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1/15/2022 10:47:00 PM
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We get stat boosts on masterworked weapons. We get stat boosts on masterworked armor as well. I don't get orbs from masterworked armor. What's the problem?
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  • That analogy doesn't work, my gun kills things but my armour doesn't. Not the same thing at all.

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  • That's exactly it. You masterwork armor for stats that protect you. You max your weapons to get stats that help you kill what you're protecting yourself from. Why do we need intrinsic orb generation for killing things when we don't get orbs for stuff shooting at us? What sense does that make when well mods have basically the same functionality and require a mod?

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  • It’s no use, the people here are idiots who foam at the mouth to complain about this game as soon as Bungie says the word “remove”, the actual potential this has on weapon customization is huge, the only downside is have to sacrifice a helmet mod… big deal

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  • So we now need to use champion mods and orb mods...so we will run out of ammo like the old days...gotcha

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  • Champion mods are on your gauntlets. If you run out of ammo, it's your fault.

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  • YES! exactly! Thank you for being down to earth and logical!

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  • You can't compare armour and weapons z they perform wildly different functions.

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  • Edited by Sarcastreaux: 1/16/2022 9:01:32 AM
    you don't say? I literally reiterated my point in a different fashion and it still escaped you. the functionality of masterworking was one of the points being made. The other was the functionality of well mods vs a soon to be orbs mod. It's the same thing.....

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  • But the difference between a masterwork and a non master on armour is minimal at best. The bulk of the game doesn't require it. Or maybe that's why it's happening.

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  • Someone else said that the stat boost on weapons doesn't matter either. It matters. But it this proving my point that we don't need intrinsic orb generation on weapon masterworking when armor doesn't offer that. The logic of a mod generating orbs is just like well mods.

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  • [quote]Someone else said that the stat boost on weapons doesn't matter either. It matters. But it this proving my point that we don't need intrinsic orb generation on weapon masterworking when armor doesn't offer that. The logic of a mod generating orbs is just like well mods.[/quote] It honestly doesn't. Depends on a few factors honestly. But 9/10 the masterwork is a cherry ontop not the core. The difference between the well mods and orb mods is pretty simple. There's a slot for CWL / Well mods, there probably won't be a 5th or 6th slot for the orb mod and to add to it we don't know if it'll cost 2 energy or an absurdly high number like 6 plus. All that's happening is they're taking something intrinsic away from weapons and making your armour do what you describe as a reply to others. Masterworking Armor is to push stats up that small bit more. 2 per stat vs 10 per 1 stat on a weapon (I'm ignoring adepts here as that's mostly negligible). Aside from the small barely noticeable increase, we were given an intrinsic orb generation. It's just another Bungie taking something somewhat helpful away from us and then saying "you can have it but you're gonna lose out on something else for it". That old saying of "Don't fix what isn't broken".

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  • Yes, the MW on a weapon is the cherry on top. I have had God roll perks on a weapon, but a MW that just didn't go well with the weapon because it boosted the wrong stat. I never once maxed it out because it can make orbs when I did. If all people want is orb generation from weapons, then why do they care what roll their Gnawing Hunger or Ikelos has? You're not shooting Atheon with it, only small ads, so who cares?.... Right, because the MW and the perks matter. If someone is relying on a random orb from their weapon to play the game, that person has bigger issues. If someone wants to mix orb gereration into their build..... Mod for you! Same as if I wanna mix elemental wells with my build. Mod for me!

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  • I see the fact we're losing something we got for free is still eluding you but that's fine. Personally I don't see the sense is pulling a free thing out to then smack a cost onto it. While I've gone on about where it's going to screw some builds in the end it's the same consistent story. We get robbed of something we've had for years and get told "you can have it but it'll cost you". Eh I'll call it like I see it. They're sunsetting free orbs and made it cost a mod slot. I'll adapt true but this is just another waste of time at face value. On both Bungie's end and ours. One day they'll do something deserving of credit (Void 3.0 maybe) but until then I'm not expecting big things. Perks rolls and Free Orbs don't have any relation at all so I'm not sure where you're going with that. What Bungie's intent currently shows is they're devaluing masterworking a weapon. It may not seem like much but when you factor in super nerfs / ability nerfs and so on. It adds up. We're slowly being neutered and as I somewhat feared, being pushed towards build crafting as a need not a choice. -shrug- If I'm wrong down the line let me know.

