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Edited by A Kool Pop Tart: 10/13/2019 10:52:09 PM
38

Armor 2.0 feedback from a casual

Kinda expect this to get buried, but I've had a little time to play with 2.0 and here are my thought. 1) Not a fan of prisms or modules. I feel like they add one more unnecessary step in the process of obtaining your ideal build. Not to mention that prisms are ridiculously expensive and, as far as I can tell, extremely rare (though if I'm wrong, please let me know). It also feels like a slight of hand to those who wanted cores out of the game by just giving them a new name and thumbnail. 2) Energy requirements. The energy required to add certain mods is confusing. For instance, why does rifle dexterity require more energy slots than heavy dexterity? Why does mobility only require 3 slots while recovery needs 4? This, along with the material costs I mentioned above, greatly limit what you do with your armor. As a titan who runs autos and likes recovery, I typically can only run one mod because recovery costs so much. I CAN run a recovery and rifle dexterity but I have to use a prism or two which I may or may not have. 3) Restricting certain mods to specific energy types. I'd like to know whose idea this was and their reasoning behind it (seriously, is there some lore reason why auto rifle mods can only be put on solar armor? We have more than a few arc auto rifle so what gives?) I almost feel like this was an oversight and that they were supposed to be universal, if not, then why make a system where players have to hope they get good stats AND that the armor rolls with the right energy type? 4) Depth. One thing that I do like is the depth armor 2.0 offers and the opportunity it grants to make your ideal build. However, its hampered with restrictions and expenses that make it less approachable. If material costs were adjusted, slot requirements for mods were lowered, and energy type based mods were made universal, the system would be far more engaging and more people would probably gravitate towards it. These are just my thoughts, Feel free to share yours down below.

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  • Armor 2.0 is a huge disappointment. Just multiple layers or RNG with the illusion of "playing how you want to play", when in reality its just a resource sink to eventually get my armor back to how I had it in 1.0.

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    • Can’t wait till there’s another bug that allows a handful of players to obtain thousands of modules and prisms so Bungie can add 6 new materials to “even things out”

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      • Is there anyone here who really cares about the elemental part of the armor? I mix match mine. Never cared much for it. Its just annoying now that some mods require a certain element.

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        • Straight up bump. I agree and I'm definitely not a casual

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        • 10
          DredLap
          DredLap

          Still havent found what Im looking for. - old

          2.0 has been a let down for sure. Not where close to what i was hoping and expecting. Cost. Forcing hc, ar, smg. Just allow all perks on all armor and lower the cost so people can try new things.

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        • They really went out of their way to make something that could have been simple and fun to play around with complicated and resource heavy to use.

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          • Well, it is indeed a mess. The only reason elements are linked to certain weapons is to make sure we have to play 40 hours a week and not just 20 hours.

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          • It's amazing how often Bungie's genuinely good ideas get completely overshadowed by Bungie's completely random nonsensical ones. Actually it's not amazing, it's as predictable as rain in Ireland. Btw I'm in Ireland and it's raining.

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          • Edited by Fixxxer: 10/14/2019 6:45:55 PM
            If I am supposed to be able to customize my armor to my playstyle, I should easily be able to have 100 intellect and 100 discipline. This shit is worse than D1's armor system ffs. The base stats are way to low. There should be at least 30-40 points per stat per armor piece. Just put Mobility, Armor and Recovery adjustments back in the skill tree where they belong.

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            • Edited by Senor Crouch: 10/14/2019 3:44:49 PM
              I agree with almost everything here. I feel Armor 2.0 was a step in the right direction from Armor 1.0, but it doesn't deliver the freedom and flexibility that I thought the marriage of Fashion and Functionality would bring. Here's some of the issues I see that damper Armor 2.0 from being what it could have been. 1) Infusion. Infusion should not be a grind like it currently is. Oh sure, those Guardians who never stopped playing wouldn't have any problem with the cost of Upgrade Modules, but for everyone else you are holding onto blues cause it is not worth infusing all your armor and weapons by 1 Light Level. Infusion and the adventure of getting to max Light should be a fun journey, not a tactical military plan. Leave the grind to perfect rolls and maxing armor stats. 2) Bottlenecking Class Items. As of right now most of the fun mods are placed on Class Items where as mods on the rest of the armor are lack luster. The only ones of any real importance outside Class Item mods that I can think of that aren't Artifact Mods are the Reloader mods. 3) Elemental Mods and Mod Slots. As of right now I do not like this system. I feel like this system should be more like Warframe's system. If you try to slot a Solar mod into an Arc armor then it'll cost you an extra point to slot in. If you try to slot in a Solar mod into a Solar armor the cost of it is reduced by 1. But my biggest complaint with the system so far is very specific. Why in the world is Explosive Finisher Arc!?!? You have Invigoration, Outreach, Hands-On, and One-Two Finisher being Arc and all of them being Melee oriented mods. Then you have Innervation, Bomber, and Ashes to Assets (which are all Grenade oriented) all being Solar. Yet Explosive Finisher is Arc? So I can't synergize Explosive Finisher to its fellow Grenade mods? Who thought that was a good idea? 4) Fashion. Here is my biggest complaint about Armor 2.0. I was hoping that when Armor 2.0 came out I could grab Armor I have already collected from my Collections. Oh sure I was well prepared to have the rolls on those armor pieces to be basic and uninteresting as opposed to the ones I would be able to find in the wild, but how wrong was I? Not only can I not collect a huge chunk of the armor in my collections, the ones that I can reacquire still are Armor 1.0? With 1.0 slots? What!? So my solution to this annoying problem is that Bungie should just take every White, Green, Blue, and Purple armor and turn them into Universal Ornaments. Hecc I will happily grind Strikes, Lost Sectors, or Reward Packages to try and collect these Ornaments, just give me the option! Overall, a step in the right direction Bungie, but you have a lot of work still to do with this system.

