Once unlocked from the artifact, they should be active on all applicable weapons. This would free up slots on arm pieces, further allowing us to play the way we want like loader mods
-
That’s a bit too much. Keep as an armor mod but make it so u can use any champion mod on any weapon type.
-
Agreed
-
2 RepliesAbsolutely not. Game is already laughably easy.
-
2 RepliesI'd actually propose a complete change on how almost all mods work, really. I apologize that this might be a long read but I wanna be as clear as I can. Champion Mods: There should be two types of Champion Mods - Standard and Enhanced. The standard mods are unlocked for all weapons of all types. These mods require the weapon's Masterwork energy to be at least 5 to slot. They do the standard act of taking down a barrier, stunning an unstoppable or staggering an overload. The enhanced mods are the variants available in the Artifact that do their job faster plus deal more damage to their respective champions once they've been stunned. For example, every weapon (Hand Cannon, Auto Rifle, Sword, Machine Gun, Fusion Rifle, etc.) has each standard champion mod without a need to unlock. Anti-Barrier requires more rounds hitting the champion before the barrier is broken. Overload requires more rounds hitting the champion before it's stunned. Unstoppable requires longer ADS before it triggers the next round to stun the champion. You unlock enhanced versions from the artifact that require fewer rounds, typically one or two shots, to stun a champion or removes the ADS wait-time to trigger the next round. Enhanced mods would be the one only for specific weapons, like Submachine Guns, Sniper Rifle, etc. only, instead of available to all weapons. The enhanced champion mods, due to them working faster and dealing more damage to their respective champions, requires the fully masterworked energy on the weapon of 10. So you'd have to give-up a generic mod, like Back-Up Mag or Boss Spec, to get the bigger damage buff when facing champions. Yes, I said the weapon energy and not the armor energy. Every weapon, including exotics, would have a separate mod slot specifically for Standard and Enhanced Champion Mods. This would free-up mods in armor, specifically arms, for reloader buffs. There could, and should, still be mods from the artifact that go on armor but the ones specifically for your weapons should go on the weapons. Every generic mod costs 5, standard champion mods cost 5 and enhance champion mods cost 10. Considering how easy, and cheap, it is to masterwork a weapon then this should be quick for all players to ready-up with however they please. Here's an example loadout just to be perfectly clear: Kinetic - Hand Cannon w/ Back-up Mag (5 Energy) and Standard Overload (5 Energy) Energy - Fusion Rifle w/ Enhance Anti-Barrier (10 Energy) Heavy - Machine Gun w/ Boss-Spec (5 Energy) and Standard Unstoppable (5 Energy) Also, by doing this, we would change the way Exotic Weapons are masterworked; in that, they are masterworked the same as every other weapon but more expensive in resources. The catalysts should still be a thing BUT they should be how we further enhance the damage and exotic perks of a weapon only. Several exotics are without catalysts and anybody using Charged With Light builds and the Taking Charge mod, which is likely the most common for CWL, can't really get a benefit from them. Even without CWL & Taking Charge builds, several exotics go unused because they don't generate Orbs of Power. And that's just how I'd change Champion Mods to let players play however they wanted with whatever they wanted. I have ways to improve several mods from Charged With Light and Warmind Cells.
-
1 ReplyThe entire artifact should be passive
-
7 RepliesI think they should just make the mods less rigid. Something like: Small arms anti-barrier: sidearms, SMGs, Hand Cannons Overload Rifle: autos, pulses, fusion Unstoppable Precision: scouts, bows, snipers By making categories that include a few different types of weapons it becomes way less rigid and lets players have more choice when it comes to using weapons they like the most.
-
Or, ya know, just get rid of the stupid champions altogether.
-
100% Agree.
-
Cmon. They already fixed it by making them an armor mod as opposed to wasting your weapons mod slot for it. This is fine.
-
8 RepliesI disagree. That would just be making the game mode easier for the sake of being easier.
-
Or at least let us choose to put the mod on our weapon or armor.
