In light of many of the changes to ammo economy, and ability recharge, I feel like a number of armor mods need their energy cost updated. Especially now that the cost no longer seem to be worth the benefit of the mod.
Example 1: All special and heavy ammo scavenger mods cost 4-5 energy to slot. Bungie did this to deture people from stacking multiple mods and having infinite ammo in pvp. Then Bungie made the mods not stack and increased the cost. Now in WQ, ammo pick ups will be limited to 1-2 ammo per brick.
Example 2: In Y2 and 3, intellect was a valuable stat and could reduce super recharge by 40-50%; so Bungie made intellect mods more expensive than other ability mods. However this season supers got their recharge time doubled and the effectiveness of intellect was cut in half. So intellect mods should have their cost reduced.
Example 3: Starting this season Bungie has begun working towards players using more indepth builds. However some mods, such as striking light or heavy handed, cost 5-7 energy despite them being necessary for various builds. I feel like all strong charged with light/well mods should have their cost reduced to 3-4 energy.
Also some ammo finder mods, like lmgs/shotgun/sniper/trace rifle, need their cost reduced to 2 energy.
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5 RepliesI agree with the majority of your post. I feel like the increased energy cost in addition to eliminating the ability to stack ammo scavenger mods was overkill. I believe it was to push players to use the holster mods, which are quite useless (and also cost too much energy) in my opinion.
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12 RepliesChampion mods should be universal, I don’t think I should be forced into bungies meta just because they don’t know how to balance a game. I’m dreading next season when fusions go back to bottom tier. Fusions have gotten almost no love since the start of the game.
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You said it yourself, Bungie wants more in depth builds. If the energy cost goes down everyone will slap on their two or three favourite mods on each armour piece and build diversity goes out of the window.
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I mean... yeah. We don't have enough energy for the costs of 'good' core build mods to even make a halfway interesting 'build' for end game. You need ammo finders since the drop rate is garbage without them, thus thats 2-4 energy, we need to have stat mods on with the cooldown changes so that's another 4 energy. Etc. When you finally get to the 'build' mods you only have 2-3 energy left to play with. I would say ALL core mods need to be cut down by 1-2 energy. I should have around 4 energy to play with just for build mods on armor.
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Well thought out post, I agree completely. The sandbox changes definitely warrant some cost adjustments.
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They need to follow the enhancing mechanics they are doing with perks within the weapon crafting system. The more you use the mod, the more you can enhance.
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I agree with all of your points, but they’re not making any changes this close to WQ
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Deture? Wtf is this?
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Edited by Xero: 2/11/2022 2:58:11 AM[quote]In light of many of the changes to ammo economy, and ability recharge, I feel like a number of armor mods need their energy cost updated. Especially now that the cost no longer seem to be worth the benefit of the mod.[/quote] Well everyone has their opinion on what their "why" feels like. I feel there should be a limitation to some degree. We shouldn't be all-powerful to the point of breaking the game or making endgame content "easy mode". PvP is a completely different scenario and won't always compare, too. [quote]Example 1: All special and heavy ammo scavenger mods cost 4-5 energy to slot. Bungie did this to deture people from stacking multiple mods and having infinite ammo in pvp. Then Bungie made the mods not stack and increased the cost. Now in WQ, ammo pick ups will be limited to 1-2 ammo per brick.[/quote] This is an interesting point to mention. I think the cost is fine or could be reduced by 1. In PvE I've taken notice that (for this season anyways) if the Champion Mod(s) set are for the primary weapons specifically, then coupled with the infinite primary ammo, it renders the mods not needed, minus for a Heavy weapon. Also note that using a Primary Exotic increases the chances of finding ammo when using a different Mod type (the three I know of are Scavenger, Ammo Finder, and Reserves - but Ammo Finder seems to help better than Scavenger in my opinion). The ammo is highly generous in PvE, which justifies the cost. This gives more room than one thinks for mod selection if the matching weapons are put in this equation. So I think this is a toss up, and we'll need to wait and see on a few things. [quote]Example 2: In Y2 and 3, intellect was a valuable stat and could reduce super recharge by 40-50%; so Bungie made intellect mods more expensive than other ability mods. However this season supers got their recharge time doubled and the effectiveness of intellect was cut in half. So intellect mods should have their cost reduced.