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Destiny 2

Discuss all things Destiny 2.
1/16/2022 7:14:27 PM
14

The Orb Situation - Can we really not have it both ways?

If you spend half a second on these forums, you know exactly how unpopular this orb change is. The need to sacrifice one of the very valuable helmet mods in order to get a partial return to something that we’ve had in the game for years is going to kill off much of the Charged with Light functionality that has defined much of the PvE endgame and PvP build crafting. Additionally, this change is really going to hurt the masterworking process of legendary weapons. Perhaps less for PvP weapons where something like 4 additional range is enough of an advantage to justify the cost, certainly PvE weapons will lose most of the functionality in their masterworks. If I get my kill tracker with some glimmer, legendary shards and around 3 enhancement cores, why would I spend 10+ more on something like 4 additional handling? If orb generation is removed, there is simply not enough of a reason to do so. Thinking over all of this only leads me to one simple question: can the two systems [i]really[/i] not coexist? One of the main reasons Bungie listed for modifying this system is the need to use specific weapons to generate orbs for weapon crafting, and some players will simply not have the materials to keep up with the amount of masterworking required. This, to me, is a good justification to the mod system; even as someone who has over 1000 enhancement cores, I don’t want to have to go out of my way to masterwork underwhelming rolls as a stepping stone to the loot I actually want. If I had less materials, this would be even more of a problem. Thus, I can just grab whatever the first roll of the gun I need is, slap on a mod and be on my way generating orbs, no materials required. But, then when I do eventually get the loot I’m crafting, why not allow me to then spend the required materials to masterwork it and give it orb generation in lieu of needing the mod? Since I am likely not farming orbs for weapon crafting in raids or GM Nightfalls, I don’t mind modifying my armor builds to incorporate the mods. But, then when I do get loot I want to take into harder content, orb generation through masterworking incentivizes me to spend those materials in order to create more powerful weapons, and enable me to swap back to my traditional mod builds and be at max power where it is necessary. To me, this just seems like a more complete system. The crafting system doesn’t require hundreds of materials to make the most of, and you’re able to then spend those materials making powerful gear that is actually worth the cost. The best part is that the implementation of it all seems [i]so[/i] easy; one part of it has been a working mechanic for years, and the other is likely already fully developed. There should be no problems with time when making sure that both systems work and have no adverse effects if accidentally paired together, and would definitely help alleviate a lot of player frustration heading into what otherwise looks like one of the best expansions we’ve had.

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  • Just the fact that I'm literally going to have to switch the mods and waste a slot on my helmet every single time I want to rotate my weapons (which I do alot) just to MAKE ORBS on kills singlehandedly kills the flow of the game for me regardless of the "but its for a good reason" nonsense they are claiming.

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  • It’s a mega nerf to make everyone weaker so the minimal content takes longer. Why are GM Nightfalls so hard? Is it because they are new strikes with innovative gameplay and fun mechanics that challenge people? Nope, it’s because it the same content since 2017 with a massive handicap and way OP champions. Bungie puts way more effort in Eververse cosmetics and we get minimal content. So gotta slow down the grind even more to get people to keep playing.

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  • I play D2 for space magic and it seems gradually Bungie are trying to reduce space magic use .

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    • So normally I can't stand people who comment without reading the whole thing but..."the need to sacrifice one of the very valuable helmet mods" killed my interest in reading further. What, on the helmet, is so valuable? Targeting mods, Ammo Finder mods, and of course Combat Style mods. But there's no need to have all 5 armor pieces run charged with light mods, you only need the ones relevant to what you're doing, and even then you only need some of them. So losing a CWL mod on your helmet isn't the end of the world, and you can still run a Targeting mod or Finder mod or Hands-On or whatever else alongside the orb mod. So what's really upsetting you here? Helmet mods aren't valuable. Stacking finder or targeting mods gives diminishing returns and isn't worth wasting both slots on the same thing. You don't need 2 targeting mods in pvp or pve, nor do you need 2 finder mods in pve or pvp. And again, missing out on ONE CWL mod on your helmet isn't a real problem. What's the issue here? they made orb generation easy, and they took away the masterwork requirement for it. People should be thankful for this but instead all i see are people complaining about non-issues.

