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Destiny 2

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9/25/2022 4:08:51 AM
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Let people play the way they want. Champions and mods are so restricting.

If I want to do a grandmaster, I should have to play a scout and a pulse or bow. Why restrict people with mods?

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  • Mod slots on weapons should allow you to slot a champion mod instead of it going on our armor. On top of that all exotic weapons should have intrinsic champ mods.

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    • i mean this is what the community wanted, they wanted to not get locked into using the same three weapons every season so the champion mods alleviate that by forcing people to switch their loadout every season. Im not saying I like it, because it gets old, im just telling you why its here.

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    • Dealing with Champions is cool, and changing the weapons needed for such every season too. I don't see people's problem here.

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    • Just make each slot cover each champ. Or have “champion mod slots” where abilities (regardless of subclass) can counter them.

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    • Blasphemy! I totally LOVE not being able to use my favorite weaponry for seasons at a time.

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    • Edited by TheShadow: 9/25/2022 3:33:51 PM
      [quote]Why restrict people with mods?[/quote] Control, It was never like this playing D1 because it was never needed, nor was it ever needed in D2. This was a dumb decision that was only made to benefit Bungie because of how poorly they designed the base game. Mods should have been an added bonus as they were when they were first introduced through the gunsmith, but Bungie didn't like you having a choice, you know [b] ( a players choice )[/b] that should always be a thing in any game. Having that players choice made the experience playing the game worth playing, but Bungie didn't have that control so they ripped that out of the game and now the mods are made to be a necessity, something you need to rely on that made the experience playing the game a hell of a lot worse. It's just like how streamers convinced Bungie to change masterwork core to enhancement cores, more [b](control on how players play their game.)[/b] Destiny has suffered for 5+ years now because Bungie wanted that control. We had more freedom to use what we wanted with no lame mod system in D1 and a certain person decided to change most things about Destiny that ruined the experience playing destiny. mainly to condition most of you to play how they want you to play, but I find it funny how that same person said: "you can play how you want to play". The artifact was designed to improve our Guardians in D1, and in D2 it was designed to control what we used, etc... I need a mod for ammo or to have a better target accuracy or to be able to aim in the air. What a massive joke on us.

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      • No idea why we can’t just have an extra mod slot on the gun we like and can put a champion mod on it.

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      • Don’t forget match game shields.

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      • I’m fine with the idea of champions but fitting mods is annoying af

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      • Hard no. This would just completely stagnate the meta.

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      • The champion stuff should be intrinsic to certain weapons, no more mods. Overload: Auto Rifles SMGs Bows Machine Guns Swords Unstoppable: Shotguns Pulse Rifles Hand Cannons Glaives Grenade Launchers Barrier: Scout Rifles Sidearms Sniper Rifles Linear Fusion Fusion Rifles

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        • Overload-Le monarque, Thunderlord, arc nades, bows, divinity (which only takes ine shot to proc), Barrier- Arbalest, scouts, snipers, autos, Titan shield exotic arms, wish ender, Erianas vow, Lament, Unstoppable- Shotgun, pulse, Devil’s ruin, Athrys’s embrace, Leviathans breath (which got a huge buff), Malfeasance (nasty on hunter paired with Lucky Pants), Bastion, . Looks like we have plenty of options. We’re just afraid to mix things up a bit. But hey, who the hell am I 😂🤷🏿

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          • You want to do the highest content but don't want to be restricted ..... Yea no that's not what the phrases "let player play how they want " means

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          • I don't deny that the Champion system could do with a refresh, but also don't think it's any coincidence that posts like this peak in number during seasons that don't have a Hand Cannon mod. A lot of the time, they're made by people that only want to use one loadout for everything; allowing that simply isn't healthy for the game. For people that like even one or two weapons of each type, there's no issue on that front and it's nice to dust them off once in a while. Sidearms are the only primary weapons that don't really work in content where your loadout and Champion mods matter. [spoiler]My picks Auto - Gnawing Hunger, Sweet Business Scout - Transfiguration, Vision of Confluence, Doom of Chelchis, Tarnished Mettle Pulse - Insidious, Outbreak, Collective Obligation HC - Fatebringer, Nation of Beasts SMG - Unforgiven, Submission Sidearm - Forerunner, only one that I could justify using Bow - Under Your Skin, Le Monarque, Trinity Ghoul Add in ever-presents like Arbalest or Leviathan's Breath and the mods that work off abilities, leaves me always having a loadout of weapons that I like and am comfortable with and a not-terrible spread of Kinetic/Energy.[/spoiler]

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          • “Just don’t use it” ez pz.

