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Destiny 2

Discuss all things Destiny 2.
Edited by blade329: 1/6/2020 4:30:07 PM
112

You really need to rethink armor 2.0

After going through two seasons of Armor 2.0, I have to say it is a poorly executed idea. I spent a ton of resources leveling my sets of armor, only to find that they can't use the new seasonal mods. I have to start over. That is a BAD idea and I don't like it. With elemental affinity, seasonal mods, RNG AND stat rolls, it's too much grinding for what you want. Then you have the fact that no vault space has been added in years and we still have these outdated character menus to use with our gear. This is not a good setup. I have completely abandoned the idea of masterworking gear. It makes no sense to do it unless you already have a ton of resources just lying around. The costs are just outrageous and the gear becomes less useful when the next season rolls around. Then you have the ridiculous grind. I can play for hours and hours and not get a single piece of armor over 58 stat rated. Oh, but I guess that's okay because during that time the game will reward me with 30+ blue items. Geez, who at Bungie thinks this is great idea?

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    Much as I hate to say it, a great deal of thought did go into armor 2.0. The thought was simple, "If players can just farm one set of armor, they'll have nothing to grind after they get that set." The reason there are elemental attributes is simple, to multiply the grind 3x. Instead of grinding out one set of armor, Bungie wants you to grind out three. That includes grinding out the materials to masterwork all three sets because the no-lifers and content creators need something to waste their time. Rather than making new content, which would take time and effort, and thus money, Bungie opted for a simple trick to extend the grind. That trick was elemental attributes. The newest trick to further extend this grind is seasonal mod slots. Now, instead of farming three armor sets and being done, you now have to grind three new sets for a total of six. Armor 2.0 was specifically designed to give players the customization we wanted while forcing us to continue to grind beyond just one armor set. Problem is, as is typical for Bungie, they had a bad idea and started running full sprint without thinking about how that idea could backfire. They didn't stop to think, "Will players enjoy this" or "Are the players having fun". Rather, they just thought, "If we force them to grind, we'll meet our daily login numbers."

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    • Bungie just need make weapons and armor that balance themselves: Exotic Hand Cannon "The Corrector" "It will save time and money. It auto-balances.....Dev Team" An exotic version of the pre-nerfed Not Forgotten. After getting 3 kills in a row it auto-nerfs itself by replacing the Magnificent Howl perk with a random perk like, Shank Burn, Air Assault, Pulse Monitor, etc, it increases bloom, and reduces mag size. Armor 2.5: Armor will adjust stats upward based on how many blue's you have in your post master.

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      • Pass this along cozmo and dmg. Oh and make sure they actually fix it.

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      • Bungie needs to rethink destiny in general

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        • Bump

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        • It has the potential but to be good but superficial grind and limitations make it worse then its predecessor 1.0.

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        • As an individual who's played countless hours into JRPGs as well as the likes of ESO online, FFXIV online, and even Monster Hunter, I know what a real grind can be... however, having said that, with those games you have a near limitless catalog of weapons, armor, and other things to pursue... This isn't the case with Destiny 2. I think my biggest problem with Armor 2.0 is that I'm continuously getting the same low stat armor no matter what I'm doing in Destiny. We should expect to have a very low chance of getting a high stat roll piece of armor by picking up random legendary engrams in the open world or shopping from a common vendor. However when I get the same low armor stat roll on a piece of raid armor or Escalation Protocol armor, it deflates the excitement level of the grind. The grind has always been the biggest part of the end game in any RPG styled video game. In Destiny, we NEED a grind, but we need a smart grind. This is why the Menagerie was so amazing. You could grind for things you wanted and people did. I've performed a number of Pinnacle activities and the only place I have gotten 60+ stat rolled gear is from leveling up my Seasonal Rank and last season's IB. In EVERY other activity I've done, whether raids, Master Nightmare hunts, or Ordeals, I haven't gotten a piece of armor to drop above 59 stat value. In fact 99.9% drop between 49 to 55. This is a problem. We should have a clear path as to what to do to get the best gear. Doing raids, EP, Master Ordeal or Nightmare Hunts, Dungeons, or any other pinnacle activity should give you the highest chance of getting a high stat rolled piece of armor. Even if you are regularly getting high stat rolls, it doesn't mean it will be in the element you want or have the stats you want. It just gives you more reward for the activities you are doing. Most people don't mind a grind, as long as they are moving forward. Right now, it feels more like I'm grinding for the mere sake of grinding.

