Rather then having the mods tied to the arms armor, why not have it tied directly to weapon slot itself? As an example: anti overload stasis & kinetic slot, anti unstoppable energy slot, and anti barrier heavy, and we can swap where each anti champion mod is located.
I think this is a good idea, since it would allow more build crafting with more weapons able to go into high-end champion content, and freeing up space for all the other arms mods (dexterity mods, reloader mods, momentum transfer, kickstarters and so on...).
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1 返信so what you're saying is, you want this game to be easier than it already is...the community already cried about mods being put on weapons, and we demanded they put it on armor pieces. They put it on armor pieces, and now we want to put it on specific weapon classes. They put it on specific weapons, and then you have people demanding that it be unlocked intrinsically once it's unlocked in the artifact. Jeez - you guys will never be happy
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15 通の返信
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1 返信So before they were in armor they were used in the weapon mod slot...problem with that well weapon only have 1 slot...and exotics have none Also the ideas of primary ,secondary and heavy being 1 for each mod is against the idea of why champion are like that....its to make peoples use different weapon during a season
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1 返信this game, to make it fun, is to limit what you can do, so that you have to strategize. You can only put on two mods at a time for a reason. Not everything is Austin Powers where the enemies all come at you at once, nor do they have Stormtrooper aim. I don't want NF's, particularly GM's to be easy because it takes no strategy or teamwork to get through them because in theory, only one person would need to have the weapons on to defeat champions, where everyone else can use whatever they want. Not very challenging at all
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I posted something like this earlier today, and some whining baby told me that I needed to go play minecraft since "I can't adapt" to use the champion mods system. What a toxic POS. I concur though, great idea.
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But then we wouldn't be playing bungies way. I like this idea. I've also said to make the champion mods intrinsic "perks" for weapons. So like anti-barrier auto rifle mod would instead just make auto rifles in general anti barrier with no mod needed
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8 通の返信Demon_XXVIIにより編集済み: 12/31/2021 7:16:31 AMOr An alternative system The mods, could, once unlocked in the artifact, automatically work with that weapon class No need to slot them into weapons or armour Example: Equip a Vig Wing/Outbreak/Messenger/Darkest Before etc (or any other pulse rifle) & the unstoppable pulse rifle perk from the artefact just works! And whilst we’re mentioning the artefact - allow for single modifiers to be changed without resetting the entire thing (obviously at a cost reasonable to the perk itself)
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1 返信[quote]Rather then having the mods tied to the arms armor, why not have it tied directly to weapon slot itself? As an example: anti overload stasis & kinetic slot, anti unstoppable energy slot, and anti barrier heavy, and we can swap where each anti champion mod is located. I think this is a good idea, since it would allow more build crafting with more weapons able to go into high-end champion content, and freeing up space for all the other arms mods (dexterity mods, reloader mods, momentum transfer, kickstarters and so on...).[/quote] They used to be weapon mods. It was disliked because exotics couldn't have mods.
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1 返信Did you just start playing the game? This was the original way mods were instituted, but was changed because it was universally panned