Please just make all weapon armor mods not affinity based but generic instead,
Say I'm set up on solar n kinetic but I want to switch to a arc weapon I have to spend 2 minutes looking for mods and getting kicked from the menu in between loading rounds just trying to change mods or have a whole loadout set up for that affinity with the exact same build, just NO
It really is okay to keep somethings simple. Mod affinity is not build crafting! It's a pain in the sphincter that's unwanted and unnecessary.
Ty.
Edit: Imagine down voting this! having 6 of each targeting, reload, flinch, dexterity, reload, surge and auto loading mods is bloat ware! It's like having McAfee on your PC when you don't use McAfee but you use Windows defender and we wonder why it's slow and people's builds suck smh
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#destiny2
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Edited by MajinGoo: 4/1/2024 11:51:11 PMWe used to have a much more complex and vast mod system which would allow for multiple different types of builds, not just running your weapon surge mods in every activity but that got dumb down and replaced because people couldn't read. So yes, by all means let's dumb it down even further because you're too lazy to change a couple of mods
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I agree. I’d like to just see kinetic slot, energy slot and heavy slot for the mods instead of affinity. 3 of my 10 builds are currently the same build with just different affinities.
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7 RepliesNo affinity would mean bigger costs in bungies eyes. You cant just have a universal surge mod that boosts all weapon damage without it costing more. The best option would be change the affinity to weapon slot, so kinetic, energy and power surge/loader/siphon etc.
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4 RepliesLoadouts exist, bud. Sounds like a you problem. Don't get me wrong, the sandbox sucks right now for basically everything, but it's not horrible. Typically it's either imbalance, bloating, or both.
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2 RepliesI completely agree, having to change mods to match affinities is not much better than having to change them to match the weapon type. Imo, they should revert to the old Beyond Light(?) system, which just used Kinetic, Energy, and Power, plus the function of the mod. Kinetic and Energy would need to be changed to Primary and Special of course, but keep the reserve mods as is, so players retain the ability to double up on them
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3 RepliesI guess the point from their perspective is having those mods be per-energy type makes you have to choose which weapons you want to attribute them to. I do think a good middle ground would be to have one set of mods collectively be arc/solar/void, and another set collectively be kinetic/strand/stasis. Because you're only really choosing between the top and middle weapon slots anyways(unless you want to use the mods for your heavy weapon.)
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Agreed.