-
2 RepliesOr back a gun that has them built in. Erianas Vow says hi!
-
14 RepliesNo. Just get rid of champions. They are annoying and played out.
-
I hate the fact I have to use a sniper, sub machine gun, or a pulse now they are forcing us to use what they want
-
2 RepliesI don't like Champion Mods, full stop. I don't like the idea to run an Activity in which I have to Equip a determinate kind of Weapon that I don't like, neither I use [i]('cos I don't like it!)[/i] just to stop a Wall-Enemy put there by purpose. Champions might be a good idea, but their application and how they work is very stupid, which is so classic Bungie: [i]"Good ideas, poor implementation[/i]. Another example? I like the fact that we can use also Melee or Grenade to stop a Champion... that's nice! But [b]WHY[/b] I have to run a determinate kind of Super [i](Arc, Solar or Void)[/i] in order to make this Mod works? So, I can use my Melee ability to stop a Champion, but only if I'm running a Solar Subclass. Why? This is so limitating. Also, just Champions in general. You have this kind of Wall-Enemy that blocks you, that can tank whatever shit you throw against him, that can heals himself, generates a barrier or become ustoppable. But... if you PEW-PEW two shots with the right Mod, they just become a Patrol Mob standing there waiting to die. Like, it's all or nothing, there is no middle ground and this makes these enemies simpy stupid... One last thing: is it a bug the fact that I can only put Mods into my Arms Armor Slot? 'cos this is really BS right now.
-
Edited by STARKILLER2258: 2/19/2021 4:38:11 PMYeah they stuff all the mods on arms, as if we were Fallen vandals with arms to spare. A lot of good ideas here about the mods. Somebody below mentioned the artifact should be like a skill tree. Thats a very cool idea. Somebody else mentioned the seemingly haphazard approach to things, like why does this grenade only work on this subclass, or why this melee only works on that subclass, etc. Why does this mod cost 6 energy for this weapon, but this one costs 1 for that weapon, etc. I'm a classic car dude, and I swear sometimes playing this game is like having to fire up an old model T ford in winter with all the "primitive" conveniences. Tons of crap that don't make sense piled on top of each other.
-
1 ReplyThe mods are just another way to force players to play the way Bungie wants. "This season, everyone must use THESE weapons or be screwed." They don't have enough creativity to make the game evolve and change in interesting ways, so they just use the seasonal artifact to force us in a chosen direction.
-
11 RepliesAgree with the goal. Disagree with the method. Champion mods need to be useable on all weapons. But their still need to be a choice and a cost. That is part of the challenge of playing RPGs, and the fun of build-crafting. The problem is that Bungie is using the mods as a way to passively control our loadouts and people are getting tired of it.
-
2 RepliesAgreed...if bungie give us the challange of defeating champions then pls allow us to do so at full strength.. I.e. let me use my build, dont make me have to alter it each time...slower reload means less dps.. Speaking of which...how come the enemy never has to reload?
-
The whole champion thing is stupid anyways. What happened to just making enemies more difficult to take down? Nightfalls used to be based strictly on tough enemies, and certain modifiers. This is just Bungies way of controlling what we use. They think they're adding variety, making us use different weapons for different situations. But when champions are in more than just a single game mode, it just doesn't make sense. If you want champions, leave them in one game mode, not multiple different ones.
-
SAY THAT LOUDER!!! They’re forcing us to play within their damage control system.
-
7 RepliesEdited by Knight Raime: 2/19/2021 6:31:40 PMThe point of having champion mods for select weaponry each season is to shake up people's loadouts instead of people solving the game and always taking the most efficient options for every content ever. I'd much rather they do something proactive rather than reactive to people's dislike of the mods. Like letting supers have anti champion like effects or outright ignoring champions to a degree. They already are letting abilities be modified via mods to stun champions. I don't see why we can't have supers feel more super. EDIT: I suppose to be a bit more on topic i'd rather they just let us unlock all mods for an artifact every given season. I don't see the point in only letting us pick certain mods as we already have to make choices based on the cost of each mod. Having to re-unlock mods via resetting doesn't make much sense to me.
-
great suggestion
-
Yes ageed i been saying this for a long time
-
Nice idea 💡
-
They don’t want you playing like you want. They continually make bad decisions to give D2 a false perception of depth making encounters last as long as possible and annoying as ever. I like your idea though but I don’t think they care about feedback.