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Destiny 2

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Edited by NykonX83: 3/11/2022 10:18:56 AM
3

Refactor Armor Weapon Mods

There are way too many armor weapon mods and they should be refactored to reduce the number of armor weapon mods. This would reduce complexity, make it easier for build crafting, keep players in the game playing vs in the menu constantly changing mods, and make it easier to maintain from a code perspective. Some mods would remain the same like targeting and unflinching to allow for any tweaks to make weapons more balanced for PVP. The following mods could be refactored: * Ammo Finder ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Ammo Finder (3 Energy), Heavy Ammo Finder (3 Energy) * Loader ** Current # of Mods: 16 ** Proposed # of Mods: 3 - Primary Loader (2 Energy), Special Loader (3 Energy), Heavy Loader (4 Energy) * Dexterity ** Current # of Mods: 16 ** Proposed # of Mods: 3 - Primary Dexterity (2 Energy), Special Dexterity (3 Energy), Heavy Dexterity (4 Energy) * Reserves ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Reserves (2 Energy), Heavy Reserves (3 Energy) * Scavenger ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Scavenger (3 Energy), Heavy Scavenger (4 Energy) * Holster ** Current # of Mods: 14 ** Proposed # of Mods: 3 - Primary Holster (2 Energy), Special Holster (3 Energy), Heavy Holster (4 Energy) Total # of Armor Weapon Mods today: 85 Total # of Armor Weapon Mods after refactor: 15 Note: Totals exclude Targeting and Unflinching Mods.

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  • Counter argument at least for pve, just get rid of all mods because at the end of the day all the armor is going to probably boil down to: 1: Stat bump 2: well/charged/warming cell (wichever is the strongest for a given season) 3: orb mod on helmet 4: seasonal mod on class item 5: champion mods In that order, all ammo finder/targeting/ reload mods I'm pretty sure we're designed for crucible and I stay away from pvp like the plague so idk about mods in that

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