The energy cost is 11 for those 2 mods, but 10 is our max. This is on a piece that has 4 mod slots available! This is ridiculous.
Edit:
A lot of you guys are blindly defending 2.0 without recognizing serious issues. I like the decisive factor too, but I'm deciding to be a lot less of a killing machine than I was a month ago because I'm severely limited. Be objective and honest. It needs tweaking and should have never been released as is.
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#destiny2
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As a hunter, I've got to use a solar cloak, to use a recuperation mod. Who at Bungie is dreaming up this rubbish?
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In theory armor 2.0 is cool, but it is a mess. The costs are 2 high. No, you should not be able to run crazy load outs, but I should also not have to run 2 out of 3 mod slots, and 1 of the 2 being a garbage mod because I can't run something that is at least average.
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7 RepliesThey have already mentioned that they will be addressing certain mod energy costs in the next update. Lets wait till then to get super pissy.
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Some jagoff put up numbers comparing armor 1.0 to 2.0 and he was way off. I'll explain it. Armor 1.0 had 90 points spread between Resilience/Recovery/Mobility. With the invisible 90 points for DIS brings the total to 180. 5 slots for possible RRM points brought it to 230. Bungie also confirmed 100 intellect is equivalent to 5 super mods. Armor 2.0 is a friggin mess, but bungie is already working on a patch.
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Edited by Zeyd: 10/22/2019 6:31:04 PMArmor 1.0 had 220 stat points. 130 on natural stats, and a hidden 30 in dis/int/str. Armor 2.0 fully MW has over 280 on armor assuming a decent starting roll of about 60. Even if your armor 1.0 had 5 int mods, that brings the total stat count to 270, 10 behind a non stat modded 2.0 piece. Conclusion: just because you can’t apply int mods with enhanced targeting, doesn’t mean the armor is weaker. You also get the advantage of being able to swap mods without having to farm up more pieces, and being able to reduce undesirable stats below what you’d be able to in 1.0, thereby raising your desirable stats even higher.
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2 RepliesModz too stronk
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1 ReplyEdited by D-lyfe: 10/23/2019 3:28:12 AMArmour 2.0 is a hot mess in its current form an the changes bungie plans to make are useless more expensive universal mods won't fix the issue, affinity needs to be removed, mod costs need to be changed nothing should cost 6 points when you have 4 mod slots an only 10 points, you shouldn't need 3 of the same exotics, exotics should have no limitations they are exotic after all.
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Yeah, it's pretty trash. The elemental affinity has to go. It's far too limiting.
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9 RepliesEdited by Docyx13: 10/22/2019 5:15:55 PMI think there's a misconception around armor 2.0. Some people tend to think that they should be able to perfectly equip everything and have an OP killing machine, which I get, but that's not the point. It's about specialized building and creative synergy. For instance: My Hunter: 6th Coyote 4 Paragon Mods 2 Distribution Mods Top tree Nightstalker The purpose is to dodge as much as possible, thereby being invisible and constantly charging abilities. I don't have reloaded perks on, so I use guns with reloading perks built in and dodge reloads for me. Build accomplished. Example 2: My Warlock: Nazarek Sin 5 Intellect Mods Bad Juju Recluse Hammerhead 5 Intellect Mods and Bad Juju constantly charge my super. Bad Juju also rarely has to reload. Recluse and Hammerhead have Feeding Frenzy so you always have fast reload. Nazarek combined with the void Recluse and Hammerhead constantly recharge my grenade, melee, and rift. Build accomplished. You can honestly do a lot. You just have to be smart and creative about it.
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1 ReplyMods should cost less overall on armor to allow for a total of 4 perks if you masterwork it
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1 ReplyI miss those times when mobility/resilience and recovery were built into your subclass path. It made it easier to get that perfect armor.
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I agree
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I got enhanced hand Cannon yesterday & thought the same thing.for pvp I'm thinking of using pre 2.0 armour with enhanced stats & mixing them with new gear.
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that's why you have to roll armor with 23 itellect
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"Play the way you want"
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11 RepliesIts called balance. Bungie doesn't want us to break the game anymore.
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1 ReplyYes. Something is better than nothing...[i]I guess[/i]. Like the way class ability/paragon doesn't have a # stat. Excluding that on the armour seems odd.
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Use other mods. Duh. There are substitute mods like precision or scatter targeting. You don't NEED Enhanced everything. It helps but it's not exactly a MUST HAVE.
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Solution: Run Precision Weapon targeting which is only slightly weaker but buffs weapons like Sniper Rifles also
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2 RepliesNever delete your 1.0 armors with enhanced perks.
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1 Replydid you have an enhanced hand cannon targeting with Intellect mod before? equip that 1.0 armor then.
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Welcome to Armor 2.0 where they said to build your own killing machine but then limited the hell out of you!
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8 RepliesI actually prefer armor 2.0 as running the build i got going has essentially turned my grenade nto a nova bomb that recharges under a minute and i dont even care about the super tbh when i run voidwalker as my grenades not only do insane damage to bosses ( i chunked that vex boss for the nightmare hunts health by almost half with one charged up vortex grenade with contraverse hold and when it was damaging the boss it RECHARGED MY NADE EVEN FASTER I even maxed mobility (100 ie tier 10 ) with dawnblade bottom tree with traversive steps for the third encounter for the GoS raid and I was able to get to the mote bank in under ten seconds and i was still getting my super back rather quickly because my armor rolled with higher int scores, hell i have obtained quite a few armor pieces with high int scores and half the time i dont even need a super now because of the prior grenade build and honestly it makes me think about what i care about more, ability spam or survival and while i do like me some ability spam i would rather have my armor and recovery up there and use more utility/high damage output supers, and im looking forward to getting a nice karnstein armlet (for the higher base stats) drop because then i may just become -blam!-ing unstoppable Trust me if you try new builds with armor 2.0 you wont need a damn super XD ive spent the last three weeks using all these different builds. if you want a super build look for high intel armor pieces and fill in your weak points with other mods. sure you may have a super build but i was using my contraverse hold build the othr day and somehow survived a blade barrage granted i was not in the center of the blast radius but i still survived and knocked the kid out with randies throwing knife (great gun btw worth the grind)
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So don’t wear an intellect mod on one piece?
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People asked for removal of super mods. In a way they got what they asked for with the high intellect mod cost.
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I don't really care too much about the mod capacity as much as I care about affinity messing up what mods can go on what armor. If I want to build a super stat invested armor build, with non-super invsted modding, I shouldn't need to hope that my armor is both stat based in intellect and then the element I need to run the other mods for.