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Destiny 2

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3/12/2020 5:35:33 PM
41

Armor Break, Disrupt, and Overload Shouldn't be Weapon-type Restricted

The champions are sucking all the fun out of these last few seasons. Why force us to use specific weapon types at all here? What's the downside of letting us apply the mod to any weapon we want? And if you're keeping this thing in the game why aren't you adding the mods to older exotics? Being this restrictive just doesn't FEEL right for Destiny.

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  • They should be archetype restricted. Unstoppable= high impact. Anti barrier=precision. Overload =lightweight/rapid fire frame.

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  • Yeah this was a big concern of mine for ordeal nightfalls when they were released. It's now a great annoyance that they're present in the bunkers, which I solo- so I literally have to sit there switching weapons between the barrier servitor and the overload captains. And I'm on console so that switching time takes as long as another encounter room. BIGGEST problem is mods not being allowed on exotics. That really just punishes us for wanting to use exotics. Huckleberry would be a great weapon for seraph towers if wouldn't have to change my entire loadout for champions. But this season it was just poor design to put all champion rounds on close-range weapons. I imagine that was paired with the sniper nerf to get us to fight up close more... But game design just doesn't make that possible. Boss stomp mechanics prevent it. Being overwhelmed with adds prevents it... The requirements just aren't a reflection of what actual gameplay looks like.

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  • This sounds dangerously close to "wah, make it faster to complete so I can complain about nothing to do"

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  • Worst mechanic Bungie introduced. A very very lazy way to force a meta.

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  • Ive never understood barrier champions. Why force us to use a specific weapon in A GODDAMN MMO RPG??! I feel as if Bungie have no idea how to create an effective mmo rpg and want to remake destiny into a fps.

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    • [quote]The champions are sucking all the fun out of these last few seasons. Why force us to use specific weapon types at all here? What's the downside of letting us apply the mod to any weapon we want? And if you're keeping this thing in the game why aren't you adding the mods to older exotics? Being this restrictive just doesn't FEEL right for Destiny.[/quote] https://www.vice.com/en_ca/article/g5xkgw/why-destiny-2-isnt-working-and-how-to-fix-it This [i]is[/i] the reason! Repost this to get the word out!

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    • I feel like these things just don’t add anything positive to the PvE experience and limit loadouts far too much. Props for trying something different and new, but I don’t think it’s worked out well and should be eliminated as a gameplay mechanic

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    • Silly goose. You act as if this game want you to play the way YOU want. Nah in soviet Bungie. Weapon mods choose you!

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      • You know what would have been a better idea? Move the restriction to year drops, instead of weapon types! Only year 3, but all year 3 weapons should be able to equip all mod types... and forever more! Only year 4, but all year 4 weapons should be able to equip (unknown) mods that compliment any new mechanics... and forever more! That would enable genuine progression without the need to cap power/performance! Consider fixed rolls year 1 as standard - progression into random rolls year 2, so an update such as the above would work!! Notable exceptions: pinnicle/ritual weapons are always universal; this removes the need to create unique perks, without losing the overall uniqueness I.e. these weapons will be solid throughout, but you may find more joy using a specialised drop for the year!!

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      • I like the champions (except maybe the overload minotaur those get that crazy I'm going to prison rape you as I chases you across the map) . From here on out every artifact needs to have the first two rows for weapon mods from blues to exotics ALL weapons should be able to use those mods EVERY season....then I will be able to play my way.... just my opinion not everyone's....

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      • I enjoy having the champions in higher end content, But I agree that anti barrier, overloaded, and unstoppable rounds should be a mod that works in all primary weapons.

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      • Edited by DeathPony07: 3/13/2020 7:20:13 AM
        Neither should Barrier or Unstoppable. Just get rid of Champions altogether. They're just bullet sponges that don't add any difficulty. They're annoying.

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        • Did a bunker clear solo stupid ass sidearms and smgs just not good enough to knock em down.

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        • Cabal champions are 8 feet tall weigh 700 lbs, are using a slug shotty minigun but I have to fight him with a sidearm. Bungie, do you even Destiny? Nobody wants to use pea shooters against these monsters.

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          • I know. This is one of the most annoying things. Especially as a mainly solo player. Even clearing out the bunker daily I either need to use 2 primaries and no special or stop and switch weapons in the middle of the activity (and I'm on console so doing that takes as long as the encounter itself.

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          • I don’t wanna use hand cannons... please bungee

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          • Bungo's idea of weapon diversity is forcing you to use the same few weapons over and over and over, and actively punishing you for not Wanna use an exotic with your champion weapon? Have fun running the risk of an unstoppable incinerator plow over you as you fail to do anything, unless, of course, you are using an exotic which has champion mods on them, the number of which I can count on one hand, and ALL of which require you to pay money to have access to. It forces you to use double primary to cover the champions, AKA no special weapons to deal with all the orange/yellow bars, and even then, red bars in activities where champion mods matter are comedically tanky. It's such an easy fix that I have no idea why they refuse to give exotics champion effects, or at least give us a champion mod we can slot into special ammo weapons. It's not like having Jotunn be able to stop a champion is going to cause an absolute meltdown in most sandboxes or minigames.

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            • Nailed it.

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            • You shouldn't been restricted playing a heroic raid either but here we are, that was a feature from nightfall that uncle Bungo spread to other activities and no one blink an eye, there you go, restricted gear over other activities now, you should speak up earlier give player feedback before hand.

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            • 2
              Lmao who tf is going to use AND ENJOY using a sidearm for endgame content?

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              • I actually forgot the difference between “disrupt” and “overload”

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              • Edited by spiderrain72: 3/13/2020 3:19:22 PM
                I do enjoy the the champions in the game, but I agree to thats weapons n shouldn't be completely tied to it. I ran the same weapons all that season, back two primary weapons, kinda sucks. Not allot of diversity the way it's set up.

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              • I was pissed when I saw that this season, unstoppable mods are back of hand cannons. Just let us apply the mods to all weapons, so the activities are at least somewhat fun. Tired of Bungie's "you're going to play our way" mentality. I mean yes, I can still play my way, but then you mind as well call my guardian a cripple to the rest of my fireteam.

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              • What I don't understand is why even bother using exotic weapons if we can't attach any of the anti barrier, etc, mods to them? Pointless to use exotic weapons in any of the new activities and ordeals if they all require barrier or overload mods that can't be equipped to exotic weapons. All my exotics are shelved unless I'm in crucible. Not sure how they did it but they made exotic weapons useless in almost all relevant content.

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                • I can't upvote this enough. This would be a huge step in the right direction if Bungie made it happen.

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                • I’d be okay if the type(s) just unlocked via the artifact. Not by making it a mod. Exotics should be able to use it to.

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