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1/13/2022 8:51:49 PM
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At first I hated this idea. I masterwork my weapons specifically for orb production as that over whatever masterwork perk you have is more important in pve activities. That said, I run alot of strikes and pve in matchmaking activities and the orbs I produce seem not to be getting used by the other players I'm matched with. Do they not use them, seems they get their super and hold it.. for ever.. sometimes they produce one orb in a strike etc.. to my 40.. so will this really cause issues.. i'm producing orbs for my team that they arn't using. So maybe this won't actually effect the game as much as we think because those orbs arn't actually being used by most of the players they have been generated for. Now.. playing with the clan, high end activities etc.. That is going to cause problems as we now have another mod to add to an already packed mod list of ammo finders etc with the helmet. This really wasn't necessary and is a nerf in my opinion to our supers.. if you can't make orbs, you can't get your super.. This just made end game content more difficult. This change could easily have been put to our Ghost but, then it would be on everyones ghost and not effect change at all aside form having to put the mod on your ghost and remove what.. glimmer capture or xp bonus or chest and material locator etc... its a no brainer.. This is not a quality of life change for the better but, a way for bungie to keep us guardians under thumb.
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  • everyone's not upset that bloobs in a strike won't be able to pick up your orbs, it kills CWL with Taking Charge, which is usually super easy to utilize. This also means Explosive Light will be less common to have and you will not be able to proc when solo unless you use the mod like they're forcing you to. It hurts Better Already and Recuperation as mods as well, because it's hard to justify using a slot if you, 1: can't activate them when solo (w/o forced exception) 2: can only benefit when teammates use a super, and/or also get kills from it, if it's a roaming (again, excluding those mods). Also, sticking with these super strict and completely useless elemental limitations, means for energies, you can only benefit if the element matches the mod affinity. This is taking the god-awful choice to remove legendary weapon elemental variety, and making it 1000x worse

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