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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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  • 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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