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[quote]Enough said[/quote] Idk I’m liking it, before I’d have to choose between elemental well and charged with light (since you’d really need all 5 mods slots for a solid build for either one). Now I can use mods from both wells and charged with light for some really fun builds. I guess it depends on the build though, some of mine got infinitely better and some of mine are a little slower now, but not bad either. It’s taken some getting used to, but I think it’s a good direction for buildcrafting as a whole. Let’s us have a lot of variety in how we can make builds.
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5 通の返信I mean.. who actually used those lol.. I always figured only youtubers did.. you don't need builds in this game unless you are doing top content (which most of it is pointless lol) lol
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1 返信I miss them, including Warmind Cells and such. But also, I don't mind the change. It certainly isn't perfect and some stuff could use a buff, but we've had the same system for years. I can understand getting rid of stuff to make room for new things. And that is kinda what they did. It's not the best system implemented, but it's not the worst. But I also come from playing D1 where mods didn't exist at all and you just went with whatever was rolled on your gear and you either liked it or deleted it.
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Daffy, The Disappointedにより編集済み: 3/4/2023 12:50:54 AMThe only good thing about this new system is basically the removal of elemental affinity. There’s a [b]lot[/b] of room for improvement. I can’t do much with what we have now, and it kills some of the fun.
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Its a good time to be a hunter main🤗. So far im really enjoying the new system, even though my raiden flux build got destroyed, i have found that what remains is a way better teamplay set up. The amount of orbs i generate really benefits my team ánd myself. It hasnt become worse, just different. The bad thing about this system is that it is heavily reliant on powered melee kills to generate orbs, which is fine if you are a arcstrider, gunslinger, striker, sunbreaker or defender (or use Strand), but if you are running stasis... yikes. I havent tried it yet, but stasis warlocks cant get grenade kills or melee kills, so whats left for them? Does shattering count? I dunno, but it seems wonky.
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I like the new system but it needs some work. The biggest mods are nowhere to be found. Heavy handed and energy converter were deleted which were the best pve mods and they cost too much to implement and are really hard to procc. <insert omniman meme 'look what they have to do to mimic a fraction of our power'>
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1 返信Twohothardwareにより編集済み: 3/4/2023 2:17:19 AMI think there is room for improvement with the new mod system but do I miss the old one? No. Elemental wells and charged with light mods were overly convoluted with multiple years of totally different ideas on how to do the mod system thrown together. A number of the mods were expensive to slot preventing you from using other utility mods. The mods also served limited to no function in PvP. I think the biggest problem right now is people coming into Lightfall wanting their exact same build to work 1:1 instead of looking for new builds or ways to get similar function.
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1 返信Chinsoにより編集済み: 3/3/2023 8:24:22 PMThe new mods system is not good at all we pass to have like 50 options to 3, the worst no body complaining about the old system they just do because is bungie
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2 通の返信
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1 返信To a degree yes. I loved the versatility that the different types provided, and the potency of the builds you could create. Even on Arc, Solar, or Stasis I could use reaping well maker and well of tenacity for massive survivability. That said it wells were useless in pvp and swapping out pieces of gear and mods, especially if the element types didn't match, was a huge pain in the -blam!-. Almost everything was carried over in one way or another. Converted to more neutral game usage, or even into new fragments for the light subclasses. There's always going to be things to complain about but I think the new changes will make swapping gear out a lot easier. I wouldn't have minded keeping the old design if we had the loadout saving system though.
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Ik it’s not the same, but use siphon mods paired with the mod where orbs help charge abilities, especially if you’re on Strand. Works the same way as wells, but slightly less potent, I must say. It helps if you have weapons with Wellspring and Demolitionist too. Mods where using abilities recharges a different ability. Basically how my build is set up. Chaining abilities and scooping up orbs keeps them recharging and a lot faster when you factor in weapon mods and certain exotic armors. I just stay with Necro Grip and Malfeasance or Osteo, the DOTS help make up for the slower recharge rate after LF dropped.
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11 通の返信
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Down vote. this system is waaaay better. No more people competing with different builds and lack of synergy across the fireteam. Does this system need some tweaks? Sure. But I expected as much. This system is still way better than having three competing systems.
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1 返信Armor Charge while being a step in the right direction of moving builds to a single system that removed mods that did the same thing but had different activation methods (Protective Light/Well of Protection or whatever the equivalent was called) is a very underwhelming change. The mods that are here have uniformly less effect than the original versions. Kickstarts weren't even part of the CoL or Elemental Wells system but are now part of Armor Charge for an increased effect. Most of the mods that don't overlap with EW and CoL were just omitted entirely, ie all combat mods that focused on non-ability gameplay, with no replacements for them. As for acquiring Armor Charge stacks, the only way to gain stacks is by breaking matching shields, collecting orbs, or performing finishers, 2 of which are within reasonable gameplay without needing you to either consciously play into them or build for them. Still, orbs have been severely capped since the helmet orb generation mods were added. Masterworked weapons no longer dropped orbs since without the helmet mods you can't pick up orbs generated by your super and you have to rely on your teammates for orb generation. The timer on the AC abilities is alright, not too much to complain about when you can hold onto a damage boost for 15s per stack with time dilation, but the actual buffs given are rather disappointing. My friend has gone through testing PVP mods like dexterity and found that they didn't seem to work the same way making low-handling guns worse as you can't compensate for it outside of Quick Access Sling. As a side note, I also found that I had a mod that I can't equip at all which is rather disappointing as it would be a way to generate extra orbs.
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1 返信