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Destiny 2

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1/13/2022 6:13:07 PM
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Orb mods are highly unnecessary and will hurt the game more than help it.

These mods only further amplify an issue introduced with holders tbh. Nobody uses them because there is no room on armor to support the sheer energy cost and their inferiority over scav mods. It’s going to be the same here, nobody wants to remove finders since they are just too superior. If the mod worked for all guns then maybe but they will only work for specific elements which is even worse since MAX 2 guns will make orbs. Although the artefact change is good, it’s another 1 step forward and 2 steps back with the orb nerf…

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  • Edited by ImOnlyBleeding: 1/13/2022 8:57:38 PM
    First, there are unanswered questions on this issue. Will there be a mod slot added to the helmet to accommodate these orb-generating mods? How much energy will they cost (3, 1, 0)? There are varying levels of how costly it will be to add these mods in to our loadouts depending on how it restricts our use of other mods in the helmet. One issue I have is that it would dramatically reduce the variety of loadouts. It encourages you to have an energy and power weapon of the same energy type, which reduces our effectiveness in activities that include matchgame. It also becomes an issue if you use the mod for kinetics weapons, as you will then be unable to generate orbs with either of the other two weapon types. Also, right now, the main reason to masterwork legendary gear is for orb generation. What reason, other than the miniscule stat boost, will there be to masterwork legendary weapons? Overall, I do not like this change. The number of exotic weapons that didn't have catalysts wasn't worth what we are giving up. Most of my weapon loadouts include masterworks in all 3 slots, often with different damage types in each slot. The power of those loadouts will go down significantly with this change.

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