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5/5/2022 8:27:31 PM
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TWAB - Scavenger mods need to cost less before you start adding more mods to our leg armor

I saw in the twab that they’re considering something to slot in the boots for the future as you can (but not in all cases) only use holsters in pvp now. Clearly they forgot the great PVE purge of boot build crafting when scav mods were made hilariously expensive due to PVP balancing. The least bungie can do FIRST is revert the cost of scavs or retune them for pve only. Obviously you can’t make them all 1 because balance and relevance issues so here is how I would do it: - GLs, Rockets, Swords, Snipers, HMGs, LFRs cost 3 - Shotguns, Glaives, Fusion rifles, Bows cost 2 - sidearms cost 1 To address the argument of “Just remove scavenger mode because we have so many ways to make ammo”, here are some flaws in that argument: - Finishers either require: exotic builds (aeon), super drain requirements or an expensive seasonal mod that is also conditional. - finders are inconsistent. This inconsistency requires 2 finders to feel remotely rewarding, but also the ammo bricks are bare bones at best. Here are my suggestions that would allow for scavengers to be removed completely without issues to build crafting: - increase finder ammo consistently and/ or increase amount of ammo gained per brick - increase base ammo brick capacity - reduce super cost for special finisher Either way, scavs need a rework or they should be removed entirely followed by a buff to ammo drops to compensate. Because it just feels way too unnecessary to spend up to FIVE on a scav mod when I can only use ten energy on my boots.

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  • Bungie: we made those holster mods but no one is using them, at all. Also Bungie: ok let’s just disable scavenger mods so players are forced to use them. Players: nah, we’ll use the energy for other mods. Future Bungie: ok let’s disable every other mod, so players will have no choice but to use them. Future players: nah, we simply won’t equip anything.

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    • Have a bump

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    • Edited by Kiro - 13: 5/7/2022 4:15:56 PM
      If I remember correctly. In a TWAB some time back when we were first told about the scavenger cost changes, they explained this was done for the sake of crucible. So yes their cost should be reverted, however keep in Bungie does very very few QoL updates. Example we should have had the full auto option added this season but its being pushed to season 19. I do miss the days of 3 cost "Sniper Rifle Scavenger" a great deal.

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    • Here is my tip that has helped me, I put scav for my heavy on and finder for my special. This has helped me immensely. I also try to run a lead from gold special as well. I never run out! Cheers

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      • I think they’re fine where they are honestly.

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      • No. They're balanced

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        • I used to run finder mods on helmet all the time using CWL builds but since moving to well builds needed the slot to round it out I stopped and have never missed them. I have never used scavenger mods, in fact the only ammo mod I use is a capacity mod on chest piece. Can't recall many ammo issues in pve but I will admit I do not farm GM's which I suspect will be the root of the problem. :)

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        • Wasn’t there something about having an exotic primary that made heavy drops more consistent?

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          • I mean they already said they are removing this mechanic in pvp, and in pve most of the useful mods cost a lot but can go in any extra seasonal mod slots. In pve I guess I can see where this might be a problem, but it really isn't anything where this is a problem because build crafting should be a give and take. Cant always get everything ya want, sorry but that's kinda just the way of the road

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          • Swords should be 2 instead of 3

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          • Everything above is true.

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          • Not sure what the complaint is, ammo economy is fine in pve. If your struggling take the stat boost mod off and focus on something else.

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            • Special finder or scav is waste of slot in pve.

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            • Let’s just go back to ammo synthesis in D1 Problem solved

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            • Edited by BIG AND LENGTHY: 5/6/2022 3:34:25 AM
              [quote]I saw in the twab that they’re considering something to slot in the boots for the future as you can (but not in all cases) only use holsters in pvp now. Clearly they forgot the great PVE purge of boot build crafting when scav mods were made hilariously expensive due to PVP balancing. The least bungie can do FIRST is revert the cost of scavs or retune them for pve only. Obviously you can’t make them all 1 because balance and relevance issues so here is how I would do it: - GLs, Rockets, Swords, Snipers, HMGs, LFRs cost 3 - Shotguns, Glaives, Fusion rifles, Bows cost 2 - sidearms cost 1 To address the argument of “Just remove scavenger mode because we have so many ways to make ammo”, here are some flaws in that argument: - Finishers either require: exotic builds (aeon), super drain requirements or an expensive seasonal mod that is also conditional. - finders are inconsistent. This inconsistency requires 2 finders to feel remotely rewarding, but also the ammo bricks are bare bones at best. Here are my suggestions that would allow for scavengers to be removed completely without issues to build crafting: - increase finder ammo consistently and/ or increase amount of ammo gained per brick - increase base ammo brick capacity - reduce super cost for special finisher Either way, scavs need a rework or they should be removed entirely followed by a buff to ammo drops to compensate. Because it just feels way too unnecessary to spend up to FIVE on a scav mod when I can only use ten energy on my boots.[/quote] Just revert back to heavy & special scav. No need to make it complicated and it gives a lot more room for other mods.

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            • Strongly agree 👍

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            • Umm bows and sidearms are infinite so why put a mod?

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