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2/22/2022 6:20:02 PM
44

Weapons not making orbs intrinsically is as dumb and build breaking as I told you.

Seriously, revert this I'll advised and unnecessary nerf. Terrible, anti player decision this was.
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  • It hurts Ascendancy and Explosive Light weapons. You don’t get the consistent orb regeneration as opposed to weapons. It’s tied to others actually using their “flash in a pan” supers and not whiffing Nova Bombs. Ascendancy isn’t worth a damn in solo content now.

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    • Yep yep yep yep needs putting back 💯

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    • The addition of rally banners at points in the mission kinda help with this.

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    • It totally gutted everything. What on Earth were they thinking???

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      • I’m genuinely curious as to why so many think this? If you are running CWL or EW make sure your mods are agnostic on the chest and helmet so swapping elements on the fly doesn’t matter. If you are looking for special there are other options to obtaining it that are far more consistent than finders, I.E aeons (in a team) or special finisher if solo (or in a team) For Protective light? Wells work the same (I think better with reaping and Elemental Charge) and Shieldbreak / powerful friends is still a thing in group play, as well as specific weapon charge mods, and charge harvester. Heavy finders might be the sole thing, but they are a 3 cost, and harmonic at 1 is an option which leaves almost every stat mod on the table depending on what you use in your CWL / EW spot. If not you have to once again make a choice a 3/3 if you want an elemental and a kinetic or two elementals, or run harmonic and kinetic? Match your weapons to your subclass? In a perfect world the orb mods would be on our ghost, but it’s not like the game is ruined because of this, it just requires more forethought into what your build will be for any specific activity.

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        • Bruh, theres like 12 ways to get CWL. -blam!- two mods let me get up to 4x from a single well. Its not a super big deal at this point. The hit to protective light impacts higher tier content much more so than the orb gen. They should have handled it differently I don’t disagree but everybody pissing their diapers when the change isn’t the worst thing to ever happen is juvenile.

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          • Edited by Entity: 2/24/2022 12:08:51 AM
            It ain't that pressing honestly, in fact I've been seeing some crazy builds. I don't get how people don't understand that orb regeneration took up too much weapon data, which is why bungie moved it to a armor mod to free it up and do more with weapons, hence, intrinsic mods, stop being drama queens it really ain't the end of the world.

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            • If it's about CWL builds then you're reaching......hard. CWL builds are more versatile than I originally thought. Builds requiring thought and trade offs. Who woulda thunk

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            • Everyone moaning suffers from 2 things super dependency and incapable of builds. I have no builds going and it's made no difference to how fast super regens

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              • You only speak for yourself. I’m still making orbs like crazy and having no issues with my charged with light required buffs. Maybe you just need to get good? I don’t know but what I do know, is it’s not an issue at all. You seem to just be digging up drama for attention. You claim that you warned us or Bungie like you are someone important… but you are just a typical player who oddly can’t figure out how to generate orbs lol.

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                • Edited by trafficlaw: 2/23/2022 1:08:11 PM
                  Unfortunately, I think it was intended to be build breaking and move us away from charged with light mods and rapid super regeneration strats. It's weird, because the lucent hive seem to have close to zero cool down for their light abilities/supers. I mean, we've been light bearers for eons and these brand new wielders of the light have mastered its use in a day and are better at using it than us.

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                  • I like them 😃

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                  • Yknow i enjoy cause now you can use your super to make power orbs (I think thats kinda funny) but imo i think its fine

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                  • I don’t see it as anti player personally heck my cwl build I used before the change is more or less back to what I want plus aside from a experimental well build from Last season that’s my only build and just add in the mods and I’m back in businesses

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                  • Idk why bungie made it even worse and gave us 4 orb mods, it should just be 1 mod that costs 1-3 points.

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                  • It killed my melee build. Lost my orbs from melee kills and weapon kills at the same time

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                  • Meh. It's not that serious.

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                  • I think orbs don't disappear after dying, so u got that.

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                  • Really? Can’t say I’ve had any issues

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                    • Didn’t they have to remove it? Something to do with the backend of the game not being able to handle the new weapon system otherwise?

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                      • Orb generation was never necessary. The impact felt from it being moved to mods that I don't use is marginal. They essentially were worthless for super regen, and are marginal in regards to CWL as there are many other ways besides Taking Charge to get your stacks. People will find anything to complain about though, won't they?

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                        • Make a well build

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                        • There's better options now. Kids complaining about this are hilarious to me.

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                          • Only so much memory can be allocated for weapons. This was necessary for the new stuff we got. But honestly, it doesn't need to be this restrictive. It's not expensive at all to masterwork weapons and thus it is basically a given for everything to generate orbs. Yet now I need to switch to Stormcaller if I wanna make orbs on my Wolftone Draw. THAT there is the build breaking portion which I do not like. I'm perfectly fine with things like Volatile Rounds and other incentives to match our energies to our subclass, but I don't appreciate the anti-synergistic nature of this change

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                          • You told us and yet presumably still ordered the dlc anyway despite benefitting from such foresight and knowledge. Regardless, less than 24 hours into a new dlc is far too early to be declaring anything a success or failure except maybe the campaign if players have completed that.

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                          • I dont mind it. Supers feel like they should be used strategically and matter more. So far...

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