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Destiny 2

Discuss all things Destiny 2.
Edited by BlitzWolf69: 6/15/2022 8:29:59 PM
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Maybe a Better Way to do the Champion Mods

The constant Primary weapon mods are awful, for the most part. The insanely limited Special weapon mods is too restrictive. There needs to be CHOICES for your players so they can actually play and build whatever suits them best. This is what I feel should actually be done with these mods. ~This would allow for a variety of ways to play and build your characters each season while also changing up what works with what. For example, next season we have "Close-Range Anti-Barrier" and will specify "Shotguns, Fusion Rifles and Swords." Then there's "Mid-Range Unstoppable" and will specify "Auto Rifles, Hand Cannons and Heavy Grenade Launchers." Lastly, "Long-Range Overload" and will specify "Sniper Rifles, Scout Rifles and Rocket Launchers." ~Later on in the Artifact, we unlock specific weapon Champion mods that deal more damage. So, we can get "Anti-Barrier Sniper" that will not only take down the barrier in one-shot but will also over-penetrate to deal extra damage to the Champion. So, you can get a Critical Hit while the barrier is up for a large amount of damage. Then we can have "Unstoppable Fusion" which stuns the Champion and makes them vulnerable to Fusion Rifles for a brief period. And then we can have "Overload Bow" which stuns the Champion longer than a normal Overload mod. ~This gives us options on how we want to build our characters each season with weapons we would want to use. But how do these mods work? Simple. They go on a new slot for Legendary Weapons. The first slot is a basic mod slot (Targeting Adjuster, Backup Mag, etc) and that's unaffected. The second slot is actually affected by the Masterwork Energy of the weapon. Basic Champion Mods need a Masterwork of 5 while the specific Champion Mods need the full 10 energy. ~Exotics should simply have their own intrinsic Champion perk with their own bonuses. So, instead of Erian's Vow being a basic Anti-Barrier mod/perk, breaking the barrier with Vow also causes a few seconds of Scorch Damage. It stacks with our Solar Subclass fragment of being able to add bonus stacks of Scorch Damage but it only causes Scorch when breaking a Barrier Champion's barrier. Things like that. And things can repeat, too. That's fine. Polaris Lance, for instance, can have the same Anti-Barrier bonus or it could be Unstoppable or Overload but still only does bonus Scorch Damage when stunning the Champion. ~Now, that free's up energy in our armor for extra Targeting or other mods for Wells or CwL. Now, players have options to build their characters every season with greater variety in weapons they want to use and play with. NOT just being told they have to play Bungie's way. Now, Masterworking has an actual function again. Also, put the friggin' Orbs of Power mods on the friggin' Ghosts! That's where they belong. I wouldn't really change anything about the cost of Masterworking the guns. Maybe make it so you just need 1-2 Prisms at Level 10. Just so there is actually some cost and investment, there, without it breaking your bank account, so to speak. But, overall, that's just how I would do these things. Let the basic and specific mods change each season but allow more flexibility so players can create their own paths for engaging harder content. Any suggestions? Ideas of your own? Would love to hear them.

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