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12/18/2019 11:47:08 PM
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When you say that you're getting "terrible armor" - does this mean you're getting low stat rolls, or elemental affinities that don't match the mods you wish to use? If this is a stat roll issue, what are the values you're currently seeing, and from what sources? Thanks!
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  • The total stats are low. This is from any source, but sadly especially from the season pass where I would never use them (even last season). I'm not too picky about what stats get what roll personally, but the total stats mean a lot to me. Last season the only way I found to get good total stats was Iron Banner, and specifically the first one of last season. I think some of the exotics I got from Master Ordeals were worthwhile too, but every thing else was too low to ever consider. I don't care about affinity personally, but I respect those who find it frustrating. As others have said I haven't used the seasonal mods yet. I'm still running on last seasons gear because its leaps and bounds better than this seasons (also its masterworked and that was time consuming and I'm not ready to let that go yet). I also want to point out that prior to armor 2.0 I had some survivablity that hasn't come back with the new armor. Even with adding the boss, major, and minor resists I still get destroyed by activities that I used to be able to handle solo. So Maybe I'm doing something wrong, but I also think the armor is limited with having to choose to upgrade a stat or slot for survivablity when it used to get both.

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  • Traaaaaash. All of it.

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  • Nobody wants to try and max gear every 3 months!!!! Get your collective heads out of the sand!

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  • Nobody needs to though. At best, you're talking full gear set of Dawn armour with 6-7 energy. That's nothing.

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  • You should split Mobility, Resilience and Recovery away from Discipline, Intellect and Strength. That way you can get a low Intellect roll but you still got a high Mob and Recov roll so it's less frustrating.

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  • The values I'm seeing are useless, from all sources. Stats should roll in packs of 5, not random AF useless numbers, I have 2-3 stat tiers worth of "useless" points. Pretty frustrating. Also, you might as well just set default resilience to 2 and tune weapons accordingly, because it's the most useless stat ever made, I could have a stat roll of 65 and it having more than the bare minimum of 2 (who's idea was that btw) resilience points makes it an adult dismantle., And God forbid Titans could pull armor from collections that have semi useful (read: not resilience) stats on them. and then you went and compounded the issue by removing paragon mods and tying class ability regen to the "class stat" so now Titans have to spec for a useless stat in order to get decent Regen, whereas warlock and hunters class stats actually positively affect gameplay and everyone specs for mobility/recovery anyways, so now they get bonus Regen just for doing what everyone is already doing, freeing up mod slots from paragon mods for other stat mods. TLDR: Set a default resilience, tune weapons accordingly, remove the resilience stat, and replace it with a "paragon" stat that controlled class ability regen directly.

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  • Many now playing and having an interest in the seasons armour run three characters... it’s great there’s so much to do but in my opinion it’s now too complicated and difficult to keep up with everything. I haven’t taken more than a passing interest in the new stuff as the old is doing fine and the time/justify ratio is lacking. I play several hours most days, don’t raid and I’m struggling with time.

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  • Just tell them to roll back the armour 2.0. It's a massive con job and is worse than it was before in every way possible.

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  • 1. General Seasonal mod slot on all armor 2. Elemental Affinity rerolling Thanks.

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  • There you go

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  • that would be good.

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  • Edited by jasterx17: 12/19/2019 9:10:33 PM
    I wish there was a way to convert a mod affinities. Like for instant I have helmet that is void, but I wanna use SMG now, and i have the hand cannon mod on it, and i take it to the gunsmith for a price he swaps the affinitie of void of hand cannon to the smg mod, and the hand cannon get the solar affinitie. Because than I can make some crazy builds with exotic and such.

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  • Low stats

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  • Dmg04 is the best troll on these forums

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  • Affinities is the issue for me. Armor 2.0 is insanely fun and intuitive. Love it. EXCEPT the affinity system. I understand why it’s there, but can you not allow for the affinity to be changed at least when the armor piece is masterworked?? Having to have so many sets of armor is insane. And I get that there are general mods, but they cost so much more and there just are not enough mod slots use all that I’m needing/wanting to use.

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  • I cant get any black armory gear with more than 52 overall its a shame its good looking gear compared to alot of the other options

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  • I still can't get boots and I have been playing since Black Armory has come out. How is that RNG for ya!

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  • Stat rolls are terrible. Also I thought traction was a day 1 mod everyone received. Still dont have traction after a couple months now.

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  • Lord Shaxx gave me mine. For about 300 tokens

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  • I'm with ya there! I cashed in over 15000 weapon parts as well as normal playing handing them in regularly and nothing ! Rng is so shite SMH 😢

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  • Try lord shaxx. Got one after 300 tokens

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  • Nice troll Bungie. Nice troll.

