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Destiny 2

Discuss all things Destiny 2.
9/24/2022 6:20:00 PM
1

Just integrate the combat mods.

There are several variations of combat mods. Main versions: General Armor Slot ie Helmet, Arms and Legs Action Slot ie Elemental Wells, Charged With Light Since there are multiple components to these, how about we combined them into generalize mods. Example: First Mod: Mobility, Kinect Reload, Momentum Transfer and Elemental Charge This cost 5 points and this is one singular combat mod. Second Mod: Resilience. Special Weapon Targeting, Heavy Weapon Reserves, Reaping Wellmaker and High Energy Fire. This cost 6 points. Another Mod: Recovery, Kinect Unflinching, Arc Siphon(Arc Damage Final Blows), Taking Charge, Lightning Strikes Twice and Special Finisher. This cost 6 points. Give combat mods more options in the mod for the cost versus one combat attribute in the mod for high cost. This way players can truly make builds that provide synergy between weapons, subclasses, exotics and combat mods. Currently the build-crafting potential is a fourth of what it could be potential wise.
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  • Good points! Bungie does like to talk about build crafting a lot. It would be nice to have mods and ways to build craft that work altogether. Like you suggested, work better with the armor, weapons and supers. I mean you can kind of do that with some of the charged with light mods, and some of those have weapon options. However charged with light is different then building into your abilities and supers. Most mods seem to give a very basic buff. Some can do like +20 to an ability, but that’s about it. I do like that the game is trying to go in a more build crafting direction.

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