I’m not sure how to feel about this new change with how orb generation on multi kills will work going forward. I like the idea of adding it onto a mod to give an option for people who either don’t want to masterwork their weapons, or the exotics that don’t yet have masterworks. However, what then is the point of master working a weapon if it will no longer generate orbs on multi kills? Why even invest those materials? Plus you’re taking away from my builds I have crafted by restricting my orb generation to up to two damage types by restricting it to just the mods, and now those mod slots are taken from other mods I would much prefer to slot in that armor piece. I like the addition of these mods so long as it means our weapons that we masterwork can still generate orbs on multi kills separate from these mods. Otherwise, why spend all those materials for 9 measly stat points?
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So big things to note; 1. Weapon memory is a thing, removing orb gen on weapons frees that up for other stuff. 2. You don’t have a lot of mods competing for space outside of PvP (targeting mods can be very expensive for HC Sniper builds) on the helmet (I usually never run special ammo finders and never run out of special or even use special in end game content). So as long as the mods are not A. Combat style (slot 4), B. Don’t cost more than 2-3 each (1-2 is the pref, 2-3 is manageable) and C. Are neatly consolidated (around Weapon type, ammo type or element not all three, we don’t need like 50 -blam!- head mods). There will be very little issues and generally be good. 3. Orbs, kinda suck (they help, but are not that important tbh) and if they are a mod, it makes buffing them or how many supers generate much more attractive. It’s an opportunity cost thing 4. Newer and less active players can actually generate orbs and not worry about scrounging materials or spending hours grinding to MW weapons. 5. Weaponcrafting, is being designed around the idea of make a weapon, play with it, dismantle if you don’t like it (might be tied to a specific material or something, who knows at this point). MWing is expensive for newer and less active lights, managing that limitation is a good move for getting more people playing. 6. MWing, it’s really not that important, orb gen or not and is not a sacred cow nor a good hill to die on
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Hyperion724により編集済み: 1/15/2022 12:05:19 AMIt's Sunsetting all over again. I can picture the head of Bungie acting like the cable company from South Park. Just sitting there looking us in the eye while rubbing his nipples with his fingers: "[i] We realize that this may be an inconvenience for you...and we hope you'll share [u]ALL[/u] of your concerns/complaints with us. Because here at Bungie, the players are ALWAYS, our -blam!-.[/i]"
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Its terrible . One of the worse changes in WC period. So now you are adding 4 more mods into a armor piece that already has way too many to fight over 2 slots. To give us something we can already do for free. at the cost of ammo finders, Targeting mods, Ashes to assets or hands on.. Its terrible. So if you want to make orbs you essentially have to use all the same element as you're not going to waste your entire helmet to make orbs with 2 guns... Its insanely stupid to fix 5 guns that don't have catalysts yet....
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1 返信Removing orb generation from masterwork weapons is an awful idea. It will completly ruin min-maxed and/or end-game armor builds. It don't matter that artificie armor from the "Avarice" as an extra slot if we already are at mod capacity with our current builds. I agree with you that giving the option to put a helmet mod is good for "new lights", but it should not nuke masterworked weapons. Moreover, tying the mod to one damage type renders this unpratical, so this change seems a nerf to all weapons and, thus, all players.
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I think the orb change is a positive if something like I describe below comes with the weapon crafting… You want to create your god roll (insert weapon name here). You have it drop but with 1 of the 9 options that make up a weapon that would make up your god roll. (2x barrels/scopes, 2x mag perks, 2x column 1 2x column 2 and the masterwork perk we have now) You go to where you craft the weapon and you ‘sacrifice’ that weapon to start your god roll and in doing so, you take 1 perk from the sacrificed weapon and it is on your weapon ‘frame’ (kill clip in column 2 for example). That’s were you start ‘crafting’. With each drop of said weapon, you can sacrifice it and take 1 perk from it and add it to you frame until your frame is complete. Then your grind begins for true mastery. You use the basic frame with no perks unlocked (just like D1). Once you have all the perks unlocked, it becomes masterworked. This means the stats bump up just like on Adept weapons right now (plus 2/5 to things like range, stability etc as well as the plus 10 to the masterwork option we have now) Hope this made sense. Ask questions if you want clarity on anything.
