So when Champions were first introduced to Destiny 2 we had it where each category had a handful of weapons. Where every weapon had a stun mod. Now we get limited weapon mods for stun. Yes I understand that we were given stun capabilities with our sub class terms but our loadout shouldn't be limited. Only having one anti barrier mod option unless you use radiant or other sub class terms or have to use an exotic with it kinda sucks. I truthfully just don't like being restricted on my loadout. When we have 19 weapons across 3 ammo types it feels bad when your limited to 6 for champion options and you don't even get to select them all either. Personally I'd like to see champion Mods become like our sub class terms and just be set in stone. I get it's a lot more complicated cause programming and stuff, it just feels bad to be limited to a small handful of weapons each season/episode.
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4 답변Honestly to me, Champs were the worst change made to D2. I know that they add to the difficulty and such, but forcing certain loadouts because of the anti-champ effects just feels like poor design to me. On top of that, Anti-Barrier has been bugged since Shadowkeep in 2019 where projectile weapons get butchered when used against non-champ shields. Shoot a Phalanx or Hydra shield and the shot just passes right through it, wasting the ammo and dealing no damage to the target. Then there are methods of Anti-Barrier. I know Radiant is very common right now because of the artifact, but Void and Strand have it bad as their fragment requires a kill and lasts a very short amount of time. Meanwhile the champ just has to wait a few seconds to pop their shield again and fully heal if you don't have anti-barrier in your loadout. I made a post about this issue, but a change I think would be good is allowing anything that applies Volatile or Unravel should get Anti-Barrier by default like Arcane Needle, Swarmers, or Void Titan with the Volatile on void ability damage aspect.
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1 답변[quote]So when Champions were first introduced to Destiny 2 we had it where each category had a handful of weapons. Where every weapon had a stun mod. Now we get limited weapon mods for stun. Yes I understand that we were given stun capabilities with our sub class terms but our loadout shouldn't be limited. Only having one anti barrier mod option unless you use radiant or other sub class terms or have to use an exotic with it kinda sucks. I truthfully just don't like being restricted on my loadout. When we have 19 weapons across 3 ammo types it feels bad when your limited to 6 for champion options and you don't even get to select them all either. Personally I'd like to see champion Mods become like our sub class terms and just be set in stone. I get it's a lot more complicated cause programming and stuff, it just feels bad to be limited to a small handful of weapons each season/episode.[/quote] Your memory of champion mods is quite off. Never have we had a season where every weapon had a stun mod.
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5 답변작성자: viiTactiiCZz 5/4/2024 4:48:43 AM[quote]So when Champions were first introduced to Destiny 2 we had it where each category had a handful of weapons. Where every weapon had a stun mod. Now we get limited weapon mods for stun.[/quote] Huh? its always been specific weapon types that change seasonally - the difference was they were previously equipped on your arms The older seasons if anything were more restrictive prior to season 20 due to the mods being needed to be equipped on your arms so you couldn't run things like loaders, for example the 3 starting seasons for the previous years prior to the artifact change were Undying: anti barrier and unstop HC, overload SMG/AR, anti-barrier AR, and overload Bow Hunt: AB Pulse and SMG, Overload Scout/AR, unstop HC Risen: AB Scout, Overload SMG/Auto, Unstop HC, AB Bow, Unstop pulse
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5 답변I don't mean to nit-pick, but your post has a glaring contradiction due to the mods, subclass verbs, and Exotic intrinsic perks. That hardly fits the definition of "limited," don't you think?