It has come up many times. Many people complain about how Champions and anti-Champ mods currently work (personally, I don't find it a big deal, but I get the complaints). Sorry in advance for the big post, but I think I might have an answer.
The option I want to suggest is this: [u]What if the anti-Champion weapon/ability details were baked into the activity modifiers?[/u]
As we all know, when selecting an activity before launching, the mission details icons previews what types of modifiers are active, including burns, grounded/brawler/heavyweight/etc., and also what Champions to expect in an activity. What if there was an additional modifier icon that stated, for example, "Anti-Barrier Scout Rifle/Unstoppable Hand Cannon", and if you have those weapon types equipped, they will automatically have that anti-Champ functionality without the need for equipping any mods. This could also be applied for abilities (i.e., Arc grenades stun Overload Champions by default)
Having this kind of interaction with weapon loadouts from modifiers is not unprecedented, as anyone who did the old Prestige Leviathan raid lairs will recall. You used to have to have a certain weapon equipped or you wouldn't even be able to launch the activity. You could change weapons in the activity, as long as you maintained the weapon types. What I'm suggested is basically a less restrictive version of this: you could still change to whatever weapon you wanted to whatever you want, but it wouldn't have that anti-Champ functionality.
This would do a lot to address many player complaints:
1) No more need to slot mods into your gauntlets, opening up using these slots for buildcrafting with dexterity, loader, ability exchange mods (i.e., Momentum Transfer, Impact Induction, Focusing Strike, etc.). If you change your gauntlets (for your exotic, stats, energy type, whatever), you wouldn't be punished for accidentally forgetting to slot in the anti-Champ mods.
2) The specific anti-Champion mods could be activity-dependent, and wouldn't necessarily be the same across all activities or locked for an entire season. Bungie could have tailored weapon types for a specific activity. Close range Nightfall - how about Unstoppable Shotgun? When the next week's Nightfall strike is a longer range one - how about Unstoppable Pulse? These "featured" weapons for Champions in each activity could be updated season over season to loosen up the activity over time and add a little variety, i.e., Unstoppable Pulse in Lightblade this season, Unstoppable Hand Cannon the next.
3) If you think this might make a 'void' (heh) in the artifact options, Bungie could still provide alternative Anti-Champion mods in the artifact for players to use if they chose to, but the key is that it wouldn't be necessary, and using these mods would require a tradeoff for armor mod slots/energy. Let's say an activity has Anti Barrier Scout Rifle modifier, but you don't want to use a scout. There could be an Anti Barrier Sniper Rifle mod in the artifact that you could socket in to grant another weapon type that functionality. Similarly, maybe the "featured" Unstoppable weapon might be Shotgun, but you could socket in the seasonal Unstoppable Grenade Launcher mod if you prefer. Giving the players this alternative choice at the cost of a mod slot/energy is a tradeoff for not having to use the "featured" anti-Champ weapons for the activity, and would still be less restrictive by FAR than requiring the use of the mod slot and energy. (I would think that intrinsic anti-Champ behavior on exotics would not take the activity modifiers or be overridden by socketed mods)
4) Additionally, now that the gauntlet mod sockets are not mandatory for Champion mods, the class item mods for anti-Champ abilities (Surge Detonators, Inferno Whip, etc.) could possible be moved to the arms sockets as well, but I find that having these mods on class items isn't as big a deal for most players.
5) One of the comments that gets brought up in regards to matchmaking for Legend or Master difficulty is that blueberries might not have any mods socketed to deal with Champions, which would make it impossible to complete. Considering the Prestige Levi restrictions I referred to above, we know that Bungie could do a similar restriction in this case: either have one of the "featured" weapons equipped, OR have a mod socketed to deal with a Champion (at least one), since you can't change weapons mid activity in those difficulties. Still give us an option for Legend/Master without matchmaking, for duo fireteams or the Esoterricks out there who like the solo challenge.
Anyway, there might be other benefits there that I haven't listed here, but I think it does a good job of opening up more play options, and reduces a lot of the pain points most often complained about. I made a similar post on BungiePlz, but I'm sure it was buried in all of those suggestions, so thought I'd add it here too.
Very interested to see what you all think. - Gunslinger_8912
This would be less restrictive on mods and legendaries but you’d have to get rid of the intrinsic champion mods on exotics and that would make this even more restrictive because you’d lose those options.
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