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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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  • 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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