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Edited by Ferus Lux: 10/12/2022 9:02:40 AM
76

Champions ruin so many fun builds.

Y'all went all out overhauling the armor and mod system back in shadowkeep and continue pushing out cool exotic armor effects and 3.0 changes for build making (often doing so pretty well) but you have this invasive species called Champions undermining it all, with the mods taking up slots you need for your build. There are times when I have a cool build on, look at an activity that's spammed with champions and sit in Orbit wondering why I even bother. All content can be beaten by just using the most broken weapons that happen to be supported by the seasonal mod meta, high stat armor and finder/scav mods. Since Champion are here to stay, can we have separate slots on Gauntlet armor for champ mods that don't take up energy? Why does being able to effectively fight essential enemy types in harder content have to be a privilege or trade off? I look at the cost for a sniper barrier mod and it just doesn't make sense to me 😮‍💨

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  • Here's an idea on how to make them less awful. Now that exotics are getting intrinsic anti champion mods on them . How about we make weapon crafting something to really chase rather than just a way to curb the rng. Allow us to level a weapon up and once it's lvl 15 or 20, we can then add one anti champion mod intrinsically to that weapon. It would be our crafted God roll for our builds that we want, on top of also being able to be used in endgame activities with champions. Then we can still run our preffered reload or recharge mods on our gauntlets that make a ton of builds viable rather than restricting us to weapons we may not want to use every few months for arbitrary reasons. Ideally they would just get rid of them but I doubt they ever will.

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    • Unstop on Malf was pretty dumb and random. It works 3x better on overload when it’s overload HC mod. Unstop on Bastion is 100% useless, because bastion itself is uselss, and does comedic dmg in GMs.

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    • Edited by Animal Mother: 10/16/2022 4:04:45 AM
      Champions don’t ruin builds - champion mods ruin builds. All weapons should have intrinsic champion mods. Enough with the micro management.. I, like you, look at certain activities and struggle to think of a build I like. All weapons should have intrinsic champion mods. Like this: Anti barrier- Scout Sniper Sidearm Bow Overload- Smg Auto rifle Hmg Sword Unstoppable- Grenade launcher Pulse Glaive Shotgun How hard is this? I just literally did Bungie’s job for them! Edit: I did leave out fusions and rocket launchers. Fusions can really only work with unstoppable and rockets don’t really work for anything.

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      • Yup they do. Horrible implementation and an even worse decision to permanently keep them in the game since shadowkeep in 2019. They should have been sunset after year 3 imo. But hey Bungies reaction to us hating champions was making us kill 50 champs for seasonal quest progression and then 2 weeks later another like 30 champ kills for a necessary weekly challenge. Not to mention the stun champs challenge. Almost feels like Bungie is acting like a little stubborn kid that tries to enforce their wishings and pov that much, that they try to piss off their players at the absolute maximum instead of listening to what THEY want. But hey we are just paying customers, who cares what we want right?

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      • Once the anti-champ mod is unlocked on the artifact, it should just be in effect. No equipping, no bullshit. Yes you still have to use whatever the seasonal favored weapons are, but you never have to mess up your build for a certain activities

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      • Replace all champions with ultra's. And all hive champions with lucent hive.

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      • 29
        Champions are a terrible system. More hive guardian-esque enemies. Less champions. This is the way.

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        • Champions are the dumbest thing they ever introduced to destiny

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        • Disagree. That’s why you have fireteams. Your only using one out of five amour pieces for champion weapon mods. The power creep on crazy builds is already insane. We are too strong in the current sandbox…. 100 res is a problem

