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オリジナルの投稿元: ARTIFICE ARMOR NOT LOGICAL
7/7/2022 2:39:38 AM
5
Nah, its fine as is. If you added extra energy you'd make the armour straight up broken.
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  • Oh no! One extra mod slot!

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  • [quote]Nah, its fine as is. If you added extra energy you'd make the armour straight up broken.[/quote] Eh at least an extra +1 energy would be fine, most mods cost more than 2 and only use for the slot is season champ mods so yknow...

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    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • It’s already straight up broken. Whatever that means. Based on the facts, non artifice armor is designed to give us 10 energy plus 2 extra when master worked. Then we have artifice armor and we get an extra mod slot for the same amount of energy points as non artifice armor. That’s what I call broken. The way to fix it is to add extra energy to support the extra slot ! I’m gonna put an extra gas tank in your car. Except you are not able use extra gas to put in the 2nd tank. Instead You need to siphon from the 1st tank to put some gas in the extra tank. Just allow me to have access to more gas to fill up both tanks .

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    マナーを守りましょう。投稿する前に、Bungie の行為規範を確認してください。 キャンセル 編集 ファイアチームを作る 投稿

  • xbroggiexにより編集済み: 7/7/2022 5:27:51 PM
    [quote]Based on the facts, non artifice armor is designed to give us 10 energy plus 2 extra when master worked.[/quote] You mean it gives a total of 10 energy capacity when masterworked and +2 to all stats? If you added extra energy to artfifice gear you'd actually devalue to potency of mods from the artifact as a cost because Bungie would naturally nerf mods in response to allowing higher energy capacity. Bungie does not want you running say Solar Fulmination + Revitalising Blast + Classy Restoration all on one bond or the combination of Radiant Orbs + Rays of Precision which would be able to be used on any subclass like void with Devour. Its up to you to make use of the extra mod slot with the same energy provided. Sometimes you can get an extra benefit out of it like the resist mods on chest pieces or being able to slot in a champ mod along with a loader and fastball. Adding more energy to armor would down the road decrease the power of mods to be overall weaker.

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  • I’m suggesting 10 energy plus 2 plus 2 extra a total of 4 applied to stat’s. Only on artifice armor. Then leave the artifice class armor at 10 plus 2 to stats. On a piece of the artifice class armor only offer a 1 to 2 energy artifact extra mod slot. Restrict artifice armor to allow only one piece equipped at a time. If I’m maxed out with my 10 energy per equipped armor pieces that supports my desired build, why after contemplating adding an artifice armor piece or pieces would I be willing to reduce my stats in order to use an extra mod slot ? I can’t logically get past that. Also I feel exotic armor should have an extra slot and 2 extra energy to stats. The cost of master working exotic armor gives you the same gains as any other armor that costs much to master work.

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