JavaScript is required to use Bungie.net

Foros

11/18/2019 8:32:13 PM
124
Thanks for the post. We've been collecting feedback on affinities, how they currently work and what players would like to see. If you have any other thoughts, please post 'em!
English

Publicando en idioma:

 

Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • With all due respect dmg04 but why is this still a thing? Its been over a year since this post was made. It has more then a thousand upvotes. Its beyond obvious that elemental affinity for mods is a horrible idea.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • I think a simple solution would be to continue using affinity but to not completely block elements outside of the armor's. Take hand cannon targeting for instance. It's affinity is void, so as we know, it doesn't work with solar. I propose that the mod be buffed or debuffed based on the element of the armor. A base hand cannon targeting when slotted in solar armor would remain base, but when slotted in void would become enhanced, and enhanced would become enhanced+. The inverse would occur with enhanced or enhanced+ when slotted in an armor with a different affinity: enhanced+ would become enhanced and enhanced would become base. It can even be made so that base mods wouldn't work on other affinities, meaning players would need to grind for better mods. This would allow for slotting on all affinities, deeper builds, rewarding/punishing affinity and more grinding for mods. I feel like it would be a win/win for players and devs.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Editado por Alan-One-Lives: 11/24/2019 8:03:18 AM
    Armor affinity should simply be removed, as it literally serves no purpose, other than limiting build options and artificially extending the gear grind, which would be better spent elsewhere. I don't understand the 'too many mods too load' claim, since it would seem fairly simple to make the mod menus one level deeper, and group most mods by type (see examples below), which should display about the same number of mods that already display. The few mods that do not fit in to large groupings could potentially be left on the first menu. If the same mod slots are retained, then obviously general and event mods do not need to be regrouped. Energy cost is obviously an issue too, as many others have commented about the inability to replicate some combinations of 1.0, since the cost would be too high. MOD GROUPING EXAMPLES: seasonal, or maybe just keep them on the first menu level ammo finder single targeting combined targeting single loader combined loader single reserves combined reserves scavenger single dexterity combined dexterity

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • [quote]Thanks for the post. We've been collecting feedback on affinities, how they currently work and what players would like to see. If you have any other thoughts, please post 'em![/quote] The affinities only act as a functional barricade to using mods you have. I'm sure you guys have some reasoning behind them, but...it wouldn't even matter. Because ofhere's no good way to explain why mods are not universal. Its a trivial additive. Just because it's there didn't mean it needs to be or the reason was good until the first place. Adding to the grind is part of the embedded gameplay, but why do I need to keep three armors of just to use mods I already found? Also, exotics don't even drop anymore. So where is the solar version of the exotic gloves I'm wearing supposed to come from? It just doesn't make any sense at all.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Then take [b]this[/b] seriously.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • [spoiler]Just sayin' if almost 1,000 people, and probably over 1,000 hate it, then I think it's time to do something.[/spoiler]

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Make exotic armor capable of using all elemental mods. That way people still need multiple gear sets but dont have to try to get good rolls of each element for exotic armor and you dont run into issues such as having a void Actium war rig. As for legendary armor, I dont think it's good the way it works now but I also see why removing elements entirely may be too big of a change. Maybe slightly reduce the energy cost of universal mods (rifle loader, precision targeting etc..) by a little and ensuring there are general ammo finders added also.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Let me guess: Removed affinity...and make mods 1 time use, right? You people are idiots