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          • I haven't been able to find my original post on this. I guess I never sent it. Anyways, here's an idea for a possible non-build-destroying solution. Instead of anti-champ mods being armor mods, make them weapon mods... of sorts. Hear me out. For each weapon archetype, when you unlock the mod in the artifact, it will be available slot in as a weapon mod. Inserting an anti-champion mod [i]will[/i] refund consumable mods. Better yet, just give anti-champ mods a different slot. Here's the kicker. Instead of an energy cost, they have a calibration cost. (Calibration only progresses once the respective mod is unlocked) That is, before you can insert an anti-barrier mod into an auto rifle, for instance, you would have to get 10 rapid kills with that specific auto rifle for the season. Objectives for exotic weapons would be slightly higher (say, 15 or 20 rapid kills on an auto rifle, such as Monte Carlo). Unstoppable Shotgun has 3 energy, so it would require a few more kills -- say, 20 kills with a pellet shotgun, 10-15 precision kills with a slug. Anti-barrier Sniper has 6 energy (because it's a really strong mod), so its objective might be 25 long-range precision final blows. The seasonal calibration for each weapon would be manageable -- no more than a bounty's worth of investment. For ability anti-champ mods (this is where it gets kind of interesting) they would be inserted in the slot for a fragment. Calibration goals would between 20-30 relevant final blows. One small kink: if anti-champ mods are attached to weapons instead of armor, then there needs to be a way for this to work across characters. One way would be that when you unlock a champion mod, it is unlocked for all characters (using one unlock from each). A slightly more viable option is for the mod to simply not work until unlocked. Oe note on seasonal calibration: once a certain weapon is calibrated, it need not be calibrated again on any character for the rest of the season. One further possible rework for anti-champ mods is for them to have effects in PvP. For instance, Overload Rounds already remove the Restoration x2 buff from opposing Guardians (though not Restoration x1 for some reason). Perhaps after further calibration, the mod would apply a relevant debuff -- Overload would delay/slow healing and ability regen for a short time, Unstoppable would have an effect similar to weakening/suppressing but much shorter (nonrefreshable), anti-barrier would simply pierce through overshields, Super DR, etc. for the first few shots (yeah, this one needs revision). Perhaps does extra damage to Guardians who have just activated a class or super ability? Have extra knockback? Pierce barricades? Ricochet? Flinch more? isk what to do with barrier tbh... Maybe this PvP rework is too strong (heck, it's waaaaaay too strong. This would totally change the way the PvP meta works, maybe permanently.) but on the whole this would certainly solve the problems put forth in the OP. It would still encourage players to expand their playstyle without forcing them to conform to arms-mod-less builds. I, for one, am fine with the current champion system. It needs work, but I do like the way it encourages you to use weapons other than what you normally would. But I think this rework I've described would be a happy middle ground. Tell me what you think!

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          • Completely agreed

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          • If champions are gonna stay as a system, I'd like it if the enemy type themselves actually got a dedicated rework. There've been practically no changes to them mechanically ever since their introduction, barring bug fixes (which I cannot remember any direct fixes at that), and they've gotten incredibly stale after nearly 3 years. Heck, the only genuinely unique mechanics they have are the barrier shields and stun mechanic. Everything else is just their normal powers juiced up to 11, or just no changes at all. They're uninteresting, unengaging, and are only threatening in higher end content because of the other modifiers rather than their own abilities. In contrast, this is why people have had such positive reception to the recent Hive Lightbearers, since they're a break from the mold- even if it's only restricted to three enemy types; hopefully the Tormentors follow suit. That said though, the worst part about them has always been the mods more than anything. The mods shouldn't be mandatory to stop them in their tracks. They should be like raid mods where they grant an additional bonus when you use/stack them, but can be completely ignored in favor of more optimal (or just more fun) builds. As a result, the seasonal artifact should [i]encourage[/i] use of certain mods, rather than dictate them outside of specific exotics.

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          • Edited by Ogma: Destroyer of Worlds: 10/13/2022 6:02:04 PM
            When you couple this with the way some GMs are, it becomes annoying. Looking at the LFG and it’s nothing but people demanding invis Hunter for Lightblade, well Warlock for Exodus, stasis Warlock for Glassway, etc. The current champ mod system just makes the meta even more rigid for endgame stuff that already is rigid for other reasons. Too many things don’t have general challenge. They are challenging for very specific reasons and so they require very specific things to counter it. Wish it was more generalized across the board so people could use what they like want, within reason of course.

