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Destiny 2

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9/26/2022 4:26:24 AM
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It's time to reevaluate mod costs.

Scavenger mods Shou not cost 4-5 energy. I understood when they worked in PvP but since they don't work in PvP anymore this is wasted and just aggravating for everyone. Also maybe look at warmind cell and charged with light mod costs. Since well mods are meta no one is using WM cells. I think it's just time all around to update mods in general. Example: Heavy handed gives extra ammo to primary weapons. Maybe replace those with glaives. Just some fine tuning is needed.

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  • Edited by Kiro - 13: 9/27/2022 6:25:18 AM
    I think [b]ONLY[/b] scavenger mods need to be adjusted. They were elevated to five for PvP balance this was directly communicated to us in a TWAB, not some tinfoil hat conspiracy. Then all bonus special ammo pick ups were disabled in pvp while the cost was never readjusted. But hell Id like them to fix the damn things first. Finder mods when Stormchaser is equipped still only produce one bullet per brick generated, this is further exacerbated by LFR scavenger providing no effect to ammo bricks also generated via finder.

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  • Bring back race specific mods…make taken armaments work everywhere again. Reinstate fallen armaments, hive armaments and so on. Give us ammo!!!

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    • You know what would be better? If they actually worked! Your supposed to pick up more ammo with them on, right? Well explain to me how you sometimes only pick up 2 ammo for an LFR and sometimes you pick up 7, or 8.. does the description say “sometimes you pick up more and sometimes you pick up less”? And what about the finder mods? If I’m running a sword and a sniper for example.. I’ll put on sword ammo finder and guaranteed I will get 2x more sniper ammo than sword ammo. Bungie broke their own game and they don’t care about fixing it either.

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      • I saw some old Shadowkeep gameplay a while back and the sniper scav was 3 points!

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      • [quote]Scavenger mods Shou not cost 4-5 energy. I understood when they worked in PvP but since they don't work in PvP anymore this is wasted and just aggravating for everyone. Also maybe look at warmind cell and charged with light mod costs. Since well mods are meta no one is using WM cells. I think it's just time all around to update mods in general. Example: Heavy handed gives extra ammo to primary weapons. Maybe replace those with glaives. Just some fine tuning is needed.[/quote] Yup. While your fixing mod cost bungie, Fix the cost for Intelligence mods & Recovery mods! Intelligence was reworked to be more dependent on kills, so it shouldn't cost more now. Recovery is the base stat for Warlocks. For that reason [i]alone[/i] it should be dropped to the cost of Resilience and Mobility mods. One last thing, please stop pricing mods so high no one will use them (on the artifact). Put perks on the artifact that are useful and fun and set to a reasonable 'activation' cost. The artifact perks have become a freaking joke there's nothing fun on there just champion mods (we shouldn't have to deal with champions anyway), and other critical utility functions. [i]Gunship[/i]

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      • Edited by CRADLE MOUNTAIN: 9/27/2022 1:19:34 AM
        I wish they’d revert back to the ‘Heavy Ammo Scavenger’ mod that covers all heavy weapons. Saves having to change the scavenger mod each time you equip a different heavy weapon.

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        • Edited by AubsTheBelieber: 9/26/2022 4:04:03 PM
          But but. Unless you are using Artifice armour, you aren't gonna use all 10 energy on your boots. Like: 1 Resilience Boost 1 Recuperation 5 Machine Gun Scavenger 2 Bountiful Wells I still have 1 energy left with zero slots left. And even if it is my Artifice armour: 1 Resilience Boost 1 Recuperation 4 Grenade Launcher Scavenger 2 Bountiful Wells 1 Machine Gun Scavenger Seasonal Mod (extra slot) No matter which way you do it, boots really don't need it.

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          • Anti barrier sniper!

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          • Nope. Go back to master working weapons to either be good for Crucible or Environment. Simple.

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          • Also ammo finders need to be adjusted down to 2 energy instead of 3. Some combat mods should get their cost tones down as well since many have been nerfed over the years.

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          • Why does hand cannon costs 5? Only primary to do that

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            • Free ammo isn't cheap. Mod cost justified.

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              • Said it awhile ago. Remove all points, upgrading unlocks the slots.

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                • Dude I still use warming cells there great with the dawncourious helmet on warlock with a scorch build

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