The fact that you have to use specific mods to take them down. Particularly Overloads and Barriers..
If you are an endgame player like me who is only running GM's and Master/Legendary content (because that's all there is left to do or because it's the only content that is even slightly challenging) then the monotony is real. You lose all freedom to get creative with your loadouts because there has to be the correct blend of mods through the fireteam and for most LFG fireteams you need to be prepared for any eventuality because your fireteam is most likely going to be non-optimal so you are running every mod.
This isn't meant as some humble brag this is a genuine issue I think. Especially when seasons are this long. To be honest, it would be nice not to have to use a bow for every second i am not doing gunsmith bounties, you know?
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They severely limit loadouts which is horrid. They're also horribly programmed and very buggy. They need to be removed.
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It's crazy but I found that the enemies in division 2 have way more engaging strengths and weaknesses and they don't even have space magic to work with.
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It limits me to only using weapons that support the seasonal champion mods. pLaY yOuR WaY Right
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Just unlock all champion mods by default, and have the “featured” mods cost 1 energy while the rest cost more
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I mean your wrong, but like give me more than 1 anti barrier option, autos are rarely what I want to use in endgame content
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2 RepliesYeah it does get boring using very specific weapons just because of mods
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1 ReplyI hate overloads captians the most. The teleport nonstop and when you do stun them, they regain their health way too fast. In gm it's a little more manageable but it's still annoying.
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5 RepliesLet's not throw the baby out with the bath water. Champions [I] can be [/I] beneficial to pve. But it just needs to be executed correctly. Don't take the route people did with the almighty live event "it wasn't to my liking, remove it and never ever try anything like this ever again"
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[quote]The fact that you have to use specific mods to take them down. Particularly Overloads and Barriers.. If you are an endgame player like me who is only running GM's and Master/Legendary content (because that's all there is left to do or because it's the only content that is even slightly challenging) then the monotony is real. You lose all freedom to get creative with your loadouts because there has to be the correct blend of mods through the fireteam and for most LFG fireteams you need to be prepared for any eventuality because your fireteam is most likely going to be non-optimal so you are running every mod. This isn't meant as some humble brag this is a genuine issue I think. Especially when seasons are this long. To be honest, it would be nice not to have to use a bow for every second i am not doing gunsmith bounties, you know?[/quote] I think champions should stay just with different mechanics besides this busted unfun stun mechanic
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4 RepliesIts the bows that killed the fun in GM for me this season, worst weapon arc-type next to side arms for GM content. Not to mention kills the vibe of a space fantasy.
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Stopped reading at 'monotony.' You're playing [i][b]DESTINY 2[/b][/i]
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5 RepliesJust having more variety with mod builds for Champs would probably be fine, and they could [b]make it make sense[/b]. I.E. Barriers: baseline kinetic weapons (scouts, autos, HC's, pulses, etc) Overloads: your back pocket energy weapons (grenade launchers, fusions, shotguns, snipers, etc) Unstoppable: Heavy because they're the tanky suckers (LMG, linear fusions, heavy GL's, etc) They could fill out the first 3 rows of an artifact with different options. It would still push people to reset, try different mods, and it's way less restrictive. Plus it makes more sense to me using weapon types that actually sound like they'd make a difference. Who tf thinks "aw yeah, this sidearm is gonna ruin an Unstoppable Phalanx"
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2 RepliesThis whole theory of being forced to use what is pre-planned each season with the artifact does not "create variety". IMO this was Bungie's payback for players not using what "they wanted us to use" in D1. The thing is, most of the loot in this game is mediocre, and changing the name on multiple duplicates is not a "new item", so the game is left with only a select few weapons and this mod system doesn't make it any better. It's funny watching players defend this mod system saying that it makes players "change things up to try new things out", followed up by [b]("you have to use this for that, and that for this")[/b] I guess that's called variety these days? 🤦♂️
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I don't blame Champions. I blame the artifact. Let every anti champion primary mod be available every season.
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Its the strangle hold the artifact puts on us that makes the load outs miserable some seasons. This one especially is terrible and why I have barely done any end game content requiring the use of the specific mods. I agree there needs to be a change. At this point I cant even talk myself into purchasing WQ, I dont see hope for Bungie as a franchise they take 2 steps forward and 3 back. Very sad for what could be the number one played game in the world.
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If you think PvE isn’t challenging because gms are easy have you ever done a raid with a fire team of two. That’s pretty fun to do.
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I agree, they put champions even on raids now smh.
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2 RepliesChampions would be a lot more manageable if every exotic weapon innately had a champion mod.
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Honestly I’m just glad that there’s only two types per thing. If they all came out it would just be a crap sandwich. I do hate how your gear is typically locked in a lot of high end content. Rikkitikki tavi, the thunder bow and the thorn bow are all pretty awesome and sadly it seems I missed when hard light was awesome apparently.
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I like the variety season to season. If they frustrate you, use divinity or eriana's. Otherwise use an ability to stun to free up a weapon choice.
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Well for Overload they do have the option for mods that allow solar melees to stun them (and instantly get them back if they are stunned) and I’m pretty sure each class has a solar ability that can be thrown, though that does lock you into that class/element
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Edited by Guardian1309: 11/1/2021 9:03:00 PMI HATE that we have to play 1 maybe two weapon types for Champions, and then you need specific matching burns for shields which now really narrows you down. [b]Play how you like so long as you run the 2 weapons we insist you use for all end game activities. But don't worry we will change it next season so if you don't like it now just wait till next season when we'll really piss you off yet again![/b]
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2 RepliesChzmpions have been a thing for years now. PVE has SOMEHOW survived.
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Every exotic weapon should have a champion perk. That would add huge diversity into build sets.
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4 RepliesNot to mention when you add in match game...it takes away nearly all your build choice. It dictates all 3 weapon slots, your subclass, and some of your armor mods. And YES you have to run all of this. Because when your team mates die to champs refusing to stagger or screebs under the map... Its up to you to be able to handle whatever is going on and res the team.
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I bet ya think Tom Brady is ruining the NFL as well..