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Destiny 2

Discuss all things Destiny 2.
Edited by Will To Live (Timelost): 11/14/2022 6:46:24 PM
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Consolidate “ammo finder” mods into just “Special” and “Heavy” mods?

Would it be a good idea if ammo finder mods were consolidated into just two mods? Like “special ammo finder” and “heavy ammo finder”. It seems a bit superfluous to have so many weapon-specific ammo finder mods cluttering up our inventory. And sometimes they’re literally only useable for one weapon! Regardless of future weapons, as far as I can remember, the only special ammo sidearm in the game is Forerunner, right? Does that really need its own weapon-specific ammo finder mod? Do bows really need one when, if I’m not mistaken, the only bow to use it is Leviathan’s Breath? Etc etc. I understand the point cost per mod being weapon-specific, but they only range between 1 and 3 points. You could make special weapons 2 or 3 points and heavy weapons 3 or 4 points, for example. Honestly I don’t think that would mess with the game too much. But it’d make swapping mods between builds and loadouts less of a chore. Just a thought! 😉

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    Guardian,Archon Of Light
    Guardian,Archon Of Light

    Eliksni at Heart,Archon of House Light - old

    How else are they supposed to artificially extend playtime

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  • Edited by Cal O'Mari: 11/15/2022 11:30:56 PM
    So, interestingly enough Destiny 1 had exactly that AND you could purchase heavy bricks for dungeons and pop them b*tches when you ran out, it was glorious, and did not affect difficulty, sh*t was still a challenge. Then D2 came and they were like "nah" and here we are😂. I would love to go back to simplifying ammo mods like that, it was a great feature. As for special weapons like Forerunner, we still have sidearm scavenger and others, specifically for those, true story.

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    • If they did they'd make them take up 10 energy each. It's time people acknowledged destiny is too restrictive with its game play to the point that the game is no longer fun. When it comes to fun or balance, you need to choose fun. They've chosen balance way too many times to make streamers and try hards happy, and it's basically killed the game. According to steamers, a build being viable means it's overpowered. It's time we stopped playing to the crowd who has weakness fantasies and fetishize bad game play. The finder mods are just one of so many problems. "Balance" decisions to make the end game more restrictive. Champions being another prime example. It's time it stopped.

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      • "I was there, Gandalf... I was there three thousand years ago..." Man, having Primary, Special, and Heavy ammo finder was such a goated time in Destiny 2. Even had Enhanced versions you could roll on your armour. Oop, yeah, armour had random rolls, too.

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      • We use to have those mods but they removed them from the game

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        • Bump

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        • I agree. My biggest issue is if I forget to take off a sword ammo finder, I NEVER see ammo for any other heavy I have equipped

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          • special* not energy energy weapons can be primaries

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            • They used to be like that. Didn't like it when they changed it to how it is now.

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              • I guess the point is to make it feel more 'buildy'(that a word?) Different weapons cost more points... so, trade off? IDK But still, that's arbitrary I think it's to make the system 'feel' more complex and thought out that it is. Reality is it's just pompous, bloated, inconvenience

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                • Not with Bungie's h***-on for buildcrafting for literally everything.

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                • ...and make them actually work. You know, like in endgame activities where you need them the most...

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                  • Edited by talkiestmage923: 11/14/2022 7:02:57 PM
                    I would also like to add. The only reason I see there being so many different mods. Is because if people want to use two specials they would have a harder time finding ammo? But this doesn’t make sense as you already split the full amount you pick up between the two. The other reason being the fact that different ammo finder mod cost different amount of charges. You could fix this by saying, there really is no reason there are so many different ammo finder mods. Should be consolidated down to special and heavy ammo finder mods. Make the special cost 2 and the heavy cost 3 easy simply and done. After that we move into a different problem to fix.

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                  • They actually used to exist but I can't remember why they ended up being changed.

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                    • We had this before. There are few problems with it. First - the helmet is overloaded with mods, and they made it even worse, when changed how weapons create orbs. Second - what if you use a weapon of the same type in different slots? Right now I have arbalest in kinetic, and lfr in heavy, so one lfr finder works for me just fine. Third - if bungie create these mods they will cost more than 3 energy, 100%.

