Alright. One thing that really grinds my gears since shadowkeep. Is the champion mods. I get it, that this is a way to shift the weapons used in Destiny. But the problem with this is that special weapons and exotics are near completely left out!
I feel like I’m back in Year 1, running double primaries because I can’t trust that the blueberries have the mods needed for champions.
I get that some (ONLY the new ones tho) exotics like Divinity have built-in champion mods. But this completely leaves out 90% of the other exotic weapons.
What would really help this is two options.
Either exotics receive a special mod slot ONLY for champion mods.
Or Champion mods get moved to armor.
In addition, future champion mods need to include special ammo weapons. Like an unstoppable sniper mod, or anti barrier shotgun mod. Even overload grenade launcher/fusion rifle.
Ultimately Champion Mods need to be more inclusive of different weapons.
If you agree, or have other ideas of how to fix this issue, please leave a reply.
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The ‘Champions’ suck.
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I spent the whole of last season running guns I didn't really want to use so I could kill the champions because it seemed like I was the only one doing it a lot of times. This season I'm using the guns I like and leaving the mods to other folk. Results are patchy.
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1 ReplyGive Monte Carlo a catalyst that adds a double melee charge that, when both charges are used, consumes both charges, staggers an enemy, and deals double melee damage
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10 RepliesOR they implement a new weapon proficiency system. [b][i][u]EXPLANATION[/u][/i][/b]: Using a certain weapon type, specifically one you love, should level up that weapon types “proficiency”. The higher level of “proficiency” that weapon type is the better the bonus is you get. Example: Say you love Auto Rifles and your “proficiency” level is at max. You should get an option to pick what type of ammo type you want use without it taking up a mod slot. Levels below max would give small boosts to the stats, generate special orbs of light, ability to choose from a list of perks that that make that weapon type better. This would also allow for Champions to appear EVERYWHERE, except patrol, in the game which I believe would add some challenge to all activities. A challenge that is very much needed. Essentially you are training your guardian to become a master with whatever weapon type you love. Adds personality to your guardian because if you see someone with Armor Piercing rounds you know that they love autos.
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Mods should be for ALL weapons. Thats why im slowly getting tired of this game
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Just get rid of champions cause they're dumb.
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I think they are fine but I would like to see old exotics have some champion mods for example tractor cannon have unstoppable GL have overload or sleeper with anti barrier etc. Would make a lot of sense in my eyes
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2 RepliesOr make it to where you just select it on the artifact and it effects all weapons. That's how I think the entire artifact should work tbh. I don't think you should have to put the mods on your weapons or armor, especially when some of them are like 6+ energy.
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I think champion mods should be added to arm armor mods or be available for special weapons and heavies.
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[quote]Or Champion mods get moved to armor[/quote] There are a few of these already. There is melee for unstoppable and something else for overload.
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running champion mods on special isn’t the best idea bc you run out of special ammo faster than primary ammo, but i’d love to see something like that implemented
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2 RepliesThe Champion Mods are a cool mechanic, I'll start with that. I also like your suggestions. The thought of adding them to armor is solid, but could interfere with armor modding if they cost any energy to slot. They could fit in the "activity" slot. Here things could be further deepened: one could slot a Champion mod for each type at this point. So, if instead of adding a flat bonus, they could have a slightly diminished individual power and be able to be stacked. So 2 Anti Barrier mods might equal 1 current Weapon version, but if you slotted 5 Anti Barrier mods, you could 1 shot their shields away. Conversely and far more simply: Add the Champion Slot for Exotics. And/or Combine the Mods. So you might have Overload/AntiBarrier or AntiBarrier/Unstoppable.
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1 ReplyI was farming Savathuns Song for the Duty Bound and every time I checked I was the only one with champion mods on. Are they not needed? They seemed to tear through this nightfall just fine. I used them regardless though because I wasn’t sure if it was because I had them on.
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Good idea, but I think there's a reason we're seeing the champion mods on primaries. It's to get the power and secondary weapons out of our hands and force a tougher engagement.
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I'd say we should be able to buy (in game currency) a consumable that allows our guardian to apply a buff to his/her exotic weapon to be used against champions. Effects last 4 hours etc...
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Why are you only suggesting champion mods on exotic weapons? It’s not only activities with champions where exotics are left out. Especially exotic primary weapons are in the dumpster because there are better legendaries.
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Anti-Champion mods are Exotic-level enhancements that can be applied to Legendary weapons. If you don't want to or can't equip the Exotics that provide those benefits (Eriana's Vow, Divinity, Leviathan's Breath, Devil's Ruin), then they give you another way to combat that class of enemies.
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"......running double primaries because I can’t trust that the blueberries have the mods needed for champions." Agree 100%. I did LFG on the nightfall for about 10 different runs of Savathuns Song. I would say more than half of them, the people I matched with rolled in with no mods or just anti barrier on their weapons. I got so fed up that I let a couple of the unstoppables run amok to kind of show them that they need to be prepared. Having to use weapons I don't like to grind endgame content is no fun at all. Exotics need to have a champion mod slot!!!