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          • 2.0 is utter dullsville. It’s so -blam!-ing boring and does nothing really. They have done a number on distraction instead of furthering the narrative in the game. What’s the difference between the Sundial, Vex Offensive and Menagerie? That’s right; nothing! All those things that make these games engaging; mystery, intrigue, discovery, revelation, reward, are what Eververse should sell and I’d be the rude -blam!-er who pushes you out of the way at the shop-front!

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          • I dont mind 2.0 but I think most of the mods are too expensive or they need to increase armor energy to 12 instead of 10 and make it easier to masterwork. Also let us change elemental affinity and change seasonal mods to work for any armor.

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          • I think it’s a brilliant concept and has much better build potential but to make it the way it was presented they have to do 2 things. 1) Masterworked armor can accept any type of seasonal mod. 2) Make masterworking materials more accessible. Maybe banshee bounties that are more difficult for the higher end materials. Maybe on Valor, Glory and Infamy resets. This way we can still grind the 3 sets but they can function in all activities when masterworked. Having to grind sets for every season isn’t practical in any way and limits our builds.

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          • Make the fourth mod slot universal, (any seasonal mod) and do away with affinities. Fixed.

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            • Should be like Skyrim's armor and weapon crafting. Funny that was perfected on 2011, here we are in 2020 and Bungie has not learned!

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            • Its not hard to get the materials to masterwork stop complaining and being lazy

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            • Why would anyone masterwork and armor when end game activities would scale YOU to the enemies dmg so gameplay feels [i]challenging[/i] youre never really powerful. Go back to patrol edz and solo a glimer extraction PE, patrol nessus and solo a vex conflux PE, you could be 380 power level or 999 with all masterwork 2.0 and still youll get it [i]right on the kisser[/i] cause no masterwork gear matters.

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              • I like being able to build the character. But once I found out, the mods really don't do jackshit at all for your character, I found it pointless. Max intellect made my warlock have a 40 mobility, roughly. Max mobility put my intellect at 43. I got my super just as fast as I normally did before with max intellect, as well as my movement speed never changed. I was still slow as shit. I maxed out my resilience and I still died just as fast against pve enemies and then I done a full recovery and again. It still hangs for a long period of time before my health regens. So this whole time, I been trying to build my warlock to be a badass or what I thought would be. It does absolutely nothing. There isn't a major noticeable difference at all. Bungie is just making us all waste our -blam!-in time cause they can't put out quality updates fast enough. "so here you little assholes, go kill 20,000 hive to earn this shitty re-skinned weapon.".. . Sad part is, we all been doing just that, like a bunch of dumbasses.

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                • My one and only gripe with the armor is weapon perks are separated by void, solar, and arc... Like if I want all bow mods, I need arc on all my gear but if Im running a sniper, I need void on all my gear. lol. Like I cant run that combo because my mods are on separate energy type armors. Is there weapon perks on all three energy types and I just dont have them yet?

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                  • This has been a problem with Destiny since LONG before Armor 2.0. It is just a lot more obvious here. Destiny has always been about grinding for weeks to get the item that you want just to find out that it has become completely useless a week later and you now have to grind to another coveted item. Bungie thinks that is what is bringing us back to play more. The reality here is that the base game is really fun. That is what I want to be playing (and i'm pretty sure that is what everyone else would like to be doing as well). Let me optimize my play style. Let me build to fit my needs. Sure, I'm willing to grind for weeks for that perfect god rolled gear. But once i have it, let me keep it. I'm done grinding now. Let me go play the game. Let me jump into Crucible, Gambit, Strikes, and Raids. Let me show the world how awesome I am with the build I came up with. Let me have fun. Honestly, I played Destiny 2 for about 2 years and then rage quit because of this exact concept. Then I heard that Bungie was splitting from Activision and that things might get better. So I came back for season of undying. Here I am, about a month in to season of Dawning and just about to the rage quit point again. Armor 2.0 is a symptom. Bungie needs to address the overarching problem of their "Endless Grind" game concept. It is ruining an otherwise fantastic game!!!!!

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                  • Thank you for your feedback. We will address this with Armor 2.0.1. We hear you. Look for even more materials required to upgrade all of your favorite armor.

