Some of the best mods are on arm armor. We can't use them at all if we use two anti-Champion mods. Let us spread those mods around our gear.
Also, the cost of the Unstoppable Shotgun mod should be reduced.
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One of my clan mates said they should condense the barrier, overload and unstoppable mods into a single one for each. So barriers (Pulse, SMG & Sidearm) would be a single mod. Unstoppable (Handcannon & Shotgun) Overload (Auto rifle, Scout & Grenades) That way you don't have to keep moving the mods every time you swap out a primary and secondary.
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Or bungie could remove champions all together, they never should have exsisted past shadowkeep
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should just be an extra slot in our weapons for "champion mod" similar to how the raid armors have the extra raid slots...
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4 commentairesDisagree. The mods need to go on weapons...and Bungie needs to create a unique mod slot for them so that they an be used on whichever weapon we want to use them. on. The current system is basically acting as an underhanded way of letting Bungie control player loadouts in end-game content...and is (imo) fueling a lot of this rage that the community is feeling over sunsetting. Because it takes an already small pool of weapons that are viable as a result of sunsetting....and made it effectively even smaller by essentially excluding them from the end-game because they aren't the weapons that are allowed to use champion mods this season.
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Weapon or armor I say.
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I agree, an additional slot = mod slot for weapons. Also, the mods need to be generic, not weapon specific. So you can run any mod on any weapon. Should be fun. I hate to sacrifice mods on my armor to accomodate OB, AB and US.
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Move then back to weapons, I don't want an armour slot for this seasonal meta cr*p
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1 commentaireI don't have an issue with them remaining on arms, but the Unstoppable Shotgun mod is a joke and not worth 7 energy. Should be worth 4 at the maximum.
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3 commentairesChampions shouldn't exist in the first place, but since Bungie is never going to correct that error then they should put two mod slots on the artifact itself that only take that season's Champion Mods. They're already impacting your loadout by restricting weapon use, and impacting your mod layout on top of that is just plain overkill.
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And if they were weapon clas specific like the black armory bounties. "Anti-Barrier Precision Weapons" "Staggering Close Range Weapons" "Overloading Automatic Weapons" I'm would bw infinitely more on board with champions if there was laodout choice involved with maybe seasonally just changing what tool to use but not restricting the already small loot pool. Like I just want the game to be more fun to play akin to the freedom of Forsaken.
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I think what would be better is if all the anti campion mods cost the same and each mod automatically applied to two types of weapons instead of unlocking two different mods (eg. Overload rounds that applied to auto rifles and scout rifles in the same mod rather than having two separate mods to unlock) There should also be at least one melee/grenade anti champion mod for each type of champion each season. Finally I feel like certain weapon types should have an innate chance to stagger certain champions. Like a 10-25 percent chance. Like, for example. Swords partially bypass elemental shields. Why not make it so they sometimes pierce barrier champion shields too? Or rocket launchers are powerful weapons that will rock anything that survives them. How about they stagger sometimes? Arc energy could stun things into submission, maybe they could disrupt overloads? These wouldn't be activate all the time and it would only be certain weapons where it makes sense. It would always be far more reliable to have a dedicated weapon. But in a pinch, you got an unstoppable coming at you and your devil's ruin or whatever is out of ammo, quickly pop a rocket and pray lol. That, I would love to see.
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I hate the champions mechanic. I feel like that idea was round tabled and spit back at the community as, “Let’s take the already restricted loot pool, cause we sunset the relevance of all your hard earned stuff cause we wanna sell it back to you later, and restrict your agency and engagement approach even MORE by limiting your loadout to maybe 1-4 guns arbitrarily picked every season in order make it look like we’re making creative challenging content but it’s not. And LOL! ‘Unstoppables’ you can stop. Cause SPACE LOGIC!” 🤪 Ah well. I tried to log in the other day but couldn’t stay in. Couldn’t even bring myself to attempt the harbinger /Hawkmoon mission after I saw there were champions in it. 😒 The endgame is now grinding for upgrade mats as that’s their way of trying to balance sunsetting. “Maybe if we make upgrading stuff easier, peeps won’t be mad about all the time and effort they invested, and will have to invest again after we sell it back to them, in all their godrolled gear! Brilliant!” 🙄 Hell... They even made upgrade mats the vender rank up rewards next season. If that isn’t proof of the endgame flipping from (now disposable and sold back to us) gear chasing to materials for upgrading said gear to make it marginally better than base stats (but nothing near your original godrolled gear of course), I don’t know what is. 😑 Someone message me when this game gets it together. I’ll check in here from time to time but for the most part, I’ve given up after 7ish years of “Good move... Good plan... I like that change... WTF JUST HAPPENED TO THIS GAME?!?” Wash, rinse, repeat. And it seems they’ve dug their heels into the current philosophy judging by the last few TWABS. 🤷♂️ So much potential... Siiiggghhhh. 😑
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Every weapon in this game should have a mod for champions.....period ...
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I'd prefer it if you could equip mods directly in the artefact rather than having to take up mod slots on gear. It's pretty much a skill tree anyway so might as well just act like one
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1 commentaireModifié par Hells Assailent : 1/28/2021 2:26:58 PMOr hear me out here, champion system should be removed and champions deleted. They're a buggy broken mess anyway.
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4 commentairesI hate the whole champion mechanic. But having champion mods able to equip on any armour piece would make things a bit too easy don’t you think?
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Exact this.
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15 commentairesModifié par Crystilonus2011 : 1/27/2021 4:40:14 PMNo, if everyone could run any weapon they want to deal with champions, and they would just stick to one loadout forever. Bungie does this to push people to try new combos. Unstoppable shotgun represents a choice. You can’t have everything all the time. Gotta rely on a team at some point.
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5 commentairesI mean...you're just asking for too much at this point.
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2 commentairesNah I don't think we should.
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Modifié par Razor : 1/27/2021 10:01:31 PMI think we should have the option of putting the mods on the gun OR armour or both.
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2 commentaires[quote]Some of the best mods are on arm armor.[/quote] Umm... what? Helmet: Finder mods for getting more special/heavy drops. Chest: Reserve mods for storing more special/heavy ammo. Also Damage Resist mods which are very strong. Legs: Scavenger mods for getting more special/heavy ammo per brick. Class Item: Finisher mods (including Special/Heavy finisher) and other Artifact mods (such as Thermal Overload and Surge Eater) Arms: Loader and Dexterity mods? not my definition of some of the best armor mods for PVE... The only time I'm ever running one of these mods in PVE is if I'm trying to melt Taniks with double Shotgun Dexterity.
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Yeah they should just apply to your character, not the armour.
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1 commentaireThey should just get rid of champions all together
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11 commentairesI’m surprised they haven’t given every Exotic a champion mod yet. For example, I like the Sunshot a lot, but I can hardly use it except outside of casual play.