Like, isn’t this obvious?
No one wants to lose out on a helmet slot.
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Put them on class items which are starved for mods right now. all they have are finishers.
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由High Charity編輯: 1/22/2022 1:38:22 PMGhost or Class Item seriously this should've been easy. Ideally, you keep MWs generating orbs but make it 4 kills instead of 2 to proc, and also add the mod slot to bring it back to 2. Or no MW gun, and the mod slot takes 4 to proc on its own Boom, done.
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Ghost mod socket would be worse. Would rather keep 6 energy for xp bonus and 4 for recov armor.
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Or... ororororoorororororororororor.... Don't change something that isn't broken and actually finish the masterworks system that was promised to us [b][i][u]THREE YEARS AGO[/u][/i][/b]
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Great idea! Very simple! I have a question about next dlc, do we know how the weapon crafting is going to work? What purpose do masterwork weapons have next dlc? I’m trying to make sense to why they would make this change.
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由DNF2005編輯: 1/22/2022 12:19:15 AMEverything they do at the “players request” comes with a string attached that affects you in a negative fashion If they put the orb mod on the ghost they would claim the change forced them to reduce the number of mod slots on each piece of your armor because the games engine can’t support the new larger mod economy lol They can restrict more aspects of the game with the orb change and that is the reason they chose the helmet for the mod slot
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[quote]Like, isn’t this obvious? No one wants to lose out on a helmet slot.[/quote] Haven't you noticed?... Bungie's idea of fun is different than what community's idea of fun is. And they call themselves videogame makers too! 😂😂😂 They called it again, game design is not easy. 😂😂😂
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I think the ghost should actively fight. He could blind opponents! In addition, he should give tips, such as "The foot of the opponent is his weak point - he has fungus, here he is weakened!". Or he collects materials. Of course, he can be shot down, so we need mods here to improve his defenses (Cayde would support that). There's a lot you can do there. Don't just create orbs, they're just lying around in the way anyway...
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The question at the forefront of my mind when it comes to the orb change, is how much energy are the orb mods going to require? I've got artiface helmets, so I'm not too concerned about an extra slot, but if they're costly on energy, then the extra slot probably won't help as much.