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  • It's pretty much the fact we now have to put a mod on for something that's generally intrinsic...... It's a tone deaf move on Bungie's part. They neutered super regeneration once and if they follow through with this unintelligent move then they've pretty much indirectly nerfed super regen even more. I won't get started on how CWL builds will be nerfed via this either. One things for sure. I won't be wasting a mod slot for something that we already have intrinsically. The only reason Bungie have gotten away with their bad decisions is because the major population stops caring after a month of the changes. Gotta love that common denominator really. They complain but never dig in a follow through consistently enough to remind Bungie that some choices are bad. This is one of them.

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  • I know you feel the decision is bad or ill advised, but consider how the elemental well mods operate. It's logically the same. There is a mod called elemental charge that makes you CWL when you pick up an elemental well and gives bonus for matching subclass. There are also mods like elemental shards, bountiful wells, and supreme wellmaker that support CWL builds too. I don't feel that CWL builds will be all that affected. Those mods can be paired with mods such as ashes to assests, hands on, and dynamo for some creativity. I know it is intrinsic now, but sometimes change isn't for the worse. I think the change is a bit surprising, but not bad. I don't even care much about intrinsic orbs of power now (others do). I will overcome and remain awesome, and hope you do the same.

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  • You know there's CWL builds that depend on obtaining orbs right? Some of the more fun and in some cases strong builds need it. Taking charge also gets effectively neutered. Stasis Turrets for example? Firepower for the CWL then another mod that gives you grenade energy for every orb you pick up. I've had 4 turrets up at one time with that. Now I'm going to have to possibly forget about that build completely as it's no longer going to be fun or efficient to do. Elemental Well mods is one thing and frankly looking at them.......they pale in comparison to the warmind builds / older CWL builds. I digress but the main thing I feel a lot of people are annoyed at is no one really asked for the change. There's bigger issues. Bungie need to be careful here. They need to explain themselves on this one. Unless they've got something more than a paper weight mod to make orbs then they're gonna have the bulk of the population enraged at them.

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  • What I am trying to point out is that the majority of people will be mad about it for one reason or another. People should think about this logically instead getting mad about what they see on paper at first glance. I'm sure you have a strong build, but there are strong well builds too. My brother Plays a Behemoth titan. He is relatively new to the game and has already found great synergy with the well mods and can get supers insanely fast without picking up even a single orb. I just watched him melee about 8-10 enemies in the cosmodrome and had nearly 1/4 of his super charged. He's completely rocking it and embracing it. He could swap to CWL mods if he wanted to. I want the community to do the same instead of automatically getting mad without

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  • Edited by Althanash: 1/16/2022 7:06:44 AM
    The one thing the bulk of this community will flat out logically agree on is Bungie take 1 step forward, 2 steps back. That's where the outrage comes from. Behemoth in the endgame is barely viable in specific points. In fact I'd go so far as to say it's the worst Titan Super in the game. His melee build no doubt stems from the Stasis Aspects I'm vaguely aware of some boosting super charging ontop of some well mods. But it's not enough to be all happy about. Not when the super itself is awful. There's embracing change when it's good and needed......this orb alteration is neither. As I said before unless there's a seriously good explanation on why they've cut off our ankles on orb regen then the community might just not let this go.

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  • I have seen his build work as a bubble build too, and it works well. We have orb regen with others using supers or mods to enhance orb creation. Raids and dungeons have rally banners and again, others using supers. It's pretty easy getting supers in GMNF as well just by simply fighting enemies and.... popping supers. There are many folks who will not miss an intrinsic orb generation.

