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Destiny 2

Diskutiere über alles, was mit Destiny 2 zu tun hat.
11/16/2019 1:29:49 PM
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Year 2 Advantage... A Brief Review of the Current Mod System

Okay, I already tried making this post yesterday, but then the website went down for emergency maintenance and I couldn't finish the post. So, I'm just going to get to my main points. Running a perk that affects ability regen on a Year 2 piece of armor and a Year 3 piece no longer stacks if it's a duplicate, but that doesn't mean Heavy Lifting can't stack with Remote Connection/Light Reactor/Pump Action. If you're using a Year 2 helmet, you can still run one of these perks on that piece where any new players don't have access to that gameplay benefit. If it was just a cosmetic thing, it wouldn't be a problem, but the fact that it makes a difference in actual normal gameplay puts new players at a permanent disadvantage with character builds. There are certain Year 2 perks that were not brought into Year 3 as mods, such as Kinetic/Special/Power Weapon Loader or anything of that sort as Targeting, Unflinching or Dexterity perks. I myself was a big fan of Kinetic Weapon Loader and Unflinching Kinetic Aim. I didn't have many Kinetic weapons I could use to duel with due to reload speed and terrible flinching, but these perks did the trick for my builds. They were very versatile perks where you didn't have to worry about what kind of weapon they were (rifle, hand cannon, sniper, fusion...), just what slot you had those weapons equipped in. Once again, these are gameplay benefits that any new players will never get to have in the core gameplay. Then there's the fact that Year 2 mods were consumables that did not have an energy cost requirement, such as Armament and Barrier mods. In Year 3, every single perk you can earn as a mod requires a certain amount of energy to be equipped and if you don't have enough energy, you can get locked out of certain builds that were possible previously in Year 2. Not to mention that raid mods in Year 3 can only be equipped to certain sets of armor depending on the mod. While Reserve and Scavenger perks no longer stack, they've been buffed to have the same benefits of how they stacked in Year 2. And there are multiple pieces of Year 2 armor that could have these perks, such as Reserves on helmets, chests and class items or Scavengers on gauntlets, boots and class items. That means if you own a good roll on any of these pieces from Year 2, you can save energy on your Year 3 armor and use your points on other mods. You could run 3 special weapon Scavenger perks at once if you wanted. Another benefit that the newbies will never have. ---------- WHAT I THINK SHOULD CHANGE ---------- For the most part, I'd like to see the Year 2 Kinetic/Special/Power perks brought up to date as Year 3 mods and allow players to apply certain mods to other pieces of armor as well to try and eliminate "Year 2 Advantage". Also, last time I checked, Enhanced Heavy Lifting is not a Year 3 mod, so... something should be done about that too in my opinion.

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