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Edited by JT-Rex-: 12/18/2019 9:57:23 PM
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One change I think is that anti barrier unstoppable and overload should be available on all primary weapons but applying would cost 20k. Oppressive would be present each season switching each season between elements and grenade/melee and overload to be other to not match the oppressive rolls. These would be 10k each. Breach nade and melee would be seperate again, cost 4 energy and 10k and remove stealth nerf to the perk and also demolitionist perk 👍. These changes would encourage collecting more weapons and armor due to the cost of applying effiency but I think these changes would allow a lot more consistency each season. The seasonal mod would be universal 🤞 The problem is they would have change every season armor model in the game. Forsaken, forge, reckoning, sorrow, undying and dawn. All of these armours are tied to the mods from that season and was a main point of why bungie changed the old system. Unfortunately with this 2.0 yes armor is more customisable but only within that armor pieces parameters. Similar to the element energy affinity system. The 2.0 system is 1 system applying mods with lots of choices but another system that has strict restrictions on what mods you can freely change. In a system where if no artifact existed to assist; you can never run a shotgun reload mod with a hand cannon or auto rifle. With no explanation for each mods reason for being in a certain affinity 🤦‍♂️🤷‍♂️ The really funny thing is in this new era of supposed customisation that bungie are trying to manipulate the whole meta across all modes and control our power output by using specific mods that give great benefits but are also required to play endgame content. The big thing with this is that the meta outside of the artifact is a mess with the recent changes so the artifact only funnels certain builds and hides the actual unbalance in the meta.
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