Orbs of power were added early in Destiny 2’s history to try to keep players when base game had little actual progression. The orb of power thing was meant to resolve the issue of supers taking too long to charge and feeling weak. But that’s, not an issue any more. In base game, enemies felt tanky and the player slow. Boses they used to take 10 entire minutes can now be melted with a few rockets. Power creep almost ruined this game in the Forsaken era because players demanded more power and couldn’t handle nerfs.
Bounce forward to today. Certain abilities (notably taking charge) activate on collecting these orbs. Taking Charge is overpowered, and that’s not even debatable. All other comparable mods are harder to trigger, mor expensive, and element locked. So it’s obvious that this needs a fix, other mods need to be made more viable in comparison. Some exotics can’t even generate orbs, this is another issue.
So, you have an archaic system that doesn’t even work with all weapons, restricts build diversity, and no easy way of nerfing Taking Charge, what do you do? Well, you remove the archaic system.
The inclusion of mods to get back an old feature is actually an interesting concept, and tying it to elements ensures that Taking Charge becomes less viable. The undistrupted meta is Taking Charge + Protective Light, so this will lead to us being at least a little more creative with builds, either specking in with weapon focused mods, matching elements with wells, or pulling our Seraph weapons to try to new Warmind builds. Or, run Taking Charge, but march elements and lose space on your helmet instead of an extra cost in any piece of armor.
Thank you for reading this analysis, I will only respond to comments that speak of game design and design philosophy. So many posts hating on this change just say it’s bad without saying why. And Bungie, thank you for making decisions consistent with the vision and direction you’ve been showing that will be good in shifting the meta.
-
I like you attitude 👍