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          • Imho “build” is a very heavy/big word when it comes to describing options in Destiny. There really is no depth other than stats optimization around a specific exotic armor. I mean, regenerating abilities faster can’t really be described as a build, nor is using charge+damage mods that yield some 20% increase in dmg. If I can be honest, these are mostly excuses we tell ourselves to grind more of the same. A “build” is something that will work in synergy with other builds to tackle content that would otherwise largely be insurmontable. In Destiny, whatever content can largely be beaten with blue gears, no exotic. We all want to look at our toons and feel like they’re at the best of what they can be, but we seriously have no need for any of that now that this game is an artefact/overpower grind fest.

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          • Champions are counterintuitive. Their purpose was to eliminate same-use meta, by forcing...same-use meta for the season. 🥱

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            • If your build cant kill champions, its a pretty horrible build. Putting a bunch of random mods together isnt a "build."

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              • Barz….op could have spoken any language but he chose to speak in facts.

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                • True. Champions are cool and was a new way to tackle enemies. The problem is them being everywhere and oversaturated end game.. Either dial it down. Give us many more ways to tackle them with personal builds in mind. Or make champion mods an unlock rather than a mod and give us more variety each season.

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                • Yup, Champs are fine. Making us remove actual glove mods to equip the mods that make the gun they force us to use do the thing that gun does is redundant. If I have to use X Y or Z in order to do the thing, just make X Y or Z do the thing. Why isn't equipping the required gun enough? Why equip something else to make the required gun do what it does?

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                • Yup you hit the nail on the head, many of us have been discussing this issue for a while now, I hope they do something about it.

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                • It wouldn't be so bad if they would just give us loadout tabs in game. I hate switching out mods to the point where I don't anymore, with enough firepower you can take out champions without them.

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                • Champions ruined Destiny. Imagine trying to recommend this game to your friends? “Oh it’s great you spend $200 every year so you can fight these left over character models from a 4 year old Halloween festival that happened.”

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                  • Idk why they don't just make those mods work in the background. For ex. Once you unlocked assault rifle anti-barrier then equipping any AR will automatically give it AB effect. Or add an extra slot to weapons for these mods.

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                    • You can use your builds in other activities that don’t have champions too. I for one see no problem built crafting for gm and using anti champion weapons. I don’t have any problem using any build I want to use in any GM. Though I do find barrier sniper to cost way too much, 3 would be better. I don’t like champions in raids though, that is one place I’d rather not see them.

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                    • Disagree, I've found a lot of fun builds out of making anti champ builds I know full well I never would've otherwise found. And its not because of raw synergy of said build but just various unrelated things or two smaller builds complimenting each other so well they might as well be synergetic even though they're really not. I enjoy champions making you adapt and change what you have to do and am fine with having to give up the mod slot so long as the mod cost is low enough to let me use my other mods (which aside from special/heavy anti champ they are). I dont think a separate mod slot is needed but rather give the anti champion mods a bit more added functionality especially with the way champions can behave in Grandmasters in large groups (looking at you Glassway and Lighblade). Otherwise I think one other good solution is to take advantage of origin traits to give certain legendaries from end game content anti champion capabilities. Now you have an ecosystem that allows flexibility at the cost of mod slots for any weapon or power where you don't need to use a mod slot if you're good enough to get the gun with intrinsic anti champ. Another recommendation I have is make AP rounds grant anti barrier and HC rounds grant unstoppable and then just really control what guns can and cannot have them. Have a variety but not every single gun. Certain guns that are just going to be better because of the gun itself or its perk set should require that mod slot investment. There's some give and take here and I think Bungie is on the right track with champions. Honestly, after seeing that boss for Ketchcrash that rotates the beefy shield a nerfed version of that would be interesting to see on a fourth champion type so there's one that everyone can deal with without investing in champion mods and leaves way for some activities to have champions without requiring the mods. I want to see them keep adding more unique powerful combatants that require specific counters whether it requires a mod investment or not. They spice up encounters and force you to find solutions. As long as they're placed well and not just lazily used, these different powerful combatants should be continually used, especially if Bungie is going to keep introducing things as strong as the 3.0s and their elemental perks (among other things).

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                      • I’m finding arc Titan with HoIL is melting champs and bosses alike. Super fun times with Arc 3.0.

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