Add new mod slots to Ghosts that utilize these mods instead of crowding the helmet slot further.
Id be totally happy droppping any perks on that just to get orbs, and it wouldnt be a stretch to say your ghost is helping you generate power.
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1 답변Now that’s a perfect example of what a good idea sounds like. Too bad that’s not how this development team brainstorm’s. There gonna stick with the helmet slot. You know that. Right ? When you get some free time could you be so kind as to put your 🧐 thinking cap back on to figure out a way reverse the one hit kill ability nerfs?
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19 답변Or just dont make the change at all. The thing that annoyed me the mkst is that masterworks are pretty much useless now.
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1 답변작성자: Zer0Warri0r 1/14/2022 3:47:26 PMYou forgot the part that it shouldnt be tied to element type and it should cost 0-1 energy. If they want to go the mod route its gotta be just as good as simply masterworking a weapon. The mod should read "all weapon multikills have a chance to spawn an orb of power". Shouldnt matter what element it is, weapon type, weapon slot, all I should need to generate an orb is any weapon multikill. Ghost mods are just as crowded for a different reason. I need as much of an exp bonus as I can so I can do bounties eff and get +20 above the pinnacle "cap" to do master raids and GM NFs. I also need to specialize my armor bc Bungie things 30 mobility on warlock armor should be the norm unless you got a mod on your ghost saying it should be recov.
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1 답변I’d go a step further and say orb generation should come from masterworked weapons AND the new mods. That way you give us a new option for orb generation without removing the old one.
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Yeah - If you want orbs on these few exotics that bad, use the ghost for them..... Ammo Finder mods are always on my builds, I don't see the fun in playing if I have to be stingy with every heavy shot.... Only scenario I could accept this is if ammo was just dropping freely, no ammo finers needed
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As long as they’re neutral mod affinity and are cheap (0-2 energy) I’ll be fine with it in the long run. Swap out one ammo finder in low end content, and swap to double ammo finder for GMs and Masters. You don’t get double kills fast enough as it is to fully rely on masterwork orbs for Charged with light. For everything else, you can sack a finder for a mod. My worry is that they’ll be energy specific, so you’d have to have a Solar helmet if you want to generate orbs with Solar weapons, or Void helmet if I want to use Wavesplitter.
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If the plan is to make orbs via mods, putting it on the ghost makes the most sense. I don't understand why they are putting it on the helmet. It's already a choice between targeting (PVP) and ammo finders (PVE.) Unless I'm running double specials with Lead From Gold, I can't see why I would use an orb creation mod over an ammo finder in PVE. I'm definitely not using an orb mod in PVP. Pants on head, man... I really hope Bungie does a better job explaining this change because I feel like the one we got in the last TWAB was half-baked.
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Mr Jim Laheyspecial weapons are for noobs - 오래됨
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14 답변작성자: hate n payne 1/13/2022 9:09:04 PMMajor Bump. It is crazy how you came up with a better solution than a company who brainstorms with others to come up with a much dumber one.
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12 답변It even makes more sense to have ghost grant orb regen on kills as they are basically a piece of the traveler.
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