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  • That maybe true but I notice a lot of people that do not pop a super unless it's solely an add clearing phase (VOG Oracle's for example). Anything else and people don't seem to bother. Rally banners are there more so for ammo than supers really. They don't hold you through an entire encounter. Unless you're conservative. The bottom line as I stated is any form of orb generation currently is planned to be cut down hard. Then we're being forced to use a mod for something that we already had. It makes no sense and without an explanation it's rightly upset people. Orbs are pretty free right now. Now it looks like we have to actually choose. Ammo finders or Orbs. I'll take finders over orbs at any rate. Taking the issue wider. Mod over saturation on armour. We need a 5th slot for basics now and if I'm forced to do tedious activities to get the 5th slot (Master Grasp for example. Tedious as watching paint dry) then I don't wanna bother chasing RNG gear.

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  • I can't think of the last time I didn't get multiple supers in an encounter. People should be using their supers at appropriate times so their team mates get orb generation or boss damage, depending on the situation. Orb generation is being cut back a little, but there are plenty of ways to still make orbs and/or generate super energy. I too will most likely choose ammo finders over orb generation mods, but I run double finders anyway and don't really care much about one random orb as it is. I think a 5th mod slot would be nice! I still don't see an issue even if that isn't added.

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  • Edited by LikwiD_SmOkE22: 1/16/2022 5:57:59 PM
    That's because you're a super casual player. Everything he just explained to you and you're still arguing its a good change. Behemoth titan is by far the worst super in the game. They are not useful at all for any master vog challenges. There's nothing wrong with being a casual player but jeez man your take on this just keeps getting worse. you are NOT popping your super repeatedly in master content because it requires strategy. Nobody cares about regular strikes or running Dares of eternity optimizing their loadout when gjally bypassed everything in those modes.

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  • Edited by Sarcastreaux: 1/16/2022 10:17:47 PM
    A super casual player? Lmao! You have to be kidding. What gave you that assumption? Yes, you have to time your supers correctly in any end game PvE game mode. Supers do give orbs to your teammates, do they not? And no, my take on it isn't getting worse, you just don't agree, and that's fine. People just need to think about this change logically and think about the functionality of the mods compared to well mods that already exists in the game instead of complaining about it. By the way, my brother has done the same synergy with a bubble build, which is an "end game" super. Unless it doesn't count because you (a random on the forums) considers VoG not end game enough.

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  • Edited by LikwiD_SmOkE22: 1/16/2022 10:42:03 PM
    Regular vault of glass isn't difficult or painful you can pop supers left & right everything dies from you sneezing on them. Yes you are a casual and that's perfectly fine there's nothing wrong with that (saying you're a casual isn't a jab at you homie I promise). Your take on orbs of power becoming a mod is just terrible. I'm sure you're a chill person & fun to play the game with. Don't take what I'm saying as me saying you're a shitter or bad at the game. I feel like that's what you're thinking. This change to orbs of power is essentially nerfing a ton of useful & powerful builds. It's nerfing ascendancy (the rocket launcher) because of the secondary perk that increases the power of the rocket based upon orbs being picked up. It's nerfing elemental wells. It's nerfing the entirety of charged with light builds. The whole crafting weapons is intriguing but the fact that we will now need a mod with the proper affinity along with the weapons of the same affinity to spawn orbs of power is an absolute terrible change that nobody asked for & that nobody wants. Have a great weekend bro happy hunting.

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  • Edited by Sarcastreaux: 1/16/2022 11:04:47 PM
    My brother has been player for a month and is only around 1330 power. What exactly do you expect him do in a master level raid? Also, VoG is the pinnicle raid (end game content). I already have God rolled raid/dungeon weapons and their exotics and God rolled PvP weapons. I can't be bothered with going for weapons that barely benefit me at all. My Adept weapons think you're an idiot for calling me a casual. Btw, good job in trials. 😒

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