I do think it is a bit surprising there hasn't been much in the way of armour crafting at this point. I love the distribution I have on my titan, which is:
30 mobility
100 res
80 recovery
40 dis
70 int
50 str
I'm not on the game right now, so this is a little inaccurate, but regardless I used that funny third party tool for building the stats I wanted. I think the problem with that is, while I'm perfectly adequate at adding numbers together, there isn't really a streamlined in-game stat distributor, so you can't account for wasted stats, or whether or not the armour is masterworked, for example.
A great deal of my vault space consists of just random 60+ stat Titan armour when I was trying to get what I wanted, and since I may return to change this, I haven't deleted it.
The closest we got to this idea was that incandescent armour from solstice, but I didn't take much advantage of it since I was already happy with mine.
The ghost mods that guarantee +10 in a desired stat might help. They're a bit deceiving though; I forget exactly how I used them but if I remember correctly you actually want to put the stat guarantee that you [i]aren't[/i] looking for, because of the way the stat pools work.
In general though, I think at least some form of armour crafting should be implemented. This would also open up some opportunities for deepsight on artiface and raid perk sets.
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Any approach to armor crafting needs to be executed very carefully or there will be almost nothing left to chase but the occasional new exotic.
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Edited by Obscure Meme: 12/19/2023 8:12:10 PMOf course. This is why I am hesitant with the whole idea as well. The adept raid weapons excluding the VOG ones are a victim of the crafting system, there is really zero reason to run a master raid when you can just get the regular crafted version. Artiface armour in particular would essentially make everything else irrelevant, so maybe instead of a direct crafting method for specifically artiface armour, they could offer stat "tweaking" - aka adjusting the stat pools using a form of currency earned from said dungeon, on top of ascendant materials, prisms and shards. This would at least limit the changes and make getting a full set still a requirement, while also playing the encounters for the currency to change it.
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[quote]Of course. This is why I am hesitant with the whole idea as well. The adept raid weapons excluding the VOG ones are a victim of the crafting system, there is really zero reason to run a master raid when you can just get the regular crafted version. [/quote] I personally don't agree with this specific example as Adept Mods are desirable for some to be able to equip and you can put enhanced perks on master raid weapons now. [quote]Artiface armour in particular would essentially make everything else irrelevant, so maybe of a direct crafting method for specifically artiface armour, they could instead offer stat "tweaking" - aka adjusting the stat pools using a form of currency earned from said dungeon, on top of ascendant materials, prisms and shards. This would at least limit the changes and make getting a full set still a requirement, while also playing the encounters for the currency to change it.[/quote] This is a fine idea. Sound. Kinda like D1 glass needles was it? This is ok cause it still makes you participant to make minor changes, not craft perfect armor.
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Frankly I didn't know that they enabled the adept weapons to habe the enhanced perks so that's good I guess, but I still feel like the slog of actually playing a master raid would certainly make me not care for that extra +10 range or whatever perk I'd slap on it, lol. But yeah, glass needles is what I was getting at conceptually, just couldn't remember their name.