So the artifact mods have been out in the wild for a while now, and we've seen a preview of next seasons weapon mods for the champions (pulse, scout, sidearm) and while I personally hate the system because I think it's limiting and I'd rather be able to have more control of my loadouts for endgame activities, I just want to see where the community at large stands on it.
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#destiny2
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Edited by mikeyrox1234: 12/7/2019 4:48:11 PMI like that we have enemies that require certain weapon mod to deal with. It adds the need for team work in higher level activities. What I do not like is that the artifact determines what weapon we have to use per season. Stop forcing me to use stuff I dont want to use!
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1 ReplyI said yes because I like the idea, but it was not executed properly. Because these are PvE mods they should just have an entirely different mod slot for these so I don't have to pick between PvE and PvP mods on weapons I use in both activities. Not to mention exotics getting completely shafted with these. Damn weapon mods are 5k glimmer to switch around so that gets on my nerves.
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I think it would be better if they allowed mods on exotics for one. And that every slot should have mods for only power, energy and kinetic weapons and not limit the mods to specific weapon types. Especially this season when there were mods for auto rifles but most auto rifles are still weak at all ranges. And next season if there is a mod for sidearms, then they should buff sidearms so people don’t hate playing cause we are limited on guns to use in certain activities.
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Edited by Swiftlock: 12/7/2019 8:01:41 PMThe main gripe I have is that champions make most exotics worthless. I think more exotics should have anti-champion capabilities instead of a rare few like Eriana's or Breath.
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I like it, I just wish we could get different champions per season. We could get Berserker champions that attack faster and deal more damage if damaged too quickly. Cursed Champions that emit an AoE poison effect around them. Maybe an Undying champion that resurrects unless defeated by a headshot.
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No. Bullet sponge enemies and being forced to use specific weapons isn't fun.
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2 RepliesIt's a great system. You don't have to devote 2/3 of your loadout to champions either. In fact, 2 players in an ordeal don't even need champion mods. The system is not that limiting.
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1 ReplyPersonally the idea I've had rolling around in my head is to have regular "ammo" perks have an effect on champions, but a reduced one. For example the Armor Piercing Rounds perk can damage Barrier Champions, but it deals like 50% of the damage. High Caliber Rounds can stagger Unstoppable Champions, but instead of being instant you have to keep hitting them repeatedly before it will work. And I guess Ricochet Rounds can be used for Overload Champions because that's what's left. ¯\_(ツ)_/¯ This way you are not forced to use specific weapons types and only legendaries. However you're still encouraged to use the mods because they are much stronger and give additional benefits like Barrier Piercing going through enemy defenses and Disrupter lowering enemy damage.
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A good idea that could use some refinement. Was hoping to see more enemies like what was in SotP
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1 ReplyI think its a challenging new mechanic. It sort of forces you to work as a team to kill them.
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1 ReplyIt’s good, but could use some improvements. -Allow exotics to equip mods. -Have more weapon types that can equip mods per season, and allow special and heavy weapons to equip mods as well. -Make all the races have champions so the rotation of nightfalls is diverse.
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I hate how you are limited to a few selections of weapon types. I get the rotate each season to keep it fresh aspects but why cant we choose which 3 weapon types we want champion mods for?
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2 RepliesLike the rest of Destiny, the [i]concept[/i] is fine, the [i]execution[/i] is sorely lacking. It's another idea that needed to be developed [i]more[/i] before introducing it to the game.... it will probably remain until Bungie just remove it instead of actually listening to the fan base and making it less restrictive on playstyle....
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The mods need to be available on all weapons, especially exotics. I'd love to use a Riskrunner or Huckleberry in the Ordeal, but without Anti-Barrier, Overload, or Unstoppable they are effectively useless.
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1 ReplyEdited by Swiftlock: 12/5/2019 10:20:29 PMI think it adds an element of strategy to tailor your loadout to different encounters. What really bothers me is that Champions make most exotics pointless, which is just bad design. There should be options to add anti-champion capabilities to them instead of just using Breath/Eriana's.