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Destiny 2

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Edited by A Lion of Judah: 12/5/2019 4:23:49 PM
17

Armor 2.0 doesnt work for most, here's why.

It now costs the [u]equivalent[/u] of 340 enhancement cores to masterwork an exotic. [spoiler]my main complaint is not the cost, we need rpg style grind...buuUuuUut....masterworked armor is not 340 cores better than regular armor. It should be. It should be very noticeable, instead of, on many classes it is negligible with instant recharges etc..[/spoiler] I dont care, and haven't cared about master working at all, even before the 2.0 hit. It isn't relevant for most activities. It doesnt alter your play enough to be worth so much, so to me, and alot of others, it isn't worth it; even more so now that 2.0 is live. Bungie has created a system where the peak armor requires RPG level grind to obtain, but offers only FPS (basic/irrelevant/unnoticeable) level perks. One way or the other there needs to be balance on what we put in, and get out of our armor, right now, its tipping the scales upside down in favor of input. To correct this, armor 2.0 needs to be revised. 1. Elemental Affinity can stay, but it should offer PVE resistance automatically. 2. Mods need to be strengthened across the board, make them worth those cores. 3. Energy levels should offer spendable stat points, to allocate in whichever stat you choose, each time you level up. This would offer a base incentive for people to masterwork every armor peice they like. The core economy and play time, as well as perceived gains, all increase. 4. Exotic mods (limit to 1 equipped across all armor) costing nearly the whole energy bar, which should range from granting invisibility, to increasing melee damage etc. This would give players a reason to max out their armors, and the feeling of real build variation, as well as pinnacle accomplishment. 5. Make an armorsmith vendor. Sell 3 mods, rotating to a different 3 every week. This, I strongly believe, will make armor 2.0 actually work, and be fun. Bungie also benefits from the incentivized grind of armor 2.0, so incentivize it...bungie.
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  • They should at least make it so whatever armor you infuse into x armor, x armor absorbs the MW level if it’s higher than current. That way we don’t MW something just to piss it away when we get a better roll.

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    • Edited by ResidentRecon89: 12/5/2019 6:14:53 PM
      I hate Armor 2.0 cause it is restrictive in how many mods you can put in it and honestly, this goes against Bungie’s famous of “We designed Destiny to be able to be played your way.” Want me to play my way? Remove the restrictions. Diablo 3 has no restrictions and it’s fun as hell and it allows you to play your way.

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    • Personally, I like the freedom of 2.0. I think that there should be a way to get shards in pvp tho

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    • To be fair I have so few really good rolls on armor I don't even consider wasting resources masterworking.

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    • Edited by Corrick II: 12/5/2019 5:53:45 PM
      I masterworked one piece of class armor just to see what the experience was like. Otherwise I’m not really that interested. I don’t play so aggressively that min-maxing armor matters. An extra second of survivability or recovery just doesn’t make that much of a difference when you’re being curb stomped by three ogres, five witches and a bunch of adds. It all feels the same to me, so I just pump up INT and DIS and carry on.

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      • The thing that ruins it for me is the stat tier system. You shouldn’t be able to get 29 in a stat and still have the stats as if you only had 20, it’s annoying.

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        • Yeah and I keep getting mods I think would be good, but always seem to be wrong element, stupid system.

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          • [quote]...It isn't relevant for most activities. It doesnt alter your play enough to be worth so much, so to me, and alot of others, it isn't worth it...[/quote] What are you talking about? With a full set of MW armor you have +10 to all stats, of course it matters. Even just 1 MW armor piece can make the difference between having 2-3 scores sitting on 38, 58 or 88 and them becoming 40, 60 and 90. When you have a specific build in mind, MW stats bonus can mean the difference between needing an extra "Intellect" mod or not, or any other stat mod for that matter. They should make the exotic masterwork cheaper, sure. But saying it doesn't affect gameplay just isn't true. Or at the very least it's not true when you're trying to do a specific build.

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            • Armor 2.0 isn’t working and here’s why: It’s too much effort for me specifically to grind

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              • I remember when masterworking armor cost 9. Yes, [b]9 cores.[/b] Good old days. Weapons still cost 17 as they have since Forsaken launched.

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              • What the fu[i][/i]ck are you doing to think it costs 340 cores to masterwork an exotic?

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                • If you are using cores to buy the higher tier upgrade materials than you are doing it horribly horribly wrong.

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                  • i literally dont have a single complaint with armor 2.0, so dont act like its universally hated

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                    • Edited by idioTeo: 12/4/2019 10:22:10 PM
                      Please, dropping 6 stats is -blam!-ing useless, max 3 so we can actually build what we want A god roll armor set (based on 3 stats) now has 48 wasted points That's ridicolous If i don't want to play with strenght or resilience or something else, i should be able to play with 0 in that stat, not at least 16

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                    • People always bring up the costs in cores but never acknowledge how generous the nightfalls are with prisms and shards.

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                      • I've been able to masterwork just one piece of gear. That's it. It's too expensive. I just don't get enough cores to make it viable.

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                        • I'm not in your 'anyone'.

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