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                      • Its because Bungie wants to construct the illusion of good buildcrafting. This games buildcrafting is virtually non existent, we have the bare minimum for what constitutes a build. Its sad that Borderlands 1, a game that released in 2009, has better buildcrafting than a modern game that touts itself as an MMO lmao.

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                      • Funny enough: they used to be! They were consolidated finders, loaders, and I think scavengers. Still not sure why they changed.

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                        • The only good thing to come out of the system is running two linears and getting the ammo mods to work for both

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                        • I hate how they reworked it to make unique ammo boxes drop instead of regular ones. Unique boxes that barely have any ammo in them.

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                        • Edited by Jarvan the 4th: 11/14/2022 1:12:12 PM
                          You aren’t wrong about the redundance of the mods for specific weapons IE bow,sidearm,Hand Cannon etc… BUT!! They play a very specific role in the Buildcraft Meta you have to choose from having more reserves or more ammo per pickup or more chances of finding ammo per said gun or health regen ability cooldown More powerful orbs orbs from multiple elements ETC and the cost is pretty wel balanced too I don’t use DIM as much as I should but I’m usually able to squeeze every last energy out of all my armors have at least one finder for my heavy or my Stun gun, 1 choice or 2 if you’re lucky with element types on the content and the seasonal artifact, 1 orb spawning source and all my combat style mods to cement the build together and at least 1 100 stat and 2 80s or 2 100 stats. This being said I understand the frustration with it it is a pain and it can feel like a chore but I learned to love it it really rewards players who take the time to fully understand and use the tools given too them in build crafting, they want that choice to be there do you want to rely on abilities and everything else or do you want to solidify having that ammo (pick ammo bro even when someone’s wearing aeons don’t do it to yourself ! Nothing worse then having 2 AB champs and an OL with 1 heavy ammo a bow and an assault rifle on GM ) Bow about the consolidated mods part, that’s not the worst idea and it’s been toyed around with the only problem is it opens the floodgates to double special heavy meta with almost no means of giving it a downside having to articulate a build is part of high level MMO gameplay everywhere you go it’s part of the GENRE. They did the orbs of light no longer requiring masterwork and being a mod for 2 big reasons 1 if you look at fragments and aspects of 3.0 subclasses every single one has a way of spawning orbs (and they stack with the helm mods if you choose) this is to prevent orb spawning from being super costly (IE Upgrading Mats) allowing players to more freely experiment with weapons without cementing themself to a specific gun they dropped mats on and 2 they want to really reward those who chose to be an orb spawning machine investing both helm and subclass into orb spawning ( I have a few builds that can ult every 30 seconds or so even in GM granted thunder crashing in every 30 gets me dead a lot….) point being it ads a layer of complexity to the finer art of build crafting and presents players with choices and doesn’t punish new players for being new. So if it happens -blam!- my mom but it’s in a good spot right now doesn’t need tweaked.

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                          • I think in the weapons interview I listed to they said that the mod system will be reworked at one point.

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                          • This is actually how it once was (Can't exactly remember when they changed it I'm wanting to say pre beyond light). I've hated it ever since and have yet to see any real reason for the change. But yeah it used to be heavy ammo, energy ammo, and kinetic ammo. Equip whatever and forget. The armor cost for these were the same as they are now as well.

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                            • Ammo finder mods are conflicting with regular ammo drop probabilities. The game just can’t handle all these layers of coding. Just like an overload’s native actions, specifically teleporting all over the place when hit, conflicts with the staggering mechanic, ammo finders probability drops take over the normal drops. Hence, knowing that ammo finder bricks yield nothing even with scavenger mods, it’s better not to equip them and use this space for super generating mods, such as ashes to assets or hands on. Heavy ammo will drop, and those crates will yield decent amounts of ammo, instead of the gross ammo finder crates. So just forget about ammo finder mods, they’re absolute trash.

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                              • Exactly how they use to be as perks.

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                                • Finder mods shouldn't exist. They conflict too much with basic drop rate for special and heavy. It'd be better if they just get folded into the drop % of said ammo bricks.

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                                • Same with all of them. Unflinching... Just primary, secondary and heavy. Targeting... Same. Holster... Same. Etc. Or just take the mods away and only have combat style mods. There's an awful lot of unnecessary clutter going on, things could certainly be fine tuned.

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