I imagine for most people too that it’s pretty frustrating to use 2 seasonal mods on exotic armor which removes any room for mods that matter like reloaders on arms or reserves on the chest.
I was thinking maybe reintroduce etheric light or glass needles in master dungeons as a drop and if you apply it to any exotic armor it will give 1 artifice slot.
Just an idea but it will be a very good QoL update.
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It would provide for another thing to chase, though hopefully the means to do so would feel worth it and not like a chore 🤔 Perhaps just tying it to the MW, since that's already req. 3 golf balls anyway? You'd still have to get artifice for the other 4 slots.
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Edited by Demon_XXVII: 7/17/2022 11:23:23 PMAltering the artefact mod system, so the mods (once unlocked on the artefact) for Anti Barrier, Unstoppable & Overload work intrinsically when the correct weapon system/grenade is equipped Unlock on artefact = unlocked & ready to use - no need for mod slot on armour That’ll help greatly Also Crafting, Or actually [b]recrafting[/b] of our actual exotic & legendary armour No need to destroy all our hard work A recrafting would allow the user to obtain/earn extra mod slots & redistribution of perk numbers (increments of 1 point) via levelling, materials (make the system easier via glimmer, legendary shards & prisms) Not a cheap option, but much easier than RNG screwing the player over again Also A very simple idea to make the class item desirable Class items now drop with 10-25 points (this makes end game Raid/IB/Dungeon/Trials & +2 pinnacle rewards valuable) These points (increments of 1 point) can be used up across ALL the other four armour slots to bump the stats into the next tier system) Make them rare & worth the while obtaining a +25 Class Item
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Great idea! I appreciate that you put a little thought into it as well. Dungeons would be a good source for it. 👍
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[quote]I imagine for most people too that it’s pretty frustrating to use 2 seasonal mods on exotic armor which removes any room for mods that matter like reloaders on arms or reserves on the chest. I was thinking maybe reintroduce etheric light or glass needles in master dungeons as a drop and if you apply it to any exotic armor it will give 1 artifice slot. Just an idea but it will be a very good QoL update.[/quote] Armor crafting 🤩
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[quote]I imagine for most people too that it’s pretty frustrating to use 2 seasonal mods on exotic armor which removes any room for mods that matter like reloaders on arms or reserves on the chest. I was thinking maybe reintroduce etheric light or glass needles in master dungeons as a drop and if you apply it to any exotic armor it will give 1 artifice slot. Just an idea but it will be a very good QoL update.[/quote] Tl;dr but I'll agree that i wouldn't mind having it tied to having a crafted exotic version of said exotic, have the artifice slot be tied to crafting it and gain an extra second slot for reforging it after using it long enough to gain access to the enhanced artifice (though idk if bungie can, might be to much strain on memory or engine) I'd definitely use materials for that over crafting weapons
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Edited by Meister_Code: 7/17/2022 4:59:09 PMYa, and mod slots on weapons too. edit* just want Full Auto Retrofit... my fingys are getting tired.
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You have my thumbs up
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I already said this 2 seasons ago. Masterworking exotic armor should add a slot to it for artifact mods.
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Great idea. I mean, they are "supposed" to be "exotic".
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While this sounds like a good idea, one issue is that mods cost so much that you hardly have the capacity to add another mod anyway.
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It would be a great start when bungie reduce the cost of some mods. 4 for handcannon reloader? Automatic, sidearms, even fusion riffle reloader cost less. It’s because hand cannons are overused in pvp. With +10 ability mods you only have 2 or 3 for other mods and you need 1 for champion mod.
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I would love that. This reminds me of how it used to be a problem that exotic weapons without a catalyst installed were unable to generate orbs (a major drawback).