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9/28/2022 6:21:08 PM
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Please Buff Warmind Cells

These could be cool, but they don't spawn often enough, or they need to drop on more than just the current extremely limited weapon types. Why put so much work into them with all these mods etc and then limit their use like this? Please Buff Warmind Cells Thanks.

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  • Them and seraph/ikelos weapons with an origin trait.

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  • Make them debuff and support items and not nukes

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  • Edited by Astor: 9/30/2022 7:17:31 PM
    I genuinely hope they don’t, the Warmind cell meta was the most boring meta we have ever had in D2’s Armor 2.0 build system, it literally just incentivised people to not make a proper build as it was mostly just global reach paired with wrath and rage cell mods, plus it pigeon holed most players into just using strictly the Ikelos SMG even when it wasn’t needed.

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    • They will rework on charged with light mods and rasputin mods in lightfall (i can not remember the developers name who introduced)

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      • It wasn't fun for other players to have the whole arena wiped in an instant. They'll never make them as powerful again, and until they prohibit other players from detonating them, they are outclassed by everything else. They were fun though, especially during the void ability season.

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        • Not to mention there are 1 million mods for war mind cells. I don’t use any of them because you’re right, they do not spawn very often it seems.

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          • Adding a basic 1 energy cost that’s “defeating enemies with a primary weapon matching your subclass energy type has an escalating chance to spawn a Warmind cell” would be really good. They were completely broken and needed a nerf and still put in good work right now. They just need an easy way to passively spawn them that isn’t 8 specific weapons that you can only get from Xur now.

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            • I just really really want them to not be able to be destroyed by other players. Make it so other players can’t destroy them without that specific mod.

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            • I have a calibans hand build they works along side of warmind cells. Blow up room with calibans hand, blow up room with warmind cell, rinse and repeat.

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              • I have no problem spawning them. A sunspot titan using wrath of Rasputin with a solar rocket is what I use. The nerds hurt but my general build does not suffer from it

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              • I like the idea of them, but we need more things like it and they need a buff. I honestly wish that every season we got a set of combat style mods for the current seasonal weapons. Warmind cells should interact with 3.0 effects. That would fix them. The suppresses enemies mods should apply void suppression, the chain lighting one should apply jolt, fireteam medic cure, etc. That’d be enough in my opinion.

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                • Yeah I miss clearing a room and leaving everything burning with some ye old space nuggets.

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                • They are fine for general gameplay. They just need a mod to let more weapons or abilities spawn them. The one a few seasons ago that let arc melee always spawn a cell was cool. They are hard to play with for endgame activities because they are inconsistent. Successful GM builds require consistency imho.

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                • Edited by Kiro - 13: 9/29/2022 3:27:17 PM
                  Nah man the bungie way is when they nerf something they dig it a 6ft grave. Look at anarchy, DMT, and them WMC you are talking about. Along with many other poor souls layed to rest by bungie. What you also dont know is they stealth nerf'd WMC after they nerfed them. WMC kills cant produce ammo any more.

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                • I disagree. These were cool and WAY OP several seasons back. They were going been removed during the failed armor sunsetting but were left in the game. They had their 1 yr + time in the sun. Unless Rasputin is resurrected bungle should leave these nerfed into the ground.

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                • Tbh if they just made it so primary weapons in general spawn them I think that would be enough to get some usage. Most of the weapons that do spawn cells are relatively garbage now or you need to use a mod to make solar explosive kills to generate cells. So rn they aren’t nearly as accessible as other mods

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                • Not being restricted to specific weapons and making it so only the person who spawned the warmind cell can damage it would be good enough for me. It sucks trying to actually use warmind cells, especially when using mods that involve collecting or picking them up, only for somebody to destroy it before you can use your build. It also sucks being limited to very few weapons, which you can only farm on certain weeks from a single activity or wait until xur/gunsmith sells them. And sure some if not all mods need to be buffed to better fit how powerful we are now, but really that should only be done after the two issues I mentioned are fixed.

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                  • 1
                    they spawn every 5 kill? and if bungie buffs warmind cells they would be so broken and elemental wells are so much more broken than warmind cells were in there prime i press the grenade button and get damage buff, healing, ability/super recharge, or damage resist!

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                    • It's hilarious that 1/3 of available mods are dedicated to a dead meta and bungie just lets it rot. Could have made a season that made warmind cells useful again but nah, pirates because....reasons. Let's be honest though, it took them months acknowledge a game breaking bug in a dungeon and they STILL have not fixed it.

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                      • I don't see why they're still in the game tbh. I thought it was weird Bungie made a set of mods that was so closely tied to seasonal content, and at a time when sunsetting was still a thing. They probably should just remove them and create an exotic that has some of the mods baked in, and the cells can only be destroyed by that exotic. What effect you get is based on what subclass you have equipped. Void is a suppressive blast, solar is a healing/empowering blast, arc is a shockwave that jolts nearby enemies, stasis creates a slowing blast.

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                      • You must be new... and missed the when they where good they got nerfed because they where too op.

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                        • I suspect next season we will see warmind cells and ikelos/sereph weapons return. One of the devs hinted that Rasputin would return in the next season. I do think they should buff the drop rate since it's currently at 5-7 kills for 1 cell. Given they have been nerfed, the drop rate should be 3-4 kills and synergize with the 3.0s

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                          • I remember running a Warmind Cell building in the Deep Stone Crypt with Code of the Siegebreaker…. Good times. It was really cool that a Warmind Cell kill could spawn a sunspot 🥹 #Bringback2.0subclasses [spoiler]Kidding. Don’t ever bring them back 😉[/spoiler]

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                          • No thank you .

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                          • Edited by LikwiD_SmOkE22: 9/29/2022 3:58:39 AM
                            I had alot of fun w warmind cells & would be happy to see some sort of buff. But I can't really see them taking the place of all the utility well mods provide. Could probably mix n match a few I loved running the suppression cells. Charged with light was good until they removed weapons spawning orbs of power.

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                          • For me, they had their time. I’d rather they took them away and replaced them with something new

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