack of transparency on concerning or confusing pieces of information, and no further explanation by Bungie until launch when we all just discover how it works on our own, is not how this should work. Please provide clarity about this sooner rather than later, and most definitely before we learn the hard way by playing. You are taking a gamble thinking we will be fine and understanding. I assure you, everyone is not on the same page right now. This will not lead to understanding at launch. It will lead to frustration.
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  • They have clarified

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  • I -blam!-ing knew there would be some drawbacks to this new system to "balance" ((that's a laugh)) it. All the people that said I was "just being negative" can suck it. This system is idiotic wannabe warframe shit, but, once again, it's nowhere near as good as what they tried to copy.

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    • It seams complicated but it’s actually simple Perks are being removed There being replaced with mods A armor piece can roll random m in 3 ways The first is element (Arc, solar, and void each have mods that work with the element so if you want sniper targeting on the help you need it to drop void) The second is stat each or the 6 starts can roll from 1-1000 The 3rd is base level it can roll from 1-10 (think masterwork but it lets you put more mods on Each mod uses a amount of point so for me a god roll helm looks like this Does CoS and revives Shadow’s help (Drops void) (Drops with 15 intelligence, 14 strength and 24 mobility) (Drops level 7) I then upgrad it to level 10 I then use the enhanced sniper loader I got to drop and put it on for 6 void points I then put on a hand cannon targeting for 3 I then have 1 point remaining for another mod so I use a intelligent mod to increase the number by 10 I then apply a shader and add the season on the drifter titan help transmog So now I have a helmet wit a perfect roll for my revoker/recluse build [spoiler]its going to be a change but a good one[/spoiler]

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      • Is armour 2.0 really 2.0? I thought Foresaken brought in 2.0 which gave them actual perks. Shadowkeep from my point of view is 3.0. Not to be taken seriously, ‘‘tis almost 3am and I feel like poopposting

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      • It's a simple as can be. Armor now only has two RNG factors. The stats roll and the element. That's it, lesson over.

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        • Edited by bronze189: 8/16/2019 7:48:13 PM
          It is element locked and really stupid. I originally liked this idea until they clarified that even reload mods only work with specific element types. Like wtf.

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          • Im already disliking armor elements already. If I want the 2.0 escalation helmet and need sniper targeting but I get solar element. I’m gonna have to play another FIVE WEEKS to ATTEMPT to get the correct element on the helmet. There should be a way to re roll the armor.

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            • What I'm worried about is that even though we will get 2.0 solstice armor it might end up being completely useless to some players due to this element system. Imagine getting a full set of solar 2.0 from the gunsmith when you are a hand cannon and sniper user. What exactly are you supposed to do? You can't get another 2.0 set re-rolled.

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              • Let me clarify it for you: It's going to be absurdly complicated, it will increase the grind by at least double if not three times, and no matter how frustrated you are at the beginning, you'll just get used to it and play anyway because that's what we all end up doing. If it's any consolation, armor 2.0 really only matters to the min/maxers that care about that extra millisecond of super or half second shorter TTK. You could probably play with whatever and still do just fine.

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                • I just noticed that the super mod (intellect mod in the new system I guess) took 6 energy and the enhanced loaders take 5. In other words, you could not have Enhanced ___ Loader + Super/Intellect Mod? That’s a combination you can have on 1.0 Armor But in Armor 2.0 it currently looks like it’s impossible So, basically it’s Quadruple RNG 1. The armor set you like 2. The right armor set, and a piece in the right slot 3. The armor set, the piece slot, with the right element 4. The armor set, piece slot, element, and a good stat roll But even with that, some combos are purposely being “left behind” Basically, as Luke Smith alluded to in the TWAB... you’re probably gonna wanna keep Armor 1.0 for a long while if you go into Shadowkeep with “God Roll” Armor and Exotics (they’ll be nerfed down to a fixed roll “collections” version if you want the 2.0 variant) Don’t listen to Forbes and delete all your armor lol by idea

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                  • Void affinity weapons >Hand cannon >Scout rifle >Sidearm >Sniper rifle >Grenade launcher Solar affinity weapons >Auto rifle >Fusion rifle >Linear fusion rifle >Sub machine gun >Rocket launcher Arc affinity weapons >Combat bow >Pulse rifle >Heavy machine gun >Shotgun >Sword Does this help clarify?