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • I don't see any reason we need to remove elemental affinities. Sure, if you got a Void Affinity Actium War Rig drop for you, that sucks, because Machine Gun Ammo Reserves is only a mod on the Arc Affinity... so yeah, you got a bad exotic drop, that sucks for you, just go get another one. Keep getting exotics until you get the affinity of the one you want, in the meantime don't run the reserve mod you wanted to run. Now, since so many exotics are like that, maybe there should be a way the Gunsmith can re-roll your exotic armor to change it's affinity. Like the needles in D1. But, I think if he can do that in the future, it should cost a lot, maybe 50k glimmer and an ascendant shard and the result to be RNG on the affinity (could roll same as you already have), and potentially cause it to reroll your other 6 stats as well, forcing you to lose the stats you have if you wanna change it, and potentially forcing the stats total to end up somewhere between the 40's of the collection and the 60's of the world drops, maybe always be mid to low 50's if you use this option to get the affinity you want. Also, there maybe should be additional ways to earn exotics with random affinities, such as from the raid. Cause just farming the 980 PL master nightfall as the only way is kinda limiting. But really, the only "problem" I see with the current system, is vault space. I'm keeping one of each affinity of every piece of exotic armor, every time an exotic armor piece is added to the game, like one per class each season, that's 9 additional vault spaces i need, on top of all the space it already takes up for the existing armor pieces. If you do go back on affinity and make exotic armor neutral, I think there really needs to be something done to respect the time of the players who have obtained the affinities they want and masterworked them. Like I have a Void Affinity Armametarium and a Solar Affinity Armametarium that are both masterworked, that cost 6 ascendant shards, if you remove affinity from them I'd end up with two masterworked Neutral Arametarium chest pieces... would at least want the max Ascendant Shard limit increased to 9999 and the ability to be refunded in full for masterworking one of those exotics.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • [quote]I don't see any reason we need to remove elemental affinities. Sure, if you got a Void Affinity Actium War Rig drop for you, that sucks, because Machine Gun Ammo Reserves is only a mod on the Arc Affinity... so yeah, you got a bad exotic drop, that sucks for you, just go get another one. Keep getting exotics until you get the affinity of the one you want, in the meantime don't run the reserve mod you wanted to run. Now, since so many exotics are like that, maybe there should be a way the Gunsmith can re-roll your exotic armor to change it's affinity. Like the needles in D1. But, I think if he can do that in the future, it should cost a lot, maybe 50k glimmer and an ascendant shard and the result to be RNG on the affinity (could roll same as you already have), and potentially cause it to reroll your other 6 stats as well, forcing you to lose the stats you have if you wanna change it, and potentially forcing the stats total to end up somewhere between the 40's of the collection and the 60's of the world drops, maybe always be mid to low 50's if you use this option to get the affinity you want. Also, there maybe should be additional ways to earn exotics with random affinities, such as from the raid. Cause just farming the 980 PL master nightfall as the only way is kinda limiting. But really, the only "problem" I see with the current system, is vault space. I'm keeping one of each affinity of every piece of exotic armor, every time an exotic armor piece is added to the game, like one per class each season, that's 9 additional vault spaces i need, on top of all the space it already takes up for the existing armor pieces. If you do go back on affinity and make exotic armor neutral, I think there really needs to be something done to respect the time of the players who have obtained the affinities they want and masterworked them. Like I have a Void Affinity Armametarium and a Solar Affinity Armametarium that are both masterworked, that cost 6 ascendant shards, if you remove affinity from them I'd end up with two masterworked Neutral Arametarium chest pieces... would at least want the max Ascendant Shard limit increased to 9999 and the ability to be refunded in full for masterworking one of those exotics.[/quote] Oh please. It's a dumb barrier. A void subclass + void armor = ....?? Not a damn thing. just a mod limit. And... refunds? Lol are you new here...

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Editado por FL00FING AB0UT: 11/20/2019 5:17:21 PM
    Remove affinities. Make ALL mods general. Allow duplicates. If I want to run 5 Grenade Launcher Scavengers you should let me. That’s the spirit of what I’d like done.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Nurf titans

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Editado por DefyFly: 11/20/2019 6:30:05 PM
    Nerf hunters

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • No

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Nerf Fusion Rifles? 😂

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • No

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Worth a shot 😂

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • I think we should have a item that can switch the affinity. Like glass shards from D1.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Stop twiddling your thumbs. Remove the dumb year 1 affinities. It’s simple.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • this elements are a limit to the potential builds, remove it would be the better option

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • My biggest gripe is why is armor 2.0 objectively weaker than 1.0? Example, I have held on to a yr1 helmet with precision targeting, rocket reserves and a paragon mod. On a 2.0 armor piece those perks total 12 points out of 10 meaning it is impossible to replicate. I know reserves perks are not on helmets no more but that is another gripe. A good fix would be to lower the points values of perks that were previously mods (i.e. paragon) to 1 only.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Yeah, keep collecting. So you can just do something else and ignore our suggestions completely. "More eververse items the community said? Done!"

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • I put LMG ammo drops, and almost all the bricks gave me 19 bullets WTF. thanks alot man, that mod is -blam!-ing useless

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • Remove elemental armor affinity now

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

  • I wouldnt mind if we could buy a consumable from xur or banshee and change the elemental affinity to our choosing. Also when infusing armor that has higher stats into the armor that has a stat roll I like, it would be cool if the armor would gain those 2 or 3 extra points. Like Saladin says light needs to grow. Finally please give resistance mods their own slot, I hate having to choose between grenade mods or elemental/class resistance mods and resistance mods should show the % they resist as well as how much they stack.

    Publicando en idioma:

     

    Pórtate bien. Echa un vistazo a nuestro Código de conducta antes de publicar tu mensaje. Cancelar Editar Crear escuadra Publicar

No se te permite acceder a este contenido.
;
preload icon
preload icon
preload icon