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2/15/2020 2:35:01 AM
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This change makes grinding additional sets of gear much easier, and essentially removes elemental affinity as a factor in RNG altogether. It's balanced to allow you to fix a good roll with a bad affinity, not to constantly reroll the same single, good masterwork over and over again. When I first heard about the change, I didn't agree with it, but the more thought I've given it, the more I understand their goal. 1) Get a good roll. 2) Decide what affinity you need. 3) Reroll the affinity. 4) Masterwork it. 5) Repeat. Rerolling the affinity on a masterwork is still entirely possible, although only for the most hardcore players overflowing with Ascendant Shards, but it should mostly just be used to fix a good roll before you ever masterwork it.
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  • Just saying, but the stack limit is atrocious on golf balls. Ten in the inventory and ten in each character's postmaster. Considering the fact that you'll be spending up to 7 per set per character... Probably more like 11+ seeing as most classes have at least two exotics to go between for different sub-classes or builds. And let's not forget there's only one place to farm them. And even in the highest chance ordeals they are still rare, say, 1 in 5 if you're lucky. So that's 55ish 980 ordeals per character. Lol.

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  • Agree, however the seasonal mod slot is still busted. Undying and SK armor will only be able to use the first 2 sessons. Next season mods can be used in Dawn armor and the current season armor. So you'll have to keep your UM/SK/ Dawn armor in order to use any of the Raid mods. Then grind a new set for the up coming season so you can use it for that current season as well as for the next season. We're essentially having to grind for new armor every 6 months rather than ever 3. Prior years we had to grind for new armor every 12 months. So they met us in the middle.

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  • Actually, here's the quote from TWAB 2/13/2020 [quote]Starting next Season, the Seasonal armor mod socket (e.g. Undying Mods, Dawn Mods) will also be able to use mods released during the Seasons [b]before and after[/b] the armor piece was released. For example, [b]armor with a mod socket from Season of Dawn can now equip Dawn Mods, Undying Mods from Season of the Undying, and [Redacted] Mods (from Season of [Redacted])[/b][/quote] I'm taking this in two ways: 1) The seasonal mod slot is now universal for all armor, starting in Shadowkeep, going forward indefinitely. 2) The seasonal mod slot is now universal for all armor, starting in Shadowkeep, and ending with the next expansion (so only Undying, Dawn, and the next two seasons coming up, giving us that new grind every 12 months). In both situations, it seems like they're excluding armor from anything prior to Shadowkeep, so Opulence armor will still be needed for Opulence mods, as an example.

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  • This right here is pretty clear.... [quote]Starting next Season, the Seasonal armor mod socket (e.g. Undying Mods, Dawn Mods) will also be able to use mods released during the Seasons [b]before and after[/b] the armor piece was released.[/quote] It's the current season, the season before and the upcoming season.

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  • The wording can be taken either way, because there's no specific range of time for how far "before" and how far "after" they're making the mods compatible, and since they specifically say "seasons" that can either be taken as multiple seasons before and after, or "both" seasons, one before and one after. Restricting the mod slot to a single season before and after would be a coding nightmare, and I can't imagine Bungie would waste time with something like that over making the slot universal going forward and never looking at the mod slot again

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  • Then why not just say universal seasonal mod for y3. This is Bungie we're talking about. They always have to tinker with what the community asks for vs what they'll actually give us.

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