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                    • https://www.youtube.com/watch?v=OP8d2WuFVD4 Watch this video starting at around 2:35. It may alleviate your concern (somewhat). I had the same concerns. The enhanced perks are still up in the air though I think.

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                      • Think we jus need to wait when we r near to date of shadowkeep. Hopefully they will tell us more. Or jus say fu.k ya. Play our game and enjoyed it.

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                      • Luke Smith clarified on Twitter that specific weapon mods like ‘hand cannon loader’ will be element locked. Vague mods like ‘small arms loader’ will cost more energy, but won’t be element locked. I still think it’s a dumb way of doing it. It actually makes armor and mods LESS customisable.

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                        • My question would be if we still get resistance for the void solar arc masterwork. It kind of makes it bad if I play void class but need combo of solar and arc armor for my weapons but then get no resistance for super.

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                        • It’s gonna cost 4 cores per armour piece (level 8) just to get a 1.0 perk set

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                        • Here's all you need to know. Mildly changing a few, miniscule numbers brings us back to D1 where one Stat was far better than the rest. The numbers themselves have little to no impact and the game STILL has yet to introduce a single -blam!-ing RPG element. Garbage stream. Garbage new mod system. A proper mod system gives me a variety of weapon attachments and let's me place them on weapons. Meaningful ones that change magazines, scopes, recoil, fire rate. Can't have that, though. Bungie is inept.

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                          • I really don't get how simpler they could have made it Specific armor can only have specific rolls meaning you can't run unflinch sniper rifle aim on all armor slots, just hands. The old stats are returning and stacking with the new stats and it doesn't change anything aside from the stat that decreased super cooldown affect class ability instead (hopefully and it would make sense given that class abilities don't exist in the original Destiny) the only thing that needs explaining are rolls, but from what I understand mod slots now account for rolls allowing you to stack unflinching sniper rifle aim on your gloves, within a set power level that can only be increased by masterworking the item, giving masterwork armor relevance

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                            • They have to increase the energy pool on items so you can use 3 enchanced mods. Also they have to allow us to use the same mods in all three mod slots. If they at least do these, armor 2.0 might have a chance to be somewhat intesting, since now it looks even more bland and shallow than even the current system.

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                            • Seems pretty clear. Certain mods only socket into armor of a certain element. You obviously don't need to match the armor elements in a set, and it only reduces incoming damage of that type, so it doesn't seem to need to match your subclass. The only purpose of it seems to be to create a larger pool of mods.

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                              • They clarified it in the stream already...? Every armor (piece) has an element, like our current ones when you check the masterwork. Some mods can only be put in a certain armor piece (Fastball, for example) + some need a specific element and therefore have to match the element your armor piece has (any weapon loader). There are universal mods, like the stat increasing ones which do not require arc, void or solar. That's all?

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                              • They clarified it in the stream already...? Every armor (piece) has an element, like our current ones when you check the masterwork. Some mods can only be put in a certain armor piece (Fastball, for example) + some need a specific element and therefore have to match the element your armor piece has (any weapon loader). There are universal mods, like the stat increasing ones which do not require arc, void or solar. That's all?

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                              • Why can people not wait until games are released to figure out exactly how things work anymore?

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                                • Or just read Directors Cut Part II 🙄

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                                  • Not trying to be an Apologist, here, but Bungie has outright said that they're going to continue to release information about the changes coming with Shadowkeep as we approach the release. Like...they've already said they're releasing info over time.

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                                    • Patience guardian, patience 😃

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