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Destiny 2

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2/21/2021 10:49:10 PM
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Overhauling Mods Concept - Champion Mods

Yes, this is a bit of a long read and I do apologize for that but I wanted it as clear as I could make it how this concept worked. Any tweaks or ideas people have are welcomed. Might think of something I didn't consider. The main idea behind this concept is to just finally give all players the ability to build and play the way they want to instead of the insanely linear means of only playing Bungie's way. Also, slight tweak to masterworking exotic weapons in here, too. ********* There should be two types of Champion Mods - Standard and Enhanced. The standard mods are unlocked for all weapons of all types. These mods require the weapon's Masterwork energy to be at least 5 to slot. They do the standard act of taking down a barrier, stunning an unstoppable or staggering an overload. The enhanced mods are the variants available in the Artifact that do their job faster plus deal more damage to their respective champions once they've been stunned. For example, every weapon (Hand Cannon, Auto Rifle, Sword, Machine Gun, Fusion Rifle, etc.) has each standard champion mod without a need to unlock. Anti-Barrier requires more rounds hitting the champion before the barrier is broken. Overload requires more rounds hitting the champion before it's stunned. Unstoppable requires longer ADS before it triggers the next round to stun the champion. You unlock enhanced versions from the artifact that require fewer rounds, typically one or two shots, to stun a champion or removes the ADS wait-time to trigger the next round. Enhanced mods would be the one only for specific weapons, like Submachine Guns, Sniper Rifle, etc. only, instead of available to all weapons. The enhanced champion mods, due to them working faster and dealing more damage to their respective champions, requires the fully masterworked energy on the weapon of 10. So you'd have to give-up a generic mod, like Back-Up Mag or Boss Spec, to get the bigger damage buff when facing champions. Yes, I said the weapon energy and not the armor energy. Every weapon, including exotics, would have a separate mod slot specifically for Standard and Enhanced Champion Mods. This would free-up mods in armor, specifically arms, for reloader buffs. There could, and should, still be mods from the artifact that go on armor but the ones specifically for your weapons should go on the weapons. Every generic mod costs 5, standard champion mods cost 5 and enhance champion mods cost 10. Considering how easy, and cheap, it is to masterwork a weapon then this should be quick for all players to ready-up with however they please. Here's an example loadout just to be perfectly clear: Kinetic - Hand Cannon w/ Back-up Mag (5 Energy) and Standard Overload (5 Energy) Energy - Fusion Rifle w/ Enhance Anti-Barrier (10 Energy) Heavy - Machine Gun w/ Boss-Spec (5 Energy) and Standard Unstoppable (5 Energy) Also, by doing this, we would change the way Exotic Weapons are masterworked; in that, they are masterworked the same as every other weapon but more expensive in resources. The catalysts should still be a thing BUT they should be how we further enhance the damage and exotic perks of a weapon only. Several exotics are without catalysts and anybody using Charged With Light builds and the Taking Charge mod, which is likely the most common for CWL, can't really get a benefit from them. Even without CWL & Taking Charge builds, several exotics go unused because they don't generate Orbs of Power. ******* If there's enough interest, I'll share my concept for overhauling Charged With Light and Warmind Cells mods, too. Until then, stay safe people.

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