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1/16/2022 3:32:56 AM
14

put the orb mods on ghost !!!!!

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  • There’s plenty of other places the ability to generate orbs could go so as not to nerf us in any way and free up some memory on weapons. Make it mod on Sparrows. Make it so we can Master Work Sparrows and it is a perk from that. Make it a perk or byproduct of having Master Worked armor. Maybe where the number of master worked armor pieces influence which weapon slots can generate orbs. Like 2-pieces of equipped armor for kinetic/primary weapons, 4-pieces to include energy/special, 5-pieces to include Power Weapons. Make it a feature of reaching level 20 of the artifact mod, that as you level it up more weapon types can generate orbs, until lvl 20 when all weapon types can generate orbs. This way they could really stretch it out, for example at lvl 2 ARs and Scouts can generate orbs, lvl 4 adds SMGs and Side Arms, lvl 8 adds Hand Cannons and Bows, lvl 12 adds fusion rifles, etc. But they chose not to do anything other than move weapon orb generation to a system that would nerf us and change how we have to or can make builds. So there’s little point in asking the mod(s) to generate orbs go someplace else other than an armor mod slot. Having to chose between benefits is the point and not an unforeseen consequence.

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  • Or just create more catalysts and stop being lazy

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  • Or they could just keep everything how it is, and just make non-catalyst exotics generate orbs

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  • No. Leave it the way it is, make it so exotics drop orbs like what the community has asked for for years. Don’t offer a compromise that is as bad as what you don’t want. You’re just bending over and asking for them to finish quickly.

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    • Possible, but the obvious way to do this is for all Exotic weapons (with or without a Catalyst) to have the intrinsic ability to generate orbs on multikills. So this solution requires no change to mods, no new mod features, no using slots in your helmet to make orb instead of ammo finder mods, no sunsetting of Masterworked Weapon orb generation ability, people still using "Charged with Light mods" and charging your Super up by collecting orbs. The real reason Bungle is doing this is to make us weaker so that instead of them making better enemy encounters, they can artificially extend our grind - play time even more. Anything that hinders us and makes it easy for Bungle to implement is a Win for them in their books.

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      • Or. Ororororororororororororororor.... Bungie could just finish the -blam!- exotic catalysts like they promised 3 years ago! Including the armor masterworks that have simply disappeared from the list without any reasonable explanation.

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      • 1
        Guardian,Archon Of Light
        Guardian,Archon Of Light

        Blade Of The Traveler - old

        There are likely going to be new ghost mods next season , so they can't do that either Put them on sparrows

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      • [quote]title[/quote] I agree with this part of your post

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      • I don't want them on me.

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      • [quote]title[/quote] Why not have it on by default?

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      • How about they just make the engine better and not change it. We have way too many mods as it is.

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      • But mah power leveling! Personally I would prefer that move. But, you know people would moan like above if they did that.

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      • I'd rather they just stay as they are since I only masterwork weapons for the orb generation anyway but if they simply MUST move, the ghost would be a sensible place to put them. Knowing bungie though they're going to be a 5 cost mod to generate tiny orbs.

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      • So could this be a solution to all the mods we want moved? Or just orbs? Cuz I know another mod that got removed and NOBODY suggested it. Why?

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