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10/6/2019 12:19:46 PM
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Bungie, please remove the restrictions on Armor and Mod combinations

It's annoying that we have to have specific elements (Void, Arc, Solar) for certain mods. Some Exotics have no place in certain builds now because of it. Armor 2.0 was supposed to enable us to have more customization options but with the combo restrictions and the insane cost of materials (and especially glimmer) needed, creating a build just isn't fun. It's a chore. Funnily enough, with the increased number of options and the ability to make very specific builds ( or at least attempt to), I've put less time into builds now than I ever have. Some of the restrictions seem like they exist just for the sake of having restrictions.

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  • This system promotes the “just watch a YouTube video and copy some “influencer’s” build” approach. Nothing about this system is interesting or fun. The bonuses are negligible. It’s too expensive and time-consuming to experiment with builds. I basically just play this game like all armor is cosmetic and it doesn’t really matter. I have zero issues with any of the content. Find a cool exotic piece and find stats that kind of compliment it and that’s build-crafting in this game.

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    • Agreed and best part is most blue armour have better stats lmao bungie are so useless

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      • We shouldn’t have our weapons nerfed to damage a particular enemy type, i.e. don’t make me lose a mod on one of my weapons just so it can damage a particular enemy, that makes zero sense.

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      • I refuse to even look twice at any 2.0 armor. I dont care what the hype is all about, i have a full set of year 1 solstice armor on each character and in my opinion it looks amazing...so thats the only armor i'll be rocking for the rest of my D2 career. its too bad infusion still sucks and i cant infuse as i go through new content like we could in D1 ...and since "cannot reacquire randomized gear" is still a thing, Destiny still sucks. I dont care how cool any new dlc is...if the quality of life is bad, the game is bad.

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      • It wouldn’t be so bad if the generic mods didn’t use up half of your energy as well. Bungie really never ceases to amaze me with how poorly they implement ideas. I think they can’t do any worse and they continue to up the ante.

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      • elemental affinity is a missed opportunity. you should be able to put any mod in your armor regardless of affinity, but, if you do happen to align your affinity you should get boosts to your grenade and melee regen and maybe your super does some other effects that are special to each affinity. ldk, I saw the writing on the wall with this and it's the reason I didn't buy shadowkeep. bungie be struggling as of late to come up with anything truely new and innovative to the destiny universe.

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        • I didn't buy shadowkeep for this stupid restrictions, every time i play i can't find what i want, i hate the rng of d2

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        • Sadly this post will likely go unnoticed from bungle. Even if they did respond, it would just be their generic ‘thanks for your feedback, we will give this info to the team’ since they really don’t care about the player experience at this point

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        • Y2: We're bringing back random Rolls. *Cheers* Y3: We're adding even more customization. *Cheers* Sees exactly how Armor 2.0 actually works. *Explodes* it's yet another boneheaded move by Bungie to not give players freedom but again further restrict them while hashing old reasons to grind. Just like all the changes Bungie has made since Destiny 1 Day 1. They dislike what they've created or how players are utilizing the tools at their disposal. Those perks didn't work quite as we expected so let's restrict what mods players can use based off what element their armor is and call it Armor 2.0. There's absolutely no reason all armor can't use the same mods. Why do I need a piece of void armor to equip grenade launcher scavenger? Are grenade launchers all void? No. It's baffling and another idiotic Bungie idea. Actually there's no reason to have this bs elemental system on armor to begin with. Well actually there probably is now because incoming elemental and splash damage from mobs are through the roof atm. I'm glad I kept most my old gear because there's a chance there are some pieces that I'll be forced to continue using or at least use in the interim.

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          • Edited by Aramkha: 10/7/2019 7:32:50 PM
            My favorite setup is hand cannon shotgun. If i wanted a pair of boots with hand canon dexterity (void) i cant pair that with shotgun scavenger (arc). How did they make build diversity worse and think it was a good idea?

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          • Im not 950 yet.. so im not building anything... not like this game needs to builds lol

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            • I haven't spoken with a single person that likes the armour 2.0 system. Another fail.

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              • The restriction of some mods being restricted to certain damage types is just baffling. That needs to go. And just the randomness of the stats on the armor is idiotic.

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                • At this point, I'm not even focusing on the elements. It's too much to handle. I'm going for 5 energy. If it drops with 5, I keep it. I'll cater my loadout to whatever mods can slot into it at that point. Not really the definition of play how you want, but it is what it is. Also, funny thing, all blues seem to drop with 5 energy, because why the heck not. Just rub it in our faces that it takes forever for a legendary to drop at 5 in the armor set you want.

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                  • But then you could have the freedom to use what ever load out you want. That can't be allowed.

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                  • This is truly the only glaring negative I have encountered so far. The rest is great and fun!

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                  • Here's an article with pneumonics for element type. https://www.forbes.com/sites/paultassi/2019/10/07/unfortunately-you-must-memorize-this-list-of-destiny-2-armor-20-elemental-affinities/

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                  • I actually think it should be such that any mod can go on any item of it’s type, but certain mods have elemental affinity, which reduces the energy needed to attach the mod to the armor. So say, shotgun scavenger takes 4 energy on grips normally, but if you match it to an arc grip it only costs 2 or 3. This way players can choose whether or not they want to use the extra energy on an unmatching element, instead of being barred entirely from the perk due to bad rng. It also lets you have and use your favorite perks while still looking for that perfect match.

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                    • I was super hyped then they started talking about elements and I sunk in my chair. Two steps forward, one step back.

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                      • Play your way!!!

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                      • When so many of the perks cost 4 or 5 energy, the new system really doesn't feel like I'm in control. Why do auto rifle mods cost more than heavy or SMG mods? Why do recovery and mobility mods cost more than things the affect class abilities or supers?

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                        • Yep, a lot of players were turned off by this. Don’t know how that makes things more customizable lol I feel like it’s harder now. That’s just me. If you like it, then kudos to you.

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                        • It’s not an arbitrary system, if it was I to would call them out as well. There is definitely a method to how it works. It’s like a perk tree system that’s tied to elemental types. The perks each element has, caters to that sub classes specific strengths. Idk of any good rpg where I get to pick any perk combo I want without needing to spec down a specific path first or having some sort of trade off in the process. This allows for multiple build possibilities down the line. My guess is some don’t like it because, you have to make choices between this good perk or that one. Or, want to simply not think about it as much so to make it easier. And finally, most of us don’t have all the mods we want yet (6 days into the new dlc) so it feels limiting in choice. Once we all have most of the mods I don’t see this being much of an issue. I’ve gone through most of this thread and no one seems able to come up with a compelling reason why it should change, aside from not liking it or thinking it doesn’t make sense. Articulate what you guys think is the inherent flaw in how it works now and the solution can’t just be “make them all universal” Someone had a good idea though, giving element mods the ability to slot into different element types but at a premium energy cost. It won’t break the system but make it a bit more flexible. The end game is build crafting and min maxing (like most rpgs) You can’t really expect all that to be available to us a week in? We all complained about no depth in the armor system and in the game in general. Bungie gives us that depth, then you guys want them to pull back ... wtf.

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                          • I dont feel the mats are an issue, I play casually, I dont raid and Im able to amass pretty easily materials. But as for mods being attuned to certain elements I agree with you 100% it sure kills the armor customization, you have to pray that the mods drops