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8/18/2023 9:57:58 PM
16

Champion Mods - AR & SMG

Auto Rifle Anti Champion Mods from the Artifact should always be Auto Rifles & SMGs. Randomly removing SMG from the perk for the season is just bullsh!t. Just stop already.

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  • Edited by Seki: 8/21/2023 9:09:41 PM
    [quote]should always be Auto Rifles & SMGs[/quote] No, why? [quote]Randomly removing[/quote] Yeah they also added it randomly at some point. Having it non-static could allow for AR for one champion type and smg for another (yes I am aware, that this isn't the case for the upcoming artifact). I don't see what's wrong with flexibility and/or change.

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  • Has everyone forgotten stasis exists? Stasis deals with everything as freeze stops a barrier going up, slow stuns overload and shatter stuns unstops. Unless youre doing a GM chill clip deals with everything and yes i know its getting nerfed but its still gonna be usable especially with a team and with unstop fusion. Also did you forget that there are intrisic champ weapons like arbalest or wish ender for barriers, malfeasance or leviathan breath for unstops and div or monarch for overloads. Subclass anti champ is also useful and for the most part if youre in a team you can rely on 1 champ weapon each and then subclass anti champs or chill clip.

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  • This post is pretty disrespectful, I don't really blame the Devs for avoiding these forums. Can't even say I dislike such and such without swearing. Do better or Bungie Devs will continue to avoid us

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    • Edited by Spawn: 8/19/2023 2:04:41 AM
      So, with Subclass implementation, it really doesn't matter the actual artifact Anti-Champion mods if you're running your builds right. For example, if you want to run Autorifle / SMG Anti-Barrier (Or Pulse Rifles, Grenade launcher, Rocket Launcher, Snipers, Hand Cannons, Glaives, Machine Guns etc): - Radiant on Solar (Ember of Torches), from Solar Hammers, Throwing Knives, or Snap/Celestial Fire. - Volatile on Void (Echo of Instability), or Gyrfalcons on Hunter. - Unraveling Rounds of Strand (thread of Propogation). You can run AR's and SMG's with all of these for Anti-Barrier in Season 22. Also : If you simply don't select the Artifact Perk from the Artifact for the Weapon, the subclass traits will apply to the Weapon that you use because it won't be active. For example in Season 22 it's listed Overload Machine Guns. If I simply don't select that perk and use the above effects, you now have Anti-Barrier Machine Gun. Or Vex Mythoclast can get Unstoppable for the Artifact Mod in Season 22, or you can not select it and run it on a Radiant build (or Rain of Fire on Warlock) and you have Anti-Barrier Vex, or run Secant Filaments and get Overload Vex.

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      • Edited by Kouz_MC: 8/20/2023 11:34:16 PM
        Players in the comments mentioning abilities are very amusing. Yes, abilities can help stun/stagger a champ once until the ability is recharged. Players -blam!- on abilities provide, at best, a [u]support/participation[/u] role. Try going in a solo master, or even legend lost sector with overloads, or GM, master raid… any challenging content, and see how it works. Melting a champ can be done, with luck, and heavies, grenades, supers… but it’s definitely not a consistent means to deal with champs in high end content. In low end content, no one needs any champ mod to destroy any champ. Reality check aside, the only issue with the current model is not that we need AR or SMGs or any weapon to constantly be able to deal with a specific type of champ, but the lack of options for special weapon mods in the artifact to deal with champs. If I join a player asking for help and that player doesn’t have appropriate weapons, I’m good. Join a lfg I put out without appropriate weapons, get insta kicked.

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      • I’m just happy that they have something for bows now. I love using them with a passion and their underrated in GMs. 🙂

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        • Bigger problem: they have 2 separate Unstoppable weapons (Glaive/HC) and 2 separate Overload weapons (Scout/Trace) this season when the last few seasons have been doing a mixed-flavor mod: strand+void, strand+solar, and now strand+arc.

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        • We have other methods to break shields now. You can proc volatile, radiant, or unraveling rounds to use pretty much whatever you want against barriers. Autos don't really work well against overloads, and unstoppables can't regen. Champs aren't nearly as bad now that we have more anti-champ interactions.

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          • 0
            You're a united fan. You have bigger things to worry about :p Maguire says hi 😂

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            • I would love sidearms to have it now

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            • It should have been anti pulse this season not another lame AR meta

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              • Yeah I agree it atleast opens up different loadout possibilities that're already limited by champions.

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              • Edited by AendettV: 8/19/2023 1:53:01 PM
                That's not even the real problem. That would be, drumroll please...Matching with randos who don't run anti-champion anything.

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              • I remember there was season before Arbelast got Antibarrier...that specific season only ARs had the antibarrier mod...No wishender, no abilities to stun champs..only ARs and Erianas vow.. It was rough...but it was fun times..Got through GMs with my Tigerspite..may it RIP.

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                • It should be Auto Rifles, SMGs, and Machine Guns

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                  • They should just use elemental affinities for champion mods. IE stasis weapons (not just chill clip) stun overloads, solar weapons stun unstop etc etc and switch them up from season to season. That way if you collect guns like a badass you can always try out new things.

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