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Edited by NykonX83: 3/11/2022 10:18:56 AM
3

Refactor Armor Weapon Mods

There are way too many armor weapon mods and they should be refactored to reduce the number of armor weapon mods. This would reduce complexity, make it easier for build crafting, keep players in the game playing vs in the menu constantly changing mods, and make it easier to maintain from a code perspective. Some mods would remain the same like targeting and unflinching to allow for any tweaks to make weapons more balanced for PVP. The following mods could be refactored: * Ammo Finder ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Ammo Finder (3 Energy), Heavy Ammo Finder (3 Energy) * Loader ** Current # of Mods: 16 ** Proposed # of Mods: 3 - Primary Loader (2 Energy), Special Loader (3 Energy), Heavy Loader (4 Energy) * Dexterity ** Current # of Mods: 16 ** Proposed # of Mods: 3 - Primary Dexterity (2 Energy), Special Dexterity (3 Energy), Heavy Dexterity (4 Energy) * Reserves ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Reserves (2 Energy), Heavy Reserves (3 Energy) * Scavenger ** Current # of Mods: 13 ** Proposed # of Mods: 2 - Special Scavenger (3 Energy), Heavy Scavenger (4 Energy) * Holster ** Current # of Mods: 14 ** Proposed # of Mods: 3 - Primary Holster (2 Energy), Special Holster (3 Energy), Heavy Holster (4 Energy) Total # of Armor Weapon Mods today: 85 Total # of Armor Weapon Mods after refactor: 15 Note: Totals exclude Targeting and Unflinching Mods.

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  • Counter argument at least for pve, just get rid of all mods because at the end of the day all the armor is going to probably boil down to: 1: Stat bump 2: well/charged/warming cell (wichever is the strongest for a given season) 3: orb mod on helmet 4: seasonal mod on class item 5: champion mods In that order, all ammo finder/targeting/ reload mods I'm pretty sure we're designed for crucible and I stay away from pvp like the plague so idk about mods in that

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  • They actually had them like this at one point like rifle loader small arms loader and heavy loader special scav heavy scav etc i wish it was back that way

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  • Edited by hate n payne: 3/11/2022 11:17:21 AM
    Major bump because this is needed. When Kinetic Targeting was on armor, it provided options versus now which are limitations with an immense cost due to the amount of mods. Even the Precision Frame or Scatter Projectile Targeting was a plus because it made sense to spend 5 points on one mod that gave up 4-5 benefits versus now a reload cost for one weapon is up to 3-5 max. Just makes more sense. Artifact and armor mods alike would benefit greatly from this concept or the concept we used to have. Elemental wells should activate from damage type matching enemy shields so any subclasses or weapon can be used randomly with each other versus limited. Picking up an elemental well matching your damage type grants a boost to said damage type whether it is a grenade, melee, class ability or weapon. Warmind Cells should activate from a Kinect, Special and Heavy concept. Defeating an combatant with a Kinect weapon drops a Warmind Cell. Collecting or destroying Warmind Cell grants bonus regeneration, damage or effects for Solar oriented components. Charged with Light is fine in theory but it could go by the Scatter Projectile and Precision Frame approach. The secondary perk should be the component that sets it apart from others in the same style. It just feels like Bungie doesn’t want players to explore creativity due to limitations and expensive notions to draw the diversity and versatility away from fun and the feeling of power. So happy someone else sees the nonsense as well.

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