Whenever you break down a piece of gear with one of the new mods in, you get said mod back.
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Yeah but not if you infuse which kind of sucks
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Right. That's pointless since I'm not gonna waste a mod on something I wont be using indefinitely. In year 1 it seemed like mods grew on trees, now they are as elusive as forsaken exotics. Imo that's broken. I shouldn't be afraid to use simple mods to barely enhance my gear. I've put ONE major spec on my chattering bone because I know I will always use it.
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Wrong. I have gotten 2 mod drops. I have gotten 0 exotic engrams dropped So they are not as rare as... Light level is 599 btw...only missing a chest piece for 600.
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Will seem like that at first, but they come quite frequently after a while. Random gear drops can come equipped with the mods, and if it's lower light, you can scrap it for the mod.
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Will seem like that at first, but they come quite frequently after a while. Random gear drops can come equipped with the mods, and if it's lower light, you can scrap it for the mod.
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Editado por RevFunk28: 10/6/2018 9:04:09 PMYeah, I certainly hope so. Last question....when I, say, raise my 532 arsenic bite up too 550 thru infusion, the mod stays on right? If so, then my only problem is being forced to infuse instead of just removing mod and placing onto a new arsenic bite I come across. With the infusion process erroneously involving masterwork cores....that kinda sux.
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Aye, when you infuse, the mod does indeed stay equipped to the piece of armour or weapon.
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K, thought so. Thank you!