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10/7/2019 1:26:25 PM
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It’s not an arbitrary system, if it was I to would call them out as well. There is definitely a method to how it works. It’s like a perk tree system that’s tied to elemental types. The perks each element has, caters to that sub classes specific strengths. Idk of any good rpg where I get to pick any perk combo I want without needing to spec down a specific path first or having some sort of trade off in the process. This allows for multiple build possibilities down the line. My guess is some don’t like it because, you have to make choices between this good perk or that one. Or, want to simply not think about it as much so to make it easier. And finally, most of us don’t have all the mods we want yet (6 days into the new dlc) so it feels limiting in choice. Once we all have most of the mods I don’t see this being much of an issue. I’ve gone through most of this thread and no one seems able to come up with a compelling reason why it should change, aside from not liking it or thinking it doesn’t make sense. Articulate what you guys think is the inherent flaw in how it works now and the solution can’t just be “make them all universal” Someone had a good idea though, giving element mods the ability to slot into different element types but at a premium energy cost. It won’t break the system but make it a bit more flexible. The end game is build crafting and min maxing (like most rpgs) You can’t really expect all that to be available to us a week in? We all complained about no depth in the armor system and in the game in general. Bungie gives us that depth, then you guys want them to pull back ... wtf.
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