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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 Talia Sendua: 1/14/2022 8:22:45 AM
    [quote]Orb mods are highly unnecessary and will hurt the game more than help it.[/quote] Indeed. To me it feels like all this change will do, is: * Allow players to use catalyst-missing exotics for orbs generation (+) * Restrict players in their builds more (-) * Make the main reason for masterworking weapons just * poof * gone. (-) * Make most masterworked weapons in your vaults obsolete in case masterwork (-) * Disable orb generation from guns in pvp, depending on how the mods work, making supers even less often full than now and also reducing uptime/activity of builds in pvp (-) If Bungie wants to stick with that change, make masterworking stats more impactful. By that I mean increasing the 10 bonus stat points to 20 for example. Then I could perfectly live with that change. Edit: So, I re-read the part of the TWAB again. There is nothing mentioned of "energy costs" for said mods. It could also be they make then have just 0 energy consumption. We do not know yet.

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