Weapon Mods are pretty pointless in the current game. Haven’t received any significant changes since Forsaken.
Biggest problem, lack of a reason to use anything other than damage place mods in PvE. PvP sees a bit more variety, but still not a ton.
My proposed solution? (Work in Progress)
First, remove the masterwork on weapons and replace with a stat mod slot. Masterworking is a cool idea, but has been poorly handled in the past few years. It’s cheap to level, so the argument that it adds a sense of progression doesn’t really hold true. Just max masterwork every gun you own, no reason not to.
Having a mod slot there that increases your stats by the amount that masterworking does would also get rid of the pain in getting a useless masterwork. Blast radius masterwork on a blinding grenade launcher literally does nothing. Make mods that affect every type of stat for this slot. Stability, recoil direction, aim assist, AE, reload, handling, etc.
Second, the current mod slot we have should be for actual gameplay changes. Tightening hip fire reticle, anti-champion mods(maybe), elemental synergy perk, etc. Just don’t have them impact the damage of weapons directly. Those would just be the go to like how they are now.
Lastly, damage spec mods should be removed. All weapon damage should instead be bumped up to the same level as the mods. Swords should also just by default do impact masterwork sword damage.
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#destiny2
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1 ReplyEdited by GPrime96: 2/14/2024 9:49:26 PM[quote]anti-champion mods(maybe)[/quote] Not sure if you were around during this time but champion mods from the artifact were weapon mods previously. So if you want to use, lets say a Auto Rifle for Barriers in a GM, you would have to slot in the right champion mod into your Auto Rifle and since exotics didn’t have a mod slot, only heavies were used for the exotic slot. Current champion system gives you the benefit of the mods without having to slot it in everyday.
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1 ReplyHow about instead of completely removing the masterwork system, repurposing it to work like armor, where different stat mods and gameplay mods cost varying amounts and potentially force choice. For example: Do I want the full +10 Blast Radius/Velocity on this Grenade Launcher, or do I want to sacrifice some of that for bonus damage to minors, majors, or ultras? Do I want 10 points of Range for my Hand Cannon, or do I want Icarus Grip? Little choices like that, if done correctly, add diversity to gameplay and allow players to feel like they have more choice in their gear.
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1 Reply“Let us put anti champ mods on guns” We’ve come full circle man
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4 RepliesNot an overhaul... but I see what you're saying. Theses are the mods I use: QaS Major Boss BigOnes Taken I'd add to that "MidLittle"... and surge mods that could be applied to each weapon... that would use charges the same way. I'd add a +3 & +5 counterbalance mod to help tune for deterministic recoil. I'd remove stat mods, Sprint Grip... but keep Icarus. I'd deprecate the "adept" category entirely and any mod could slot on any weapon.
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