Alright so after a few days of grinding to get to 910+ power and getting time with armor 2.0 and mods.
I still feel like the elemental affinity armor, ontop of the hundreds of slot specific mods just makes it feel...
Well...
Just a bit too convoluted...
To me personally, it just feels like a bit much... It feels off, not quite right. It feels more like a reason to extend grind and playtime than it does a progressive change in revamping armor.
Was talking about this last night in party chat with a few clan members.
We kind of all thought a better approach would have simply been.
Elemental affinity on armor pieces (unnecessary)
Mods should have simply been.
Head slot mod
Body slot mod
Gloves slot mod
Legs slot mod
Class item slot mod
And perhaps an extra mod slot on armor pieces ontop of the 2 regular mod slots where you can slot in an elemental affinity mod that could do different things.
For example:
arc damage resistance against bosses.
Or void ability damage increase w/e.
I know the reason to add the affinities and unique affinity mods per slot is to extend grind and playtime, but to me it just doesn't have a good feel, and is a poor design choice.
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Armor 2.0 has some glaring issues that unfortunately make it rather unappealing vs 1.0 sets: 1- The elemental affinity is a terribly oppressive way to artificially extend player grind. The player does not benefit from this change, but suffers greatly as many build combinations are either A) not possible because mods are locked to affinity, or B) not desirable as affinity might "match", but the stats could be garbage. 2- The cost to fully masterwork 2.0 armour is asinine. With 1.0, masterworking wasn't really necessary, but was a nifty cherry on top. It was not expensive. With 2.0, masterworking is REQUIRED in order to use the new mod system effectively, but is exponentially more expensive than 1.0