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      • [quote]If you spend half a second on these forums, you know exactly how unpopular this orb change is. The need to sacrifice one of the very valuable helmet mods in order to get a partial return to something that we’ve had in the game for years is going to kill off much of the Charged with Light functionality that has defined much of the PvE endgame and PvP build crafting. Additionally, this change is really going to hurt the masterworking process of legendary weapons. Perhaps less for PvP weapons where something like 4 additional range is enough of an advantage to justify the cost, certainly PvE weapons will lose most of the functionality in their masterworks. If I get my kill tracker with some glimmer, legendary shards and around 3 enhancement cores, why would I spend 10+ more on something like 4 additional handling? If orb generation is removed, there is simply not enough of a reason to do so. Thinking over all of this only leads me to one simple question: can the two systems [i]really[/i] not coexist? One of the main reasons Bungie listed for modifying this system is the need to use specific weapons to generate orbs for weapon crafting, and some players will simply not have the materials to keep up with the amount of masterworking required. This, to me, is a good justification to the mod system; even as someone who has over 1000 enhancement cores, I don’t want to have to go out of my way to masterwork underwhelming rolls as a stepping stone to the loot I actually want. If I had less materials, this would be even more of a problem. Thus, I can just grab whatever the first roll of the gun I need is, slap on a mod and be on my way generating orbs, no materials required. But, then when I do eventually get the loot I’m crafting, why not allow me to then spend the required materials to masterwork it and give it orb generation in lieu of needing the mod? Since I am likely not farming orbs for weapon crafting in raids or GM Nightfalls, I don’t mind modifying my armor builds to incorporate the mods. But, then when I do get loot I want to take into harder content, orb generation through masterworking incentivizes me to spend those materials in order to create more powerful weapons, and enable me to swap back to my traditional mod builds and be at max power where it is necessary. To me, this just seems like a more complete system. The crafting system doesn’t require hundreds of materials to make the most of, and you’re able to then spend those materials making powerful gear that is actually worth the cost. The best part is that the implementation of it all seems [i]so[/i] easy; one part of it has been a working mechanic for years, and the other is likely already fully developed. There should be no problems with time when making sure that both systems work and have no adverse effects if accidentally paired together, and would definitely help alleviate a lot of player frustration heading into what otherwise looks like one of the best expansions we’ve had.[/quote] Ask yourself this, how did the armor thing work out?

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      • Weapons have a memory limit. It was stated by Chris Proctor that alot of the memory is taken up by Orb Generation. Moving it to a mod on armor can free up room to add other perks to weapons. My only issue with the information is drip feeding. Ik the weapon system is getting reworked but this drip feeding causes misunderstanding and confusion.

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        • [quote]If you spend half a second on these forums, you know exactly how unpopular this orb change is.[/quote] Which tells us absolutely nothing as a tiny % of the playerbase actually posts here.

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        • Gotta ask, they said helmet mod, but never stated where it would be. This could all be an overreaction to them making it one of the 2 middle slot mods for a cheap cost. Plus there are other mods that work with builds to generate orbs of power, like the solar Titan melee makes orbs build I got rn.

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          • Just sounds like they are trying to control charged with light mods, if they just had the mod on ghosts people would be happy but its on a armor piece which people use for mode setups

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          • Not happy with this change at all

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          • lets hope it's a short season and they flip on it next season... it's all sorts of blah.

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          • Edited by Lakemine: 1/17/2022 2:13:28 PM
            Your forgetting where this even started. Weapon crafting. We have to craft 150+ of the same weapon, get kills, head shots AND make orbs with EACH one to go to the next step. And they don’t want people screaming about how having to master work a weapon, get 50-100 kills with it and 50 orbs and then salvage it, only to do it again and again again again and again and again over and over and over, so they came up with this solution. (Which also “inadvertently” makes less orbs overall to nerf your power and makes Charged with Light mods weaker because of less orbs. How else do you think they make the Hive guardians “deadly” and a force to be reckoned with without needing us first because TWQ stole our light?) Edit: My bad, I’m speaking like I 100% know. I do not. Take it with a grain of salt. They havnt revealed anything about weapon crafting yet……but seems shady to wait till the last minute when people don’t have time to pull out, no? Plus we know the forums are in the minority, so the majority of people won’t even know just how bad weapon crafting is till AFTER it lunches, and by then it’s too late to get a refund for a pre order. Then they have their money and the players suffer. Oh well! It’s a psychological trick. It’s why they wait till the very end to reveal something bad because then people are in too deep and then the devs don’t look “evil” and then the emotional manipulation of FOMO or friends pressure the player into playing, even if they know the changes are spiteful. It isn’t just with games, it’s with every industry. Because ask yourself…….do you want to be the boy who cried out that the Emperor has no clothes when that will put a mark on your head of shame and ridicule? It’s why most people don’t speak up and just go along. It’s easier and there isn’t a risk of standing out. (The d—- measuring contests “standing out” are liked by people because there isn’t a downside to them.)

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          • [quote]Can we really not have it both ways?[quote] [spoiler]That's what she said![/spoiler]

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          • Orbs orbs orbs

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