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Destiny 2

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1/29/2022 3:34:47 PM
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Orbs Mod must go on our Ghost!!!

Just put the orb mod on our ghost and don’t take a slot from our helmet. Unless you increase the number of mods in each piece of gear we can use is only fair.

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  • You: "orbs must go on our ghost!" Bungie: we're listening! *three seasons later releases a cosmetic for ghosts that let's you hang trailer hitch balls on the back of your ghost*

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  • I like the fact you’re not getting what you want

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    • Too bad it won’t

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    • Oh no...your targeting mods...How will you play without them...It isn't like you can aim the gun yourself....man, whatever will we do....without our targeting mods.... And....and our ammo finders toooooo....Nooooo....It's not like Special and Heavy Finisher do their job but better....How could they ever expect us to generate ammo....without ammo finders....nooooo.....

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      • Legit my dude. Most likely WQ will have armor that have an additional slot. Just like the GOA armor for doing master. Calm down petal.

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        • Like it or not, the orb mod is going on the helmet.

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        • Mmmm nah. Players are overreacting to the orb mod. We still don't know what's in store for mods and future armor. Maybe they are eliminating double stacking all together. You aren't going to use it in PvP to be honest so that leaves PvE. How many of those tiny orbs do you make to desperately need them?If you are using charged with light and you have to put that mod on that'll leave with one finder mod. Which half the time doesn't work. So that leaves with dynamo and ashes to assets which are the only others you can put on. If you are using well mods you aren't using charge with light. Next season is a full expansion they'll either be a shift in change with the charge of light mods of other aspects like the artifact that will acquire your specific goals.

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          • Edited by PlNK With An L: 2/2/2022 6:44:29 PM
            I like this honestly. Finder mods are absolutely too valuable to be replaced with how stingy the game can get with ammo. When Perpetuation, Hands-On, and Ashes to Assets moved to helmet? I never used them again because I needed finders. It doesn't matter if your guns are able to make orbs when they have no -blam!- ammo. To emphasize how damaging this change is going to be (from what we know about it), here's a list of everything that gets kneecapped by not having the massive stream of orbs we've been used to. 1. increased super economy without use of thresh 2. star eaters scales (One last nerf to finally dumpster it, huh bungie?) 3. taking charge 4. recuperation, innervation, better already, insulation, invigoration, absolution, orbs of restoration leg armor mods 5. explosive light 6. wavesplitter's hope of ever being usable

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          • Or the legs, honestly what mods do we have that are used for legs ?

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          • Should just not change it. Nobody had a problem with it. Fixing stuff that isn't broken

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            • Edited by Atomic Tank: 1/30/2022 6:49:25 AM
              Orb mods shouldn’t be a thing, period. It’s an excuse so they don’t have to make catalysts and it also makes masterworking weapons feel worthless

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              • This Is a good idea.

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              • Game has undergone so many changes. It's been running for over 7 years and they still don't know what they're doing! 😂😂😂 At this point, everytime I see some messy changes, I look at it like a baby took a dump and then played with it! 😂😂😂

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              • Edited by DNF2005: 1/30/2022 8:44:01 PM
                This change will have a bigger impact then you think and the helmet was chosen for a reason so I am going to repost this here This whole season has been about nerfing and extending player activity time Perk pool on “new” weapons are worse Nerf to supers Nerf to abilities Nerf to exotic armors Nerf to exotic weapons Nerfs to subclasses Nerf to special/heavy ammo economies Nerf to ammo mods Nerf to warmind cell builds Nerf with addition of infinite ammo—hello bullet sponge enemies… And once they nerf orbs you can add weapons of light builds in addition to nerfing the list above even further Did I miss anything ??? Oh yeah I forgot that it will take longer to complete all the bounties in the game like super, grenade, and ability kills

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                • This whole thing stemmed from Bungle claiming to fix the "issue" that Exotic weapons without a catalyst don't make orbs for multi kills. The obvious thing to do was to make all exotic weapons (they are Exotic, not blues, right), regardless of having a Catalyst, to make orbs on multi kills. Then no changes had to be made at all. But Bungle's real objective was to weaken people by forcing players to choose to have ammo (via a Helmet ammo finder mod) or make orbs (via a helmet mod). This way they don't have to make harder enemies, smarter encounters and can prolong each encounter to drag out our play time.

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                  • Edited by FireSupport72: 1/30/2022 7:35:15 AM
                    How about making orb creation a basic by-product from wearing Master Worked armour? Mod slots wouldn't even be needed then IMO.

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                    • No, make it a general armor mod, or find a solution that doesnt involve making it a mod. Or at least make all exotics generate orbs on multikills

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                    • With them adding the armour from the dungeon you would think they would increase the amount to 15 on armour with 5 slots and keep it 10 for armour with 4 slots

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                    • There’s obviously something behind the scenes in the coding that prevents them from being on a ghost. It’s not as easy as simply putting it as an option on the ghost, coding is complicated especially the way bungie does it

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                      • Orb mods are over rated.

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                      • They just freed up a lot of space on the ghost as well by removing the mods that linked to the gunsmith mats etc. Bungie also need to make the basic mods like finder reserves and scavenger unlock automatically for everyone as my buddy hates playing because he was never getting those basic mods drop from anywhere and limited his experience. I’m not saying all mods because stuff like high energy or powerful friends are different but anything that doesn’t go in the end slot should be armor defaults. I wouldn’t say finders reserves and scavs are technically part of builds because we shouldn’t have to equip and waste energy just to make the basic things in the game work. Applying these mods basically activates code that should be coded to work automatically but in 2022 and 8 years in we need mods to find ammo in a shooter 🤦‍♂️ So many possibilities if they fixed and removed ammo issues. Both for long term players like me and also for newer players like my buddy. He won’t even be able to get mods from banshee once he’s used his mats and luckily he didn’t have any mod components anyways.

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                      • Edited by Joulevette12: 1/30/2022 7:43:56 AM
                        Just make it armor related like having 2 or 3 Masterwork armor you generate orbs on any weapon 🤷 We don't need a orb mod if so Nerf the cost on the other mods

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                      • Orbs should still drop from multi-kills. No one need kind of orbs as mod.

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                      • Or just make all weapons generate orbs, no mod required.

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                      • No they should just get a better engine and not take them away .... Sick of this sunsetting garbage.

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                      • Or just let any weapons generate orbs regardless of MW.

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