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Bearbeitet von Offstar: 10/7/2019 12:57:16 AM
3

Armour 2.0 mods suggestion

Armour 2.0 mods should be reworked.

13

Armour 2.0 mods are fine as they are.

6

No strong feelings either way.

3

The way mods/armour elements work are kind of counter intuitive to freely making builds. With how you've set up the mods, by restricting mods to elements really messes up builds. For example let's say you want a build that runs a smg, pulse rifle, and machine gun. In this loadout you're forced into running an arc gauntlet to get the pulse rifle mods and have to use the artifact smg mod or general mods for the smg. If you use a solar gauntlet you can't use pulse rifle mods and void gauntlets don't have pulse rifle or smg mods so arc is the only option here. There's not much freedom of making a build here since you have no choice, any other element option is a hindrance and harms the build you want. And this basically goes for all armour pieces. I like the 6 stats on the armour it allows for a lot more variation in a build but again the element locked mods severely restrict that variation. So I have a couple suggestions that would allow for complete freedom and allow the most build variation. The first suggestion is to remove elemental locking completely so that if you get a mod it can be used on all elements of that armour type. That way you can freely build whatever build you want and you only need to worry about your stat rolls. The only potential issues here is it renders elements obsolete and it's quick, you don't need much time to collect all the mods comparatively to my second suggestion. The second suggestion is to make all mods available on their armour type however you maintain element locking. What I mean by this is for instance there's a void, arc, and solar pulse rifle loader mod. You might play and get the solar version to drop so you can now slot it into your solar gauntlets then down the line the void version will drop and you can now have it slotted into void and solar gauntlets. This way you have complete freedom in your builds being able to slot mods into whatever element armour you want. But it will take time to collect all of the mods you want. So you need to use general mods until you have later collected what you want. This makes it so that you can eventually have the freedom to make any build you want with whatever mods you want but makes it so that's a goal you need to work up to. This also allows elements to maintain a use and you can also later on make element specific mods for instance a chest mod that deals damage to the enemy that melees you (solar causes the enemy to burn, arc chains damage, and void weakens the enemy). Edit* I also forgot that exotics appear to now have locked elements so now you might go into a situation where a certain weapon loadout and a specific exotic is needed. But that exotic is useless for those weapons so now you're prevented from optimizing your builds Edit* Another idea because of the low stats all armour have from what I've heard a full masterwork raises the stats... but only gives +5, the idea is every energy level you put into armour raises the stats by +1 or +2 then the masterwork level raises it by +5. So what do you all think? Should armour 2.0 mods be reworked so there's more freedom or kept as it is being restrictive.

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