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I'd just like to note that Hippy's first twab was a doozy and she didn't really sell me on this latest Bungie misadventure. So welcome aboard Hippy! If Bungie could exhaust Deej's charms as quick as they did- [i]it was nice knowin' ya![/i]
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3 通の返信They said that grinding orbs from weapon kills for the new weapon crafting system would be too painstaking. I don’t buy that. There are plenty of ways to kill red bars. Besides all they had to do was lower the threshold and problem solved. The much more likely scenario is they realized it would be too easy to get the orbs and decided in a very Bungie way to scrap everything they did and screw their customers instead. It’s just sooo Bungie.
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[quote] Elements of the new weapon crafting system will encourage you to use many different weapons and ask you to burn hard-earned Masterwork materials on a weapon that you may only be using for a few hours, just to generate Orbs. That … seemed like a tall order. [/quote] This got me interested and scared all in one… 🤷♂️
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[quote]I’m not sure how to feel about this new change with how orb generation on multi kills will work going forward. I like the idea of adding it onto a mod to give an option for people who either don’t want to masterwork their weapons, or the exotics that don’t yet have masterworks. However, what then is the point of master working a weapon if it will no longer generate orbs on multi kills? Why even invest those materials? Plus you’re taking away from my builds I have crafted by restricting my orb generation to up to two damage types by restricting it to just the mods, and now those mod slots are taken from other mods I would much prefer to slot in that armor piece. I like the addition of these mods so long as it means our weapons that we masterwork can still generate orbs on multi kills separate from these mods. Otherwise, why spend all those materials for 9 measly stat points?[/quote] One must ask, what happens to all the weapons we masterworked that currently generate orbs, the main reason behind masterworking them( to me anyways)
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Demon_XXVIIにより編集済み: 1/15/2022 5:00:29 AMSounds like a sunsetting 2.0 Most people have spent time & resources fully masterworking their favourite weapons & setting up their 4socket armour Now, Bungie have started to introduce 5 socket armour (Raid, Master avarice armour & a rumoured IB 5 socket armour set is on its way) Seems it’s sunsetting all our old 4socket armour again to make the grind real to build all over again Having to run content over, fight RNG for the 5 socket armour stats/spikes we desire & yet again, sort out the correct mods & numbers to feel powerful All this, coupled with the 25 artefact mods available to unlock from the start of S16 Grind, run, hamster, dead!
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12 通の返信All it does is punish people who play the game and actually have builds on their armour.
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18 通の返信FL00FING AB0UTにより編集済み: 1/13/2022 8:17:43 PMMasterworking weapons just lost half its meaning and there’s going to be even more mod crowding in already crowded spaces. All the while actually reducing ways you can make orbs even with the mods (because who isn’t going to want to waste 2 slots just so you can make orbs with ONLY 2 different types of weapons). They did this to justify the existence of Artifice armor and simultaneously nerf Charged with Light. Basically what I got from it. Does not sound like it will be in players best interest, but I’m guessing it wasn’t supposed to be. Might as well call this the “Masterwork nerf.” This was a change made that blatantly spites players and I’m not a fan of spinning it as if it’s helpful to us.
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1 返信I have no room on my armor as is. This feels like a very intentional way to nerf Protective Light and High Energy Fire. the furthest thing from a buff. unless these mods cost zero and dont populate an armor mod slot, bungo -blam!- the bed on this one.
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Everytime I read another post with another person pointing out the really obvious flaws with this change my disbelief and anger grows and grows. How TF exactly did you think this was a good idea? I feel like next thing we will hear is that we're going back to double primaries or something with how dumb this whole situation is...
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7 通の返信Just another dumb decision by Bungie. -blam!- I wish Microsoft would’ve bought destiny from them. Hell at this point I wish activision kept destiny in the split. Bungie could be handed diamonds and somehow turn them in to cow -blam!-.
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4 通の返信Not a fan. Right now I use masterworked weapons and still have all my mod slots free. Now if I want to generate orbs I need to give up a mod slot on my helmet just to do it on one damage type. This effectively nerfs every single build I have. all the other changes mentioned in the TWAB sound great though!- just not the mod requirement for orb generation. I will say: this wouldn't be any issue at all if masterworked weapons still generated orbs, and the new mods simply gave us ANOTHER way to make weapons drop orbs.
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Yeah, this really feels like a sucker-punch after the recent ability nerfs and supers receiving increased cooldown lengths. Now if masterworked weapons still kept the ability to generate their own orbs, then I'd have absolutely no issue with this because the mod would still have a use for unmasterworked weapons and/or exotics without a catalyst. Hopefully there's more clarification down the road on just how these mods are gonna function, because they'll have to do [i][b]a lot[/b][/i] to make up for them removing a huge part of masterworking weapons in the first place.