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10/7/2019 5:34:02 AM
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I actually think it should be such that any mod can go on any item of it’s type, but certain mods have elemental affinity, which reduces the energy needed to attach the mod to the armor. So say, shotgun scavenger takes 4 energy on grips normally, but if you match it to an arc grip it only costs 2 or 3. This way players can choose whether or not they want to use the extra energy on an unmatching element, instead of being barred entirely from the perk due to bad rng. It also lets you have and use your favorite perks while still looking for that perfect match.
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  • How it should of been.

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  • That is kind of how it works now though. According to bungie that is tur purpose of the category reload mods. I. E. Scatter weapon reload mod has the same benefit as sub machine mod, bit a higher cost. How this works out in practice I don't know, especially with enhanced mods. It is still TOP early to tell

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  • That’s not what I’m saying. Currently, there are mods that cannot be slotted without having armor which matches the element of the mod. For example, this means that without a pair of solar boots, I [i]cannot equip the fire/leg armor fusion rifle scavenger mod at all[/i]. What I’m proposing is that the fusion rifle scavenger mod stay a fire/leg mod, but it be possible to equip the mod on any element of leg armor, albeit at a higher energy cost when the element is unmatched. That way if I have a pair of void boots but every other stat on them is perfect, I can still use the fusion rifle scavenger mod if I choose to. It isn’t needlessly restrictive. If it is already possible to get the same mod with different elements though, then okay, but I still like my idea lol.

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  • I totally understand what you are saying. I am saying that a version of what you are/were putting forth already exists and it was according to bungie designed for the exact same purpose that you put forth. The system could probably use some work and could probably be expanded upon, but the example that you came up with in your first post used a scenario that already exists in the game. And again it is way too early to tell how this works out in practice. As it stands I don't see a big problem with the affinity system, because it is not hard to get an armor piece with the general stat allocation you want and the right element. We need to let players tinker with it a bit before throwing it out with the bath water.

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  • This is a fantastic idea. If they make an elemental mod for each mod too then it’ll create more mods to work for

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  • Guys they do this now. Its called general mods. Same benefit but cost higher points

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  • But general mods cant be enhanced.

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  • Yes true

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  • Edited by Shades ofGreige: 10/7/2019 8:38:17 AM
    Not a bad idea. I definitely think a trade off should exist. Something along the lines of this sounds reasonable.

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  • Like this idea kinda reminds me of warframes mod system

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