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Destiny 2

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Edited by TheLastNerf: 6/20/2023 11:38:43 PM
5

Make Raid Mods More Useful

Whenever a new or reprised raid releases, I usually have the same issue regarding the mods that ship with them, in that I find it difficult to justify their use. Most mods are either too circumstantial with limited benefits, or simply are not useful at all. Adding some of these Raid mods to general play, or allowing them to be used across all applicable Raids and Dungeons, I feel, would add a lot to build diversity, and give the mods more value. Of course not all mods could function in general play, like the Relay mods from Garden, or the Glyphkeeper mods from Vow, and some would cause a balance upset, like Enhanced Augment mods from Crypt, and Taken Armaments/Repurposing from Last Wish, so these would either have to be excluded, expanded upon, or have reduced effects outside of Raids. However, I fully believe some mods like Vex Striker/Breaker/Destroyer from VoG, Will of Light from King's Fall, and the elemental/subclass mods from Root (Radiant Heat, Precise Jolts, ect.) could be incorporated into general play without hurting the sandbox, and could even improve upon certain builds/playstyles. Here are some examples of how Raid mods could be balanced and/or expanded into general play: [b]Taken Armaments[/b]: Defeating a Taken combatant with a grenade within Last Wish will grant heavy ammo. Outside of Last Wish, defeating Taken combatants with grenades has a 50% chance to find ammo [i]The idea here is that you don't get a heavy brick equivalent guaranteed, instead you only have a chance to create a finder brick.[/i] [b]Superstructure Medic[/b]: While you are standing on a sync plate or are near a conflux in Vault of Glass, weapon attacks that hit powerful Vex combatants have a high chance to grant Restoration to you and allies near you. Outside of the raid, stunning a champion or finishing a powerful combatant also grants this effect, with improved potency and duration for Vex combatants. [b]Umbral Sharpening[/b]: While you have several stacks of Pervading Darkness, you deal increased weapon damage. Rapidly damaging powerful Scorn or Taken also grants this bonus. [b]Mortal Medicine[/b]: Gain increased recovery and weapon reload speed while you have a Brand or are in a Pool of Reclaimed Light. Defeating combatants with grenades also grants this effect and a small amount of health per kill. [spoiler]Sidenote: please reorganize the current mod system. It's a bit crowded and doesnt leave a lot of room for certain items. For instance, Holster and Orb Pickup mods are in direct competition with Surges, while Super Generation mods have to compete with Siphons and Finders. One idea would be to collapse certain types of mods into a simple form. An example of this might be to combine Loader and Dexterity mods as such: "ready, stow, and reload Arc weapons faster" and just keep the name Dexterity. Another suggestion I have is to dissolve things like orb pickup legs mods and incorporate them into kickstart mods for your arms and class item like this: "when your grenade energy is fully expended, you gain grenade energy. Collecting orbs also grants grenade energy".[/spoiler]
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  • Edited by Sturm with no Drang: 6/20/2023 3:03:22 AM
    Imo, Raid mods should also be added to the side like passives that don’t take up mod energy, similar to how Artifice Armor does it. It’s 2023 and Bungie still has failed to provide any incentive to run an almost/full set of armor from an activity outside of Iron Banner.

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