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  • I haven’t had a single drop with stats above 58 this season so far and some masterwork armour capped out at 50

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  • I feel like if most mods where just available to start out with that would be better. Having to RNG to find/get the right mod then upgrade the energy is just a bit much. Now some of the better mods (really good ones like requires 5 energy or up) should be RNG having to find/get. But hey all just a thought...

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  • Ok you’ve asked so I hope the devs do end up reading this as this thread has a lot of solid ideas for improvements. A long one but armor 2.0 is something I find a real issue as it’s very limiting when it really doesn’t have to be. Armor 2.0 has a lot of potential but not being able to control the stat allocation is a big issue/barrier that stops people making the builds they want. this also ties directly into what people are complaining about re armor being obsolete, not worth master-working and very hard to obtain with the right stats. [b]Stat customisation and elemental affinity [/b] At the moment if you get a 58 stat piece of armor you have 29 points divided into the two stat categories of recovery/resilience/mobility and discipline/intellect/strength. You should be able to allocate those 29 points in each of those two categories into the stats that you want in those categories giving the freedom to make the strength or discipline style builds etc that a player might want. This change would make it much more straightforward for people to create the specific builds they want If they wanted to insert an exotic into a particular build they can ensure it’s stat allocations match the piece it’s replacing so the specific build of the armor set overall doesn’t change much or at all just because an exotic or different armor piece is added, especially since lots of exotics need specific builds like strength or discipline to get the best out of them. While you can use discipline or recovery type mods to boost the stats of your armor, at the moment these mods feel like they are helping overcome the limitations of the armor you’ve ended up with, rather than being an option to push a chosen build to its maximum possible stat levels/potential Also if you have use these mods to get the build you want, you can’t use other useful mods like the ones that reduce dmg from enemies, which are very useful in pve. It would be a nice option/feature to be able to take an armor piece to banshee in the tower for a stat rework, and the option to change the elemental affinity as part of this would also be nice. If it’s expensive to do this material wise then that’s fine but I feel it should be an option, as you need things to work towards and I’d personally rather work towards getting armor that I can use to create the specific builds i want to aim for or experiment with and I can’t do that with stats that roll all over the place. The problems with the current system is if your lucky enough to get high stat armor in the first place theirs no guarantee it will be the elemental affinity you want or work efficiently with other high stat pieces in your collection. You can easily end up with stats of 48, 56 or 39 in certain areas when all you need is 40, 50 and 30. At present you absolutely need to use destiny item manager just to have a chance of matching up all these random armor stats into any kind of build its so complex, allowing players to customise the stats would solve all that and let players make the builds they want. [b]Low stat drops[/b] At the moment only iron banner or raid sets have a chance to drop with high stat values, so a lot of armour like what you get in the crucible, the old prodigal sets etc have no value for those people wanting to make a high tier build. Allow the chance for regular sets to drop with high stats even if it’s only a small % chance. [b]Seasonal armor mods[/b] The seasonal mod slot should be able to take take other mods, so it doesn’t become obsolete at the end of the season, if this isn't possible because of a limit on the max number of mods or other technical reason then as an alternative something like changing the mod slot into a permanent fixed mod at the end of each season in keeping with the seasons activity would be an another option. I’E season of the undying was against the vex so the mod slot changed to a permanent fixed mod/bonus of a 1 or 2% reduction in dmg from vex enemies, that way the armor would retain utility after the season ends, season of dawn is against cabal so a 1 or 2% dmg reduction or bonus damage against cabal. If your wearing a full set you’d get a 5 or 10% bonus, if you use an exotic you’d loose the bonus for that piece only. And that’s it in my view. I think the above would solve a lot the issues because not getting a lot of high stat armor is an issue when you need lots of it in order to have any chance of making a high tier specific build due to stats\affinity not matching up. Its not an issue when you can customise those rare high stat drops to the specific build you intend to use them for. Then you won’t need to use a program like DIM to add up all the stats for you and work out which of the 50 odd random rolls in the vault will actually work well together or give something close to the build your after. Master-working being expensive is not an issue when the armor retains general utility. It’s nice to masterwork gear and it’s something to aim for once you’ve created the various different builds that you enjoy using on a regular basis. The way I see it armor 2.0 can go two ways, loads of random rng with the grind being the hope you’ll get the stat combos you want followed by a trip to destiny item manager to tell you what works with what or the option to fully customise with the grind being the materials to customise how you want and then masterwork, I know which system I’d prefer.

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