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            • Very sound feedback. upvoted.

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            • I couldn’t agree more, 2.0 isn’t offering much over 1.0 except a reason to grind for the same stuff all over again and it’s disappointing so far.

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            • Edited by Maske: 10/13/2019 10:49:32 AM
              Exactly. This new system gives you some control over what mods will be in your armor, but everything else is made worse: - most mods are limited to only work in one particular slot and with certain affinity; - mod combinations are limited even more because of affinity; - the cost of fitting the mods is too high (unless you're fine with only running a few crappy mods); - much less control over your statbuild; - in some situations the versatility of your set becomes worse than you had with Y2 armor because of all the above. People who say this system is better because it's made to last longer: that's purely because now devs have much more control over what perks you can combine, and can nerf any combination they find too OP. This system is more convenient for devs but for players it's much more limited than the previous one. And even with all these added limits devs also did their best to make the system even more grindier. How convenient it is for devs to also convert our old armor half-assedly and as the result make it much weaker it terms of stats. Upd: Funny thing is, if they make armor affinity switchable it won't affect game balancing, but it'll significantly reduce the grind and provide players with a bit more versatility.

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            • I gotta admit, armor 2.0 is a little disappointing to me. I really don't like the idea of having to grind for find perks that I already have on armor 1.0.

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              • Ask me there is no point to go past 3 energy on arms, legs, and class item. Just get a mod cause the armor perks are what ? Dex for slightly faster swap speed ? Loader for what a .3 seconds off reloads ? And healing when you pick up a orb of light ? Only helmets and chest are worth going up to 7 or 8 and that's if you even wanna use a mod with a perk. I mean helmets got those targeting perks which are a must period. While chest got unflinching perks. So yea just save your self some materials and just go up to 3 maybe 4 energy.

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              • My problems are: - some mod costs does not make sense at all, just like you said - energy affinities: imo I should be able to infuse same armour type for glimmer only regardless of affinity - energy affinities: exotics should have multi-affinity, or at least be fixed. For example look at actium war rig.. broken with current system. - transmog / ornaments: some of my favourite armour look is not available at least not yet. Hopefully will be. Other things are fine. Masterworking is tedious grind, but so should it be. This armour lasts forever. Game is still so easy that you can beat almost everything no matter if you use blue gear or not. Masterworking with stats you want will make it even easier and bring in a bit of more power fantasy. It should not be easy to get. And it should be powerful. I’m also sure that Bungie will address some of these things in future patches.

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                • Edited by Corrick II: 10/14/2019 6:59:48 AM
                  Aside from the new system adding even more grind in general, my biggest issue (at the moment) is not having a clear idea of what mods I’ve got and which go with what. It would be nice to have some way to see what mods I’ve unlocked instead of having to open every single piece of armor and inspecting each one while fighting with the stupid tooltip that keeps getting in the way. There are so many of these things now that keeping track of all the options is a pain in the ass so I just don’t even bother with it. Also what are we supposed to do with old mods in the Inventory tab? Can we delete those? Are they finite? Some of them don’t show up in the unlocked mods at all, is there a difference between old mods and new ones? In typical Bungie fashion we’re basically left to figure all of this out ourselves.

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                • My issue is how badly they screwed old exotic armor. Any piece I have is 24, any and all of it, so I have to reaquire it which is completely random and low drop rate, just to get that lovely 70. And then legendary items, wearing a 925 with 54 and a 913 drops with 64, what kind of backwards thinking is that, or I should say "We need them to be engaged in the grind, I know give them lower gear with more points"

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                  • It’s not for casuals... Also upgrade materials are gained from endgame activities. You do not need fully masterworked armor until you are max.

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                    • The part that bugs me is all the hype they drummed up about "Use whatever armor you like!", but then a bunch of mods are limited to specific armor sets. I understand that this is a way to force players to seek out and use the new content, but if you have to force players to use it, then you didn't make it appealing to use. (Looking at you, Dreambane armor/mods.)

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                      • You have my vote up. 2.0 has better possibilities ‘if’ there weren’t so many obstacles and limitations. https://www.bungie.net/en/Forum/Post/253951313/0/0 Did not see yours until after I had placed my own.

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                      • Wait, so there isn't 3 versions of a perk? It's just 1 element only and can't drop as the other elements?

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                        • If your a casual why are you masterworking gear? You should never masterwork unless you get 65+ gear....

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                          • Bump

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                          • Edited by ammo: 10/14/2019 10:03:52 PM
                            I just wish that I could use my current armor as 2.0 without having to grind for it again because the system does look interesting. I spent all of year 1 in ninja pajamas and was happy when I got something that looked less cringey. None of my armor pops up as ornaments and Ive only gotten the boots to redrop so far. They should hand out some kind of token that allows you to reroll one or two of each piece you already have as 2.0. Im not really someone that cares what my character looks like but the pajama/biker pants and the sharp metallic hunter boots are crossing the line. Why does so much of the hunter armor look like its made of wetsuit material and what kind of killing machine wears pointed silver Stacy Adams when its time to do the killing? EDIT: After actually playing around with it for real for the first time today I have to say, I really like it. Plus I actually like the Dreambane Armor so I can wear that. Much more intuitive than the last system once you get used to it. I'd still like to see the elemental stuff go away, or be able to be switched up for cost in some kind of way, [b]and be able to use any armor that I have as an ornament though[/b]. The 10 prisms for one masterwork is a little much as well.

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                          • I deleted all my old gear on my warlock and terribly miss heavy ammo finder on a bond being it’s now weapon type specific finder. I still have a hunter cloak with it and will NEVER delete it.

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