Seen that idea in a previous post, and thinking about it... That's actually a great idea. Free up the arm mods and makes the ghost actually relevant to slot.
Edit 1:
The argument on not having the cache detector is useless as your rarely if ever using it for that, spider is better for resources
The argument on having a min 10 on X stat of armor is also useless as 98% of the time you get that either way. You always get armor constantly theres always a better rolled version of what you got. And if you REALLY want an armor that has that stat there's the prismatic lens for you that gives you way way way better for that.
The argument for oh I don't want to lose the exp gain, 2 4 or 6% lose of it is barely noticeable, especially if your running GM or master level content you are not concerned about exp at that point of your game... Remember once your doing GM level content your already done your season pass who cares about exp at that point ?
The only valid point ppl have made and would be a better improvement is when your unlocking it on the artifact, it should auto apply to all of that weapon type no need to equip it. But we know that's a pipe dream. Sadly.
Edit 2:
Here's some math for ppl still clinging on the exp gains 6% of 6000 is only 360... That's barely anything. If I remember right could be wrong about this... Pretty sure daily bounties offer 4000 exp. This change I would welcome sacrificing the exp gain for.
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#destiny2
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Why are people so aposed to making builds? Can someone give me a good reason not to have to spec builds?
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Edited by Olórin: 9/9/2021 8:11:57 PMShould just be intrinsically active once you purchase from the Season Artifact or they should have an extra two slots (+3 slots if class item was raid gear for raid mods) for seasonal Artifact mods that costs 0.
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Actually, i didn’t think about that. It would give the Ghost a even better usage.
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Agreed!
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Best idea EVER.
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3 RepliesEdited by Maxwell: 9/10/2021 2:54:40 PMOkay, but let's apply to power bonus and artifact exp. It takes between 5-700k for artifact and quite a bit more for power bonus after a certain point. 6% of 700k is 42k. One or two less activities per rank up adds up to a lot of time saved in the long run. Let's apply it to a time sink. 6% of 100hrs worth of play time is 6 hours. That's almost an entire work day that you're saving on exp gained per 100hrs of playtime. And yes, more people than you think are pulling 100 hours every two weeks or so. I'm not one of them anymore, but it isn't uncommon.
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2 RepliesNo, i'll not waste a ghost slot for this, no way.
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6 RepliesEdited by hate n payne: 9/9/2021 5:57:14 PMThis or make them slot back into the weapons individually. Champion mods coming into the game via the Artifact mod is lazy and a poor design. It keeps players from having the necessary freedom to choose how they play against harder content. Should be a specific slot designed for champion mods on weapons that allow you to dictate which weapon is active for champions.
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1 ReplyJust make them active when you unlock them in the artifact
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9 RepliesOr just have it on the artefact? Unlock it on the artificat and wham it's active, why does it need to be slotted into anything at all?!
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2 RepliesWhy not just scrap the mod system entirely? If it's unstoppable pulse, all pulse rifles should have it automatically that season no mods required etc same for barrier just have it intrinsic to that weapon type for the whole season
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[quote] Edit 1: The argument on not having the cache detector is useless as your rarely if ever using it for that, spider is better for resources The argument on having a min 10 on X stat of armor is also useless as 98% of the time you get that either way. You always get armor constantly theres always a better rolled version of what you got. And if you REALLY want an armor that has that stat there's the prismatic lens for you that gives you way way way better for that. The argument for oh I don't want to lose the exp gain, 2 4 or 6% lose of it is barely noticeable, especially if your running GM or master level content you are not concerned about exp at that point of your game... Remember once your doing GM level content your already done your season pass who cares about exp at that point ? The only valid point ppl have made and would be a better improvement is when your unlocking it on the artifact, it should auto apply to all of that weapon type no need to equip it. But we know that's a pipe dream. Sadly. Edit 2: Here's some math for ppl still clinging on the exp gains 6% of 6000 is only 360... That's barely anything. If I remember right could be wrong about this... Pretty sure daily bounties offer 4000 exp. This change I would welcome sacrificing the exp gain for.[/quote] Nope, its useless for you only, and again, nope, i prefer my 6% exp over champion mods, thanks. In other words, just nope.
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2 Repliesadd champion slot on guns, allow guns to be customized. No need to mess with poor ghost.
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3 RepliesNo. Many of us like the 6% exp gain. Are you willing settle for 3% in order to gain a 6 unstoppable mod? or even lose room for prosperity?
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No. Gun mods on GUNS. Armor mods on ARMOR. So simple. I’m tired of switching the freakin’ mods for everything I do.
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It works for me. I like that idea. Especially when you have a slow reloading gun.
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Edited by ScrubLord199901: 9/9/2021 11:25:25 PMI like being able to farm for chests and materials without hassle with the 40 meter chest and material detector. I also like having the ex boost mod and stat mod finders. I don't want to sacrifice that. It was a bad idea to move champion mods to the arms. It's a bad idea to move champion mods to the ghost. They should just unlock from the artifact as kinetic overload, anti barrier energy and unstoppable heavy. No need to slot them into anything. Then we can finally have the freedom we used to have.
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[quote]Seen that idea in a previous post, and thinking about it... That's actually a great idea. Free up the arm mods and makes the ghost actually relevant to slot.[/quote] I don’t mind it the way it is right now, I like limiting my options because it pushes me into loadouts I normally wouldn’t use. That being said though who the hell is going to use a sidearm champion mod.
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2 RepliesYes, so we have to choose between XP mods, harvest mods, etc, and champion mods. Personally, I like getting free cores and prisms for getting headshots, and don't want to lose my XP buff, thank you very much.
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10 RepliesHonestly they shoulda put em on chests since reserves are damn near pointless and it doesn't matter if you have unflinching on or not, you'll still hit a HS after being domed.
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And the first thing people would complain about is less energy available on their Ghost for XP and other gathering/activity reward mods at the same time as Champion mods.
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3 RepliesGive Ghosts transmog
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Wasn’t this my idea?
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I'd rather them be intrinsic than take up slots on a Ghost or Armor.
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Edited by TNB719699: 9/9/2021 2:58:43 PMNot sure where it would be best to put the mods, but what we’ve gear they go on: (1) add an additional slot of two for the champion mods and (2) make them not cost glimmer. Edit: saw someone say the artifact, I like that idea
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I don't agree, I think they should be generalized mods we put on our gloves that way we can use whatever gun we like.