It's annoying that we have to have specific elements (Void, Arc, Solar) for certain mods. Some Exotics have no place in certain builds now because of it.
Armor 2.0 was supposed to enable us to have more customization options but with the combo restrictions and the insane cost of materials (and especially glimmer) needed, creating a build just isn't fun. It's a chore.
Funnily enough, with the increased number of options and the ability to make very specific builds ( or at least attempt to), I've put less time into builds now than I ever have.
Some of the restrictions seem like they exist just for the sake of having restrictions.
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Edited by Shamona220: 10/6/2019 11:29:40 PMI think Exotic armor should have the ability to equip any mod otherwise I don't mind it at all. All this does is require you to have multiple sets of armor instead of using just one piece forever. For example I used the same chest piece from Forsaken launch to Shadowkeep launch (so a whole year) because it rolled with both Unflinching Rifle and Small Arms. I used two legs because one rolled with both Rifle and Small Arms Dexterity and I had one leg with Traction. So now I have to have 3 pieces of each now, I can't rely on one piece of gear for a whole year. I'm ok with that. But again part of what makes Exotic armor exotic is it should have the ability to equip any mod. Because I agree having Exotics tied to an element limits it's build capacity.