So - based on the most recent TWAB - it would seem to indicate 'orbs of power' are going to be reliant upon armor mods which are all already competing for space?
I have concerns that this is the path you've chosen to take versus simply allowing a very few exotic weapons which do not have catalysts to generate orbs, or to simply create catalysts for them. Both of these options would alleviate the community usage issues if there is actually a correlation between 'rate of use' and 'ability to generate orbs'. And if there is not a direct correlation it begs the questions of 'why was this the path taken?' - it surely involved more work hours and development hours than generating (even if just placeholders) dummy catalysts that would allow the existing code to trigger orb generation. And then you have opened up the possibility for multiple catalysts for any given Exotic which can be used to influence certain builds...but as it stands I don't understand making the playerbase compete for mod slot space even more than we already have to to get a finished build.
Further, what will be the purpose or point of masterworking a weapon if you will still have to use a mod to generate orbs? Yes, you will get some additional stat points for the weapon on range, or stability, or handling, etc. but does the cost of doing this actually make sense when you do not also get the advantage of generating orbs from a masterworked weapon?
I understand if none of this can be answered yet because it is all part of upcoming content but what you've presented thus far has me wondering 'why did I spend all of this time after finishing Season 15 content to farm and masterwork all of these weapons when in a couple of weeks all 'masterworked' will get me is a few stat points?' ... Food for thought to Bungie
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Gotta say this feels like them trying to fix something that wasn’t broken. Just give catalyst to every exotic. Not sure why they all don’t at this point
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8 RepliesThat's was half about the change about orbs....there is something they haven't told us that would factor in Wait and see...don't be like everyone else here that think they know without having trying anything
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5 RepliesEveryone already cried about this last week. They're doing arts & crafts now.
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They coulda just made all exotics drop orbs intrinsically if that was the real reason. No catalyst required.
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5 RepliesWe're getting nerfed to oblivion before WQ so the Darkness can overwhelm us. It's apparent now in PvE....the ads and bosses are harder to take down, Supers for the most part are absolutely rooted, and the lag is insane. Play you way! We respect your time! Whatever Bungie.
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8 RepliesEdited by Griever: 1/20/2022 6:58:12 AMForgive the wall of text, it's a copy and paste from another post I made, explaining the problems with their plans and giving three infinitely better alternatives: [quote]1. Just release all catalysts already. There's really no excuse for several to not have any yet. For several seasons now, the only weapons to get one were expansion weapons like NTTE, season pass weapons, seasonal quest exotics, and one pre-existing weapon. The first three are understandable, but several of those old weapons, either no one used, or no one wanted to use, and some like Leviathan, still no one uses. Why are we still waiting on a catalyst for Thorn for example when the 30th anniversary would have been the perfect time for it simply because of the Thorn themed armor, or Last Word and Malfeasance when theirs were datamined I think as early as Forsaken if not sooner, but Lumina (a weapon no one used that was useless to solo players and still almost no one uses unless they have Assembler Boots and an energy weapon with Harmony.) gets one just three seasons after release, or Lord of Wolves the season after it was so horribly bugged that it was basically a burst fire sniper for a month? 2. Enable us to upgrade exotics as we do legendary weapons, but lock the rest of the bonus stats/ perks behind the catalyst. Would it really break Malfeasance for example if you could upgrade the range by 10, then have the catalyst give the other 10 and the perk? The catalyst is supposed to give 20 range and a perk anyway, what difference would it have made if that range was split up between 2 sources? None, that's what, you are still getting a total of +20 range and a perk that's useless unless they die to Explosive Shadow. You said you're making these changes because of consistent feedback wanting exotics without catalysts to generate orbs and because apparently the price is a lot compared to what we get for upgrading a weapon according to you (I have over 200 cores, I would expect the vast majority of your players to have plenty to spare as well, and I have another +80 Finest Matterweaves, I think I'm good on cores, not including rank up packages and what I might get from dismantling weapons from Banshee with my 20k parts), but that's one buff compared to the several nerfs that come with it. So this brings me to my third alternative: 3. Reduce MW costs and/ or increase the bonuses. If a few thousand glimmer and, what? 15? 20 cores? Pocket change is too much for +10 to a stat and orb generation, then fix the prices, or increase the bonuses while leaving the total price untouched. Problem solved for legendary weapons. Besides, it's not like all catalysts were easy to progress either. Polaris Lance needs kills with the burn damage the weapon doesn't even tell you it has even though the perk clearly defines Perfect Fifth as an explosion, meaning it's TECHNICALLY IMPOSSIBLE. Or Rat King and how you NEED other RK users to get kills (not you) to progress it, and that's A LOT of kills. Or just getting the catalysts. And let's not forget the long grind season pass exotic catalysts demand on top of the long grind to upgrade it. And with your plans, there's at least four problems I can think of: 1. There won't really be any reason to upgrade a weapon unless it has range or stability, not even adept weapons. Not that the +10 changes much for some weapons. 2. By making this change, especially if the element of your helmet determines what you can make orbs with, you're forcing players to potentially change entire load outs just for orbs. I don't want to remove/ switch mods or helmet elements just so I can make orbs with Glacioclasm or Fatebringer. I use a Charged With Light build too, I don't want to have to potentially do this for one piece, why would I want to do this for what will likely be multiple? Especially when some targeting mods are more expensive than others. HC Targeting and Stacks on Stacks, that's 9/10 on my helmet, and I run resilience to keep at 60. How much will I need to change on that and my other armors to still generate orbs with my preferred weapons without reducing my efficiency/ ease of use, HEF up time, and still keep my stats relatively the same? 3. This "buff" is beneficial to weapons without catalysts, but the exact opposite to weapons with one and legendary weapons on top of that. In fact, the only weapon that's actually benefiting from this is Wavesplitter, and it would've been much simpler to just release it's long overdue catalyst. 4. You already changed super recharge times with the 30th anniversary update, this change is another nerf on top of that along with any changes we can expect with WQ. So your solution to minor problems that you've had PLENTY of time to fix, is to nerf everything and create mods that will do a poor job of hiding those nerfs? I'm not going to ask when or how that ever made sense to you because it will never make sense to me. This is one of those times when you say you're listening, but are proving that to be a lie immediately after.[/quote]
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2 RepliesEdited by Bungholio: 1/20/2022 2:38:24 AMSay, do you remember that time when Bethesda/CDPR/Rockstar/Warhorse/MS/etc changed the content every 87 days? Yeah, that was so much fun. Shirley, I can't be serious.