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Destiny 2

Discuss all things Destiny 2.
3/21/2023 2:17:33 AM
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Observing broken behavior with mods via fragments, supers, other mods, etc.

I'm unsure if anyone has reported this specific type of behavior, but I figure it's better to mention than not at all. Bungie mentions that a couple bugs are occurring with atrifact mods, specifically anti-champion mods and artifact mods in the 4th and 5th columns. I do not believe that these are the only problem areas, as I noticed through some testing that I've also had Solar Surge - where firesprites grant armor charge - stop working as well, and that is in the 2nd column of the artifact mods. I noticed through changing universal mods on my armor, changing fragments, and even changing supers within the same subclass such as Golden Gun - Marksman to Blade Barrage, various mods would outright stop working. So far I've only noticed this behavior on artifact mods but it could be possible that universal mods are also being affected given the interaction between the two. I believe this is a systemic issue that indicates the game's inability to handle the amount of modifiers that are simultaneously active on a given character. I recall from a TWAB a couple years back that one of the challenges of developing and adding new perks was that the game can only handle so many modifiers through guns, abilities, buffs, debuffs, etc. before it becomes overwhelmed. Although this information is considerably old by now, it really does seem these issues reflect the very nature of the difficulty in adding more modifiers to the game. With all that said, I'm sure the engineers can find a way to simplify and expand the current limits of the game's modifiers so that [b](A)[/b] all modifiers can be active and [b](B)[/b] any outliers like changing supers, which shouldn't affect things like modifiers, can be addressed. But I believe there is also room for a QoL change that would help define D2 as a proper MMO. No matter what is going on actively in the game, you can usually only see up to 4 modifiers at a time on the left side of the screen. Obviously there can be more than 4 modifiers active, and I'm certain that a priority system is in place so that certain modifiers are kept on the screen above others such as armor charge and event mechanics. I'd argue we are way past the point where this limitation should've been replaced with a new one. Many people have suggested and illustrated solutions, the majority of which reach a consensus on having dedicated icons for every common buff/debuff be placed above the super bar, and any mechanic-based modifiers can stay in the current location. In lightfall, I've already noticed a slight rework to modifier icons, so maybe this concept is already in the works, but I still suggest it nonetheless. That's my feedback. Let me know if you need any additional information such as loadouts or other noticable bugs related to this topic. So far the Solar Surge mod was the only one I noticed that didn't fall under your list of known issues. Thank you and I hope to hear back!

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