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Edited by Bore: 2/13/2024 6:18:26 PM
13
10
Bore

Armor System Rework

Complete Overhaul Needed

80

Minor Adjustments Needed

24

No Changes Needed

15

Armor drops are in a pretty poor state right now. For the most part, armor is immediately dismantled and there’s essentially no difference in armor sets. Getting an armor drop feels like a waste. When you get a weapon, that weapon is different from other weapons. Different stats, different perk combinations, different origin trait. A new weapon drop might be something worth keeping, even if it comes from a world drop. Armor on the other hand is essentially all the same. World drop armor is useless because it’ll often drop with stats in the 40s or low 50s. Once you get a good set of artifice armor, there’s no need to ever replace it. While the mod system is module and fun to build around with, there’s not enough differences between armor sets to ever need to get a new one. And there’s way too much rng when it comes to getting good stats to have a lot of differences in new armor sets. I don’t have a very well thought out solution as of now. Feel free to share ideas.
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    Guardian, Archon Of Light
    Guardian, Archon Of Light

    Archon Priest Of House Light - old

    Armor Crafting is the most obvious solution And there is a unused node at the enclave

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    • Set bonuses would be great. They would basically be like origin traits for armor. Set bonuses would make me care about armor from new activities beyond just transmog. Imagine crota armor giving bonus sword charge rate or crucible armor giving extra slide distance etc. If they do add set bonuses then putting a build together and holding onto random armor pieces becomes even more of a hassle than it already is. Armor stats should be easier to put together and drops should be more deterministic. It's kind of ridiculous that I need to use a third party website like armor picker to make a set with my ideal stat split. Trying to do it manually is a massive headache. It would get even worse when trying to grind a specific stat split on a specific armor slot from a specific activity just to get your set bonus going in your build.

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      • I would just say remove the energy system entirely. Putting in materials for the stat buffs is fine, the cost of mods limiting builds is terrible and needs to go.

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        • They can only polish a turd so much dude

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        • [quote]Once you get a good set of artifice armor, there’s no need to ever replace it.[/quote] It would take a long time to get a "good set of artitifice armor" for every build you wanted. I have never, and I mean NEVER, seen anyone with the max possible stats in the game. [spoiler]Masterwork 12*5 = 60 Base Stats 4*68 = 272 Max Possible Exotic Bonus 3*1 = 3 Artifice Bonus 3*4 = 12 Mods 10*5 = 50 Lightweight Weapon Bonus 20*1= 20 Max Possible Subclass Bonus 10*5 = 50 Total: 467 Points [/spoiler] Therefore, the maximum Tier Build in the game is Tier 46. As far as I know, no one has ever achieved that number.

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          • When you get stats you want there's no actual reason to grind legendary armor in seasonal content. While I feel 'Artifice' armor is a mistake, it further buries legendary armor. They're just reasons to increase your ornament pool, I guess.

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          • The only thing we truly get from armor is armor specific mods for certain game modes. (Iron banner, raids, seasonal content boosts)

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          • Edited by Touch: 2/13/2024 7:19:38 PM
            It [i]did[/i] need a rework. Like a couple of years ago. I know the game will "continue" after FS, but nobody is sure in what capacity. If there will truly be another "saga," sure, but if it's just gonna be drawn out cash grabs here and there, there's no point. (To me anyway) I'd be pretty annoyed putting all my builds back together for weekly story missions should I continue with what's after FS. I agree, it hasn't mattered for years now. I think they've past the point of it mattering.

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            • I chose minor adjustments... but I think it's the middle of those two. "When you get a weapon, that weapon is different from other weapons. Different stats, different perk combinations, different origin trait. A new weapon drop might be something worth keeping, even if it comes from a world drop. Armor on the other hand is essentially all the same. World drop armor is useless because it’ll often drop with stats in the 40s or low 50s. Once you get a good set of artifice armor, there’s no need to ever replace it". I agree with most of this except the artifice point. I try to build the best uptime for whatever exotic I'm slotting. I grind armor all the time... I got my Hunter ready for the Final Shape, now I'm minmaxing the other two in kind. Armor crafting/upgrading is what I would want... the end goal being permanent set bonuses. "Set Bonuses" would be like origin traits for armor. Artifice slots or reduced mod costs for fully masterworked exotics.

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              • [url=https://www.bungie.net/en/Forum/Post/263668953/0/0]Rare Loot Post[/url]

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              • [url=https://www.bungie.net/en/Forum/Post/263668926/0/0]Weapon Mod Rework Post[/url]

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              • I don't know what the answer is either ; but I haven't needed new armor drops since forever... I farmed master dungeons when artifice released and haven't had the need to even look at armor drops since. Half the loot in this looter shooter is now obsolete. I think they should have taken a thing or two from The Division or WOW with armor set bonuses. (although not sure my vault could handle it)

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                • [url=https://www.bungie.net/en/Forum/Post/263668764/0/0]Encounter Design and WoR rework post[/url]

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