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8/16/2019 1:49:00 AM
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Armor 2.0 Mods - Elemental and General Mod Types

Luke Smith FINALLY answered the question about the mods being tethered to specific element types. The answer is both bad and meh.. For the bad: Yes, weapon specific mods (i.e. Hand Cannon Loader) will be bound to a specific elemental type (i.e. void). This means that you MUST have void armor to use void element mods because there will not be a solar or arc version of that same mod. This does suck because it does limit how I may want to build my character going into each activity I want to do. Also, it is still Bungie ultimately dictating how we can build our characters instead of giving us the freedom to really build however we want. While there will be some added freedom of choice, it's still not ultimately open to whatever we want to do with the gear we earn. For the meh: There will be an alternative, however, that are the general mods (i.e. Small Arms Loader) which will NOT have an elemental type to it and will provide the same benefit as something like Hand Cannon Loader but not just for Hand Cannons as it will work for Sidearms and SMGs, too. The trade-off is that the general mods cost more energy to slot. Hand Cannon Loader may cost 4 Void Energy but Small Arms Loader may cost 7 Energy regardless of the element on your armor. While this does allow us to ultimately build a similar character's armor, it's still not the same as really being free to create the exact character we might want. So it's something but it's not much. Hopefully this thread, if there hasn't been others made already, will finally clarify the mods and how they will work. Just wanted to make this for people who may not have seen Luke's twitter thread or found a thread, here, about it.

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