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1/13/2022 6:13:07 PM
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Orb mods are highly unnecessary and will hurt the game more than help it.

These mods only further amplify an issue introduced with holders tbh. Nobody uses them because there is no room on armor to support the sheer energy cost and their inferiority over scav mods. It’s going to be the same here, nobody wants to remove finders since they are just too superior. If the mod worked for all guns then maybe but they will only work for specific elements which is even worse since MAX 2 guns will make orbs. Although the artefact change is good, it’s another 1 step forward and 2 steps back with the orb nerf…

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  • If they allow us 12 energy instead of 10 and an extra slot it'll work. Otherwise it's just gonna amplify problems

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  • They need to leave masterworked guns alone. They’re perfect as is.

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  • To me I just see words on my screen I think this more of a we get this change abd then mess around with it and then make our conclusion besides it will allow even exotics with no catalyst to make orbs which some can be great with this change the examples given I can see happen

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    • Edited by VoreoTheDragon: 1/13/2022 6:41:29 PM
      If they wanna go through with this id say remove the "of the same element" bit and its energy cost be 1 Also only apply no orb generation to WQ and beyond weaponry. Let existing stuff still work as is. (This way you can make a fresh build using future armor instead of screwing up your current sets)

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    • Screw bright dust, it should reward adept weapons and armor

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    • We need to know first what the cost will be, hopefully low if anything. And secondly, they should implement both orb generation systems at the same time. Because honestly I might not even bother slotting an orb mod in my helmet unless it’s in my artifice armor from master dungeon which has the extra slot.

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