Please hear me out. A lot of people out there hated the Armaments, but removing the mods altogether is a terrible mistake.
First of all, what this game really needs - is a set of mods for EVERY faction for creating more diverse and meaningful builds for every encounter. Vex and Cabal mods would have helped, a lot.
Why? Because you people are talking about something being 'too OP' in a game that lets you shoot laser beams out of your hands, turn yourselves into electric rockets, disappear by dodging and cast wells that heal and buff your damage. Because lots of things in this game 'feel' overpowered, and this is exactly why this game is fun.
Because by removing the consistency from ammo drops you solve nothing. Armaments were a trade-off for Y1 heavy drop system (major/ultra always dropped a heavy brick) - and now all we have is pure RNG. With mods glitching like crazy (reloaders turning off mid-fight etc) - it's a terrible idea. But enough with that.
Barrier, invigoration and repurposing created some amazing combinations for ultra-aggressive PvE builds, were amazing for solo/solo flawless/carry activities and were a reasonable reward for players who dedicated dozens if not hundreds of hours to create powerful builds. Now all of that becomes obsolete - and for what?
I have a solution, - just disable those mods in Gambit. If people feel that players that dedicated more time to the game don't deserve the advantage - so be it, turn them off in PvPvE. And that's it. Everyone is happy.
Mods will give some teams unfair advantage during world's first raid? Trust me, they won't. Cheats will. And this issue is far from being resolved.
I was okay with sunsetting. I was okay with the fact that Bungie made us farm same mods and guns twice now. I even dealt with the removal of most of some of my favorite raids. But this mods decision is just disastrous.
Dear Bungie. I sincerely hope you will come back to your senses and make it right. Don't make 'STOP HAVING FUN' your official motto.
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Hey, it's me, Luke Smith from Bungie. We are very sorry that we did not consult with the real leader of the RU community. We took this circumstance into account, next time such a mistake will not be made. I hope that your attitude towards our game will change for the better. Wish you new successes in GM Nightfalls. Sincerely, your Luke.
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Hey, it's me, Luke Smith from Bungie. We are very sorry that we did not consult with the real leader of the RU community. We took this circumstance into account, next time such a mistake will not be made. I hope that your attitude towards our game will change for the better. Wish you new successes in GM Nightfalls. Sincerely, your Luke.
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4 RepliesEdited by mxgreg: 10/10/2020 12:35:33 AMPeople crying about the Taken mods in gambit is nuts. I think it's a case where people that don't have them think they are OP, when they are not even that noticeable. Everyone can get the mods solo, there are plenty of videos. There are plenty of ways melt bosses. Personally, I use minor resist, major resist, etc. since it's useful everywhere and not just the boss. These are always accessible early on. I only use the taken mods for the new dungeon, but I've also used the mods listed above and done just fine. *** EDIT *** I know some of you can only complain about stuff, but there needs to be weapons and mods that matter... That are earnable. That are worth using. So hopefully there will be some new stuff when the expansion drops.
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Armaments mods (and all race-specific mods) should have only worked in the raids from the start, this is a great change.
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1 ReplySounds like you know what you're talking about. When are you making your own destiny killer? I'd love to play it.
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They aren’t doing it just for gambit. Dungeons specifically are made so much easier due to them also. Bungie clearly lay out their reasoning for doing it and it’s fine.
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3 Repliesim ok with the rest staying (barrier, and repurposing.) but armaments removed any semblance of challenge in the game. i just got hive armaments a week ago and it made solo PoH incredibly and laughably easy. there is never a point of fear of failure in this game thanks to these mods. and how could you when u constantly have 400+ rounds in a lmg? oh adds spawning in? lol yeet a rocket over there and just get free ammo with a grenade. its the on the demand ammo thats the issue. if you want to keep armaments then it should be a CHANCE at dropping heavy, not a 100% thing. have it stack up the more kills you get with a grenade. (ex: killing 4 enemies with a grenade boost drop chance to 80%.) as they stand now they are a huge problem. go into a solo haunted forest without the mask boosts and no armaments, then with armaments. the difference is saddening.
