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10/8/2019 12:09:54 AM
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Personally I like the concept of the armor 2.0 system as it is meant to make the system more in depth and it also separates the casuals from the committed loyal fans and D1 players who really got screwed when D2 first came out. That being said I do feel that for a system whose soul purpose was to improve the overall ability to customize and allow for more diversified builds does not do so due to the fact that mods are locked behind the elemental affinity system. With weapons I feel this design concept would have worked as 2 of 3 weapon types already have a elemental affinity system. Thus I feel one of 3 things needs to happen here. 1) The first option, and my least recommended option is that every mod have a compatible version for each element. However as I said this is my least recommended option as it would create a rather ridiculous grind. 2) My second and middle child of the first and third options is that there be a option to change an items elemental affinity, through either use of glimmer, legendary shards, or if it needs to be harder then the use of upgrade modules. Now this is my middle child as while it does make things less frustrating it does still create restriction contrary to a system designed to create diversified customization. 3) My third and final option and my personally preference is that energy be non element based and be just energy for mods which would be non element specific. We would still have elemental resistances that reduce damage for specific elements but no mods would be specifically locked from use because it doesn't match the items elemental affinity. This option would allow for the diversity that armor 2.0, and prevent the irritation of getting the armor you want but not having the elemental affinity. But it would not be less grindy as the grind to find the desired mods would still be the same. Thus making good on their concept of customization without being to overly problematic.
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  • You spelled "artificial grind" wrong and used a wall of text to do it.

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  • Edited by WP ScorpionWind: 10/8/2019 3:36:49 AM
    It's called providing useful feedback that devs can use to improve the game (Admittedly the odds aren't in my favor). I don't do vague and unhelpful, because it gets nowhere. Besides it's not an artificial grind anyhow, nor is that what I'm saying.

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  • In regards to your idea I agree. But they also need to either remove or decrease the requirements for grinding. To get just on upgrade module you need 25 of a given resource. 1 enhancement core. 10 legendary shards. And some glimmer. Taking all that into account doesn’t sound bad on its own but when you look at it you realize that it’s an unnecessary grind because players will obviously need way more than just a couple of upgrade modules if they want to level quickly and efficiently.

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  • Edited by WP ScorpionWind: 10/8/2019 3:37:17 AM
    I don't find the grind for upgrade modules at all to high a price. I mean I'm currently sitting on 4 Modules, 1 prisms, have a Finest matterweave consumable active and one in my inventory making for 2 more cores, 3 more enhancement cores that I need to turn into cores, haven't even visited spider to get my three cores I buy ([i]Now his price on cores does need to be reworked, [b][u]BADLY[/u][/b][/i]) and I have enough of today's mats to make another 12 modules. I always have more glimmer than I know what to do with, legendary shards I'm a little light on but it normal fluctuates so I'm just in a low spot there, and I've already used I think 6-8 upgrade modules today. I mean all the need supplies for modules to infuse might seem high but, considering that all of it drop like candy just from playing, makes it so you are able to crank them out like a module factory. Now again I do think that Spider needs to have his price reworked so it's not doubling each time, Maybe increase by 5-10 shards each time but the doubling is absolutely asinine. But the rest of mats I think are just fine.

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