[/quote] The only Mods I'm thinking of reading this is "Font of Wisdom" and the Intellect +5/+10 Mods. When thought over, our Supers (to me), should represent moments of clearing out enemies in "Oh $h!t" moments/saving our Fireteam members from death. Not necessarily something we just spam willy nilly. So the cost of the Intellect +5/+10 Mods have always made sense to me. Plus I never focus on those compared to other focuses (Recovery, Resilience, Discipline, Strength, etc.) There are other options that give a better turnabout for what it means in the moment. If we also consider the tier system in place, we know that over time the "Super of the Season" will be shifted anyways. We know that the Void supers will be getting some special attention due to the Void 3.0 update. Still want to up a super that's low on that tier system? That's the player's call, but it'll cost. Again, a toss up, I can see both sides to this. [quote]Example 3: Starting this season Bungie has begun working towards players using more indepth builds. However some mods, such as striking light or heavy handed, cost 5-7 energy despite them being necessary for various builds. I feel like all strong charged with light/well mods should have their cost reduced to 3-4 energy.[/quote] I know this is subjective to what sounds strong and what doesn't. But this can also play into the concept that'll be coexisting which is figuring out the high cost for a specific build. Where should it be? There's always going to be one component of anyone's build that'll be costly, and that should be the case to allow for mod management. It's what gives a valuable meaning, in my opinion, to crafting. I think that if the Mod is seeing virtually zero use for multiple seasons, then sure, Bungie will probably focus on that. But right now? Probably not given what is happening down the pipeline. To be realistic. Especially if it doesn't suit the encouraged "theme" that Bungie is trying to go for. [quote]Also some ammo finder mods, like lmgs/shotgun/sniper/trace rifle, need their cost reduced to 2 energy.[/quote] Ehhh, this is going to be hit or miss. It's noticed that the weapons that are favored and lined up with champion mods will have a lower cost, or will be set up that way. This isn't surprising. If they were all equal across the board, I could see Bungie making room in the Artifact for more creative mods, though. Considering one can grind to unlock them all over time. In a nutshell, while the reasons given are understood, it's really not as bad as it sounds and there are counters in place to redirect or eventually mitigate these concerns when looking deeper. ¯\_(ツ)_/¯
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Triple chins don’t like this idea
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I think 3 energy for specials and 4 for heavies is pretty balanced, I agree that scav mods are super expensive
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Great post 👍 Some very good points.
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Definitely make some valid points but aside from those my main concern is the cost of orb generation mods. It seems everyone has 🙈🙊to this situation but I still see it as a a major thorn in the side of a lot of builds
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This is good
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i agree with the ammo mods but disagree with the intelect mod.
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Only thing i agree with is the intellect mods. They should go from 5 to 4 cost. As much as id love to have a slightly cheaper set of scavengers, theyre really strong as it is. I dont mind sacrificing a discipline mod on my boots so that i can get 3-4 rockets per brick (up from 1-2). The need to take one mod off to put on a scav mod is what keeps the heavy mods balanced. As for the seasonal artifact mod, i dont think 4-5 energy is expensive enough given how influential they are. I [b]definitely[/b] dont want something to cost 8-10 energy like breach and clear last season. This seasons particle deconstruction mod had a nice balance at 7. You could still slot basic mods like a +10 discipline or even focusing lens, but you had to decide if you wanted to run pd [i]or[/i] something like withering heat; another powerful mod. Pd [i]or[/i] +10 recov. Pd [i]or[/i] some busted cwl mod. Etc.
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Yes. Make them more expensive. Super mod should be like 10 energy.
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Edited by Demon_XXVII: 2/10/2022 6:09:06 AMNothing should cost more than 4 & mods to be reclassified (costing) So it’s possible to put a 3 (intellect) & a 4 (seasonal godmod on - particle deconstruction etc) & the AB/Overload/Unstoppable mods should cost ZERO thus allowing them to be slotted into place (obviously taking up the socket, but allowing for the [i]10 energy[/i] to be utilised (charged with light +1 etc) Even better if you’re running 5socket armour from Master Avarice Dungeon etc Or additionally… Once the AB/Overload/Unstoppable mods are unlocked from the Artefact, they could automatically register when using that particular weapon (without needing sockets) this freeing up space on armour for other mods Oh & whilst on the subject of mods (whoever decided to move orb creation to armour is not a gamer) Where on earth are [i]targeting[/i] & [i]finder[/i] mods gonna fit ?
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11 RepliesNah those are all powerful mods and should have a hefty cost. We're getting more build customization with void 3.0 and so forth. So no.
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13 RepliesLet’s just make all mods cost zero so you don’t have to make any choices at all.