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1 ReplyIn my opinion, the term “OP” should be used when something provides such an advantage over another player that not having it significantly increases your chances of winning. So enemy race specific mods- I can understand why people say they are OP in Gambit. If everyone had equal access to them, then maybe they wouldn’t be OP because to not use them would be a choice. But when they are extremely difficult to get and rare drops in raids, it’s possible that only a small percentage of the player base can have them. When that happens, the mods could feel OP because a team that has them would have significantly more capability than a team without them, throwing off the balance of the game. One team becomes overpowered in comparison to the opponent team. So while the mods themselves might not be OP in every context, they can create some OP-ness in certain situations.
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1 ReplyGet your logic using ass out this forum...
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1 ReplyI think that because the raids some of these mods are coming from (such as sotp) are getting sunset, and that the new raid is a fallen raid. Bungie doesn’t want players to have a permanent advantage over people who never got the mods, and with no way to catch up.
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Meh CwL mods are better imo and applicable in every activity regardless of what enemy faction you’re fighting.
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Armaments and barrier made activities too easy (dungeons) and completely destroyed gambit.
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No one made anyone do anything. 👍
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Sunsetting. And you fools thought you’d have an advantage as loyal dedicated players. Lmfao.
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3 RepliesIt’s the RNG natural of ammo economy that’s the problem. Those mods were just a cheap way for some to bypass it. They need to fix the ammo economy, not leave in or create more of these mods.
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I have played many, many hours of gambit and i personally dont think the heavy ammo economy is really as bad as everyone says it is. Its pretty crazy but if you have a reaper producing ammo like he should, you can have max izinagi ammo and run a shotgun. Counter heavy with more special.
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19 RepliesThose mods made any Grandmaster that was not Vex focused a joke. They made nearly infinite heavy a reality, especially since you could get grenades back with the same mods. This trivialized content. They even trivialized solo dungeons. Guaranteeing yourself heavy at all times tends to do that. Then there's Gambit. These mods created issues far outside of Gambit. When a singulair mod can change difficult content to a breeze, that's an issue.
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While true, it would also probably have to be applied elsewhere since free heavy is problem inducing However, the bigger problem is far more rooted than that so it really doesn't help to mow the lawn and cut the grass. Gotta pull that shit from the dirt.
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Have you considered getting good?
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5 RepliesThese mods are relics from a different era in the game. From the days of dual primary, and "internal juggler" ammo drops. They were a band-aid and a means to get power to us on an emergency basis when the game's design was UTTERLY incapable of doing so. Those days are gone, and these overpower mods have overstayed their welcome. Bungie should have done away with them a year ago. This is the right way to handle them. Remove from the game the ones associated with raids that are being vaulted. Silo the ones associated with raid that are remaining in the game, so that they only work within those raids.
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Mods outside of the intended activity should have never been a thing. Plus, if you really need the arbitrary benefits they offer that much, I don’t know what to tell you.
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Hello friend, I certainly understand that you are a genius, and you are proud of your great achievements, such as 50 solo dungeon clears per week, and imaginary GMs world first (which cannot even be documented if you know how the Warmind io website works). And of course it annoys you that Bungie don't listen to players like you (and of course they should listen to you in the first place). But here's my advise to you- temper your ignorancy, and behave like and adequate human being and not like on yesterday’s stream (all our clanmates were laughing their asses off by your words btw). And before hating on Gladd and others for the obvious decisions that they just voice as a logical opinion, look at the situation from the other perspective and don’t be angry with changes that Bungie make. Maybe then you will understand that the problem is in the ammo economy in general, and not in armaments removal. But as the saying goes, Gladd is still scratching GMs surface, good luck with your Day one.
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Eh. Those mods are boring and expendable tbh.
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Hello everyone, I agree with the post. Bungie doesn't hear from regular players and fans, it's bad, I'm disappointed.
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Hey, it's me, Luke Smith from Bungie. We are very sorry that we did not consult with the real leader of the RU community. We took this circumstance into account, next time such a mistake will not be made. I hope that your attitude towards our game will change for the better. Wish you new successes in GM Nightfalls. Sincerely, your Luke.