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                    • All they have to do is change 2 things to make it immensely better: 1) take away the element affinity. 2) put a seasonal slot on all armour and make it universal. The other thing would be to sort out those drop problems, I'm sick of getting blu gear at 52 and legendary at 48 in the same activity, just as much as dropping 54 gear in a nightfall and then getting 57 from a strike...not good at all.

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                      • Edited by Hraesvelgr: 1/6/2020 6:28:02 AM
                        The major selling point of armor 2.0 was to "play how you want" where you can get very creative with different builds. While this is true to a certain extent, there are so many restrictions, such as elemental affinity, that contradicts the sole reasoning for having of armor 2.0. It's extremely counter intuitive and overall just hurts the destiny experience. I don't see this talked about a lot, but I also think that the energy slot system is also very restricting. So mods are basically just the old perks that we've always had, right? As far as I know, the perks have not been balanced or tuned in anyway when they were transitioned into mods, so if that's true, then we're getting way less with armor 2.0 compared to what we had before. Before, armor came with 3 perks we could have at one time with one mod slot. Since these perks-now-mods have energy, with a limit of 10, some combination of perks we could have had then aren't possible now because of energy cost. I guess an example I could give would be that the intellect mod costs 5 energy, and one target acquisition mod costs another 5. The limit has been hit here, meaning those are the only two mods I can have on that armor piece, when before armor 2.0 I could have the same two perks plus two other ones on random rolled gear. This is all based on the assumption that the perks have not been tuned when turned into mods, in which case, we get less than before. I guess one could argue that its for the sake of balance, but I don't know how I feel about it. I was hoping we would always have at least the same number of slots as before and put whatever mod we wanted, that the big change was that you mix and match whichever way you want. I guess some people are fine with that, but that's just my opinion. Then there's this whole thing about the seasonal mod slot, which makes armor obsolete in the next upcoming season as current armor won't support future seasons. Knowing how extremely expensive it is to masterwork armor, having to master work new sets every season doesn't seem fun at all, given the restrictions already present. So I my main points are: 1- Remove elemental affinity 2- Rethink the energy slot system 3- Make it less expensive and grindy to masterwork (and have more materials returned when dismantling master worked armor).

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                        • As far as I agree that armor 2.0 is a dead end in it's current state, I can't see reason for people to care. I still use my Shadowkeep armor with good rolls. And I masterworked helmet and gloves only during this season. New seasonal mods? Someone except streamers and content creators really care about it? I met maybe couple people who use this season armor. And this is armor from battle pass, cause in the end you got it with high stats and masterwork progress, so it's simple to bring on top. I saw noone using this season crusible/vanguard armor.

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                        • Armor 2.0 is trash. I got into a little bit with season of undying, but now that all my armor is useless, I just stopped caring. Besides, there are way to many variables on a piece of armor now for it to be valuable. This over complication of something simple has ruined it. Turn game on, wait for game to load, go to tower, run around and pick up bounties, spec out character for activity, load activity, complete activity, delete everything earned from activity, do it again... boring

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                        • Edited by Soul: 1/6/2020 2:34:15 AM
                          Many of the issues with 2.0 have pretty much ruined the game for me. No point in.... 1 - Masterwoking gear - prohibatively expensive and that gear won't be able to use updated season mods 2 - RNG - I don't mind rng but rng on top of rng on top of rng just for the sake of extending the grind...yeah, fun. 3 - Affinities - an absoutely useless concept that only limits how you use your gear instead of being able to 'play the way you want' which is the mantra they used to sell us this system. 4 - Seasonal mods - a cheap tactic to try to get players grinding content every season so it feels like there's more content than there actually is. I spent a whole day recently doing the ritual pvp quest and easily got over 100 blue items (BTW, why are we still manually having to dismantly these???). Not a single legendary drop in that entire day was worth keeping, stat rolls all low. This is a major problem - player time has no meaning in this game. I could pick pretty much any other looter shooter and spend the same amount of time doing activities and actually achieve something other than just progressing a grindy quest. Many of my friends, who were hardcore players, have now left the game becuase there's simply better games out there in terms of investment/reward, let alone all the other issues with the game.

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                          • Bungie needs to rethink Luke Smith.

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                            • Only thing I hate is the affinity, I personally love armor 2.0. I just want to equip enhanced mods without being forced to have the right affinity and having the right stats. Thats too much RNG and really makes me not want to make any builds as I feel so caged

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                              • Armor 2.NO

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