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12/5/2023 11:00:28 PM
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Armor Mod Changes to Reduce Orb Cooldowns

We’ve been monitoring feedback around orb creation cooldowns and have a change going out with our next update currently targeting next week. Equipping multiple copies of the armor mods Heavy Handed, Firepower, or Reaper will now decrease their Orb creation cooldown. Here is how stacking these mods will affect Orb creation cooldowns after the update: 1 copy: 10 second cooldown. 2 copies: 5 second cooldown. 3 copies: 1 second cooldown.
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  • I think having 3 separate mod types for each timer would be better. One that costs 1 for 10 seconds cool down One that costs 3 for a 5 second one. One that costs 5 for a 1 second one.

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    • Thanks for listening and addressing the concerns, but these changes are lacking. I feel that if you must "double-down" for orb generation (e.g., equipping multiple copies of the same mod), is that really "buildcrafting?" It seems to me like a more restrictive system. Cheers to you on the quick changes and communication, I do not want to be the guy who comes here to rile everyone up, but I want to communicate that from a player perspective, the orb changes with Season 23 are less fun.

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    • Bungie, I like this idea but the base cooldown was way too high to begin with. You went from a 1 second cooldown to 10x that! please consider just making the base cooldown 3 seconds or 8 seconds with the above change with the addition of these mods being set to 2 energy cost. Just know that, with this change, you're hurting build crafting by making everyone use these mods to obtain pre nerf orbs.

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    • 4
      So you are basically saying that nothing is going to change since no one is going to run multiple copies of said mod. How about just make it a flat 5 seconds for one mod and call it a day? Why are we so intent on making things un-fun for the longest season of the franchise? Also, revert Ib mode and YAS exotic changes.

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    • Why would I put on two copies of heavy handed just to reduce the cooldown? Having more of those mods is straight up pointless outside of this extensive cooldown you put on it to give duplicates "value." Just reduce it to a 5 second cooldown and call it a day.

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    • As always, the ones at bungie that take decisions are completely clueless 🤦‍♂️ They create d*mb problems and offer d*mber solutions... There is not enough space on the pieces of armor to put dozens of mods, and we shouldn't have to. Build crafting in this game is a nightmare 🙄

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      • Who's gonna load their arms up on 3 firepower mods. 3 that will fill it up so much that you can only use a 1 cost mod after all that.

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      • Maybe try 1 copy 5 seconds and call it a day Or just revert the change entirely It feels bad

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      • Nope. Revert the changes. In fact, go back about a year and start reverting every nerf that lead up to this. Let that be your new design philosophy. Make the game fun and see where it goes. Block the likes of Datto and Saltagreppo on everything. Pretend like the streamers don’t exist.

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      • Edited by Chunk: 12/6/2023 12:54:04 PM
        Good start. Maybe consider removing negative stat points from the fragments? Maybe you could pass it along . Hunters feel rough with surviving higher pve stuff because of mobility being their class cooldown.. arc n solar are great but your not getting it to proc in endgame under light, in a team.. running 4 recovery feels bad. I suggested a while back to put all 3 characters class cooldown to the same stat line, intellect because supers are tiered and that would have naturally fixed ability spam because everybody would have went back to to intellect. P.s. this is season of solar not stasis

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      • I can get with that honestly, basically build into it.

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      • Since when do we get patch notes like this in the forums??

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      • That's fair

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