There is no reason why orb generation is so convoluted now. It shouldn't be split into damage matching to your subclass. It should be one mod costing no more than 1 energy and generate orbs for any master worked weapon you have equipped.
Edit : So I've been doing some testing. The parameters are too strict... It cost too much energy to cover both your kinetic weapon, your secondary weapon (if you're running double primary), your special, and your heavy.
To generate orbs for your special and heavy, you have to run the same class as the element of both.
So if you are running a GM trying to cover a variety of elements you can't generate orbs with weapon kills.
Same with crucible, your secondary or special and heavy has to be the same as your subclass.
Quick run down of the build I'm testing. high energy fire, charged up, taking charge, powerful friends, radiant light. If you're familiar with charged with light builds its just a basic "all bases covered" build.
There is a kinetic orb mod that cost 1 energy, but the problem is that it doesn't spawn orbs for your primary/secondary weapon. So you have to run the harmonic siphon that costs 3 energy, that's a total of 4. Plus what ever other charged with light mid you have, which I could only fit the taking charge mod at 3 energy. Plus the general armor mod (resilience) at 3 for a total of 10.
It all fits, yes, but your weapons have to match your class....
It's just too mamy variables to properly build around. It's too restrictive.
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#destiny2
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Bungie in a nutshell... If its not broke we'll nerf it. Then use the nerf shotgun.
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Bungie - “If something’s not broken, break it”
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2 RepliesIt's strange that they decided to put orb mods in the helmet, why not make these mods universal for all parts of the armor.
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More like they are trying to push you towards using Wells.
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5 RepliesThat’s Bungie. Attempting to fix a problem nobody had. It was just fine the way it was.
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2 RepliesYou legit said split into subclass and low cost. That be wells
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4 RepliesWells are a thing