Just having more variety with mod builds for Champs would probably be fine, and they could [b]make it make sense[/b].
I.E.
Barriers: baseline kinetic weapons (scouts, autos, HC's, pulses, etc)
Overloads: your back pocket energy weapons (grenade launchers, fusions, shotguns, snipers, etc)
Unstoppable: Heavy because they're the tanky suckers (LMG, linear fusions, heavy GL's, etc)
They could fill out the first 3 rows of an artifact with different options. It would still push people to reset, try different mods, and it's way less restrictive. Plus it makes more sense to me using weapon types that actually sound like they'd make a difference. Who tf thinks "aw yeah, this sidearm is gonna ruin an Unstoppable Phalanx"
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Having options? You'd still be limited to the artifact limit between rows, so if you don't have the stacked gear between fireteam members chances are you'll still run into minor problems. As it stands right now, people are just blowing away champions with 1k and Cartesian, so I don't see how having more loadout potential makes them easier than that.
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It is super weird to actually see the formerly crappy rapid fire fusion guns actually burning stuff down. I still kinda think you should be able to “hold” the charge for a bit sorta like a plasma pistol from halo. Maybe a armor exotic that lets you do that.