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          • Or an auto rifle, arc grenades, solar melee, an LMG, sniper, stasis. Yeah. No other choices. OMG the humanity….

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            • Thing is, I understand why champion mods exist. If they didn't, everyone would just be using the same PvE meta loadouts all the time. A lot of folks don't remember or weren't there for when everyone was using the same 5 guns in pve before champions came out. Without those mods, people aren't using 98% of the game's weapons and no, one person using an off meta gun is not how the community acts lol. However, the act of making everything "harder" by simply injecting more champions and a higher light level cap is super lazy, especially after early D2 and most of D1 where hard mode activities sometimes actually included new or different mechanics (prestige Levi had alternate mechanics, prestige EOW and Spire had restricted weapon loadouts and some neat stuff like prism). It's like activity design creativity has taken a huge dump over the last few years. It sucks. I think champions are fun in certain circumstances, like GMs. But activities like raids and Vox (which is dungeon-esque) should have more creativity behind it.

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              • Because, they want to control you!

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              • Edited by SolarCerberuS: 9/26/2022 9:38:16 AM
                Imo all weapons should have an anti champ ability available as a selectable mod Autos, subbies, fusions, pulses and LMGs should all have a disrupt weapon mod available. Snipers, scouts, bows, linear fusions, HCs should all have antibarrier as a weapon mod choice. Shotties, sidearms, grenade launchers (special and heavy), rockets and glaives should all have the option for unstoppable to be installed Exotics and pinnacles should be able to go outside this norm and work against 2 types intrinsically for exotics and via mods for pinnacles. For example Erianas vow should both have antibarrier and unstoppable Where something like Le Monarque should both disrupt and antibarrier. Where say Thunderlord should be able to disrupt and have unstoppable. etc. Still have seasonal arm modifiers to allow further choice by allowing the weapons that would normally dispupt have antibarrier or untoppaple instead, those that would have unstopplable, disrupt or antibarriee etc but only while the arm mod is on. This would give greater choice and build choice imo and allow players to play how they choose (for the most part)

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                • They won't ever change this. The people guiding this game aren't game designers. They want to force you to use other weapons and more succinctly they want to force you to use the seasonal weapons. They don't care that you don't like some things. To them, you are a minority.

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                • Yep. They could divided it in two ways 1st. Primary - overload champions Energy - barrier champions Heavy - unstoppable champions 2nd. Fast shooting/light frames - overload champions Adaptive/precision frames - barrier champions Aggressive/slow shooting - unstoppable champions Myself prefer 2nd, because it could give us most flexible system against champions.

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                  • I think the best way to do it is make them universal weapon mods. You have three weapon mods (unstoppable barrier overload) and three armor mods for abilities l that can be used on any armor piece. That way the mods aren’t restricted to season and sun setting isn’t necessary. You can also spread them out over various pieces of gear instead of just gloves. Also it removes them from artifacts allowing for more interesting mods to take their place.

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                  • [spoiler]git gud[/spoiler]

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                  • They are essential as game is suffering massively from power creep only way champs go is if our gear gets sunset (personally think that’s the best solution imo)

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                    • [quote]Why restrict people with mods?[/quote] It's not just mods - the whole game is restricted. I like Destiny, I think everybody in here (more or less), but a little more freedom would be youth for the old bones of Destiny (2).

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                    • Endgame activity. If thats too annoying or hard for you, take your -blam!- back to regular vanguard strikes then.

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