I saw in the twab that they’re considering something to slot in the boots for the future as you can (but not in all cases) only use holsters in pvp now.
Clearly they forgot the great PVE purge of boot build crafting when scav mods were made hilariously expensive due to PVP balancing.
The least bungie can do FIRST is revert the cost of scavs or retune them for pve only. Obviously you can’t make them all 1 because balance and relevance issues so here is how I would do it:
- GLs, Rockets, Swords, Snipers, HMGs, LFRs cost 3
- Shotguns, Glaives, Fusion rifles, Bows cost 2
- sidearms cost 1
To address the argument of “Just remove scavenger mode because we have so many ways to make ammo”, here are some flaws in that argument:
- Finishers either require: exotic builds (aeon), super drain requirements or an expensive seasonal mod that is also conditional.
- finders are inconsistent. This inconsistency requires 2 finders to feel remotely rewarding, but also the ammo bricks are bare bones at best.
Here are my suggestions that would allow for scavengers to be removed completely without issues to build crafting:
- increase finder ammo consistently and/ or increase amount of ammo gained per brick
- increase base ammo brick capacity
- reduce super cost for special finisher
Either way, scavs need a rework or they should be removed entirely followed by a buff to ammo drops to compensate. Because it just feels way too unnecessary to spend up to FIVE on a scav mod when I can only use ten energy on my boots.
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Edited by Kiro - 13: 5/7/2022 4:15:56 PMIf I remember correctly. In a TWAB some time back when we were first told about the scavenger cost changes, they explained this was done for the sake of crucible. So yes their cost should be reverted, however keep in Bungie does very very few QoL updates. Example we should have had the full auto option added this season but its being pushed to season 19. I do miss the days of 3 cost "Sniper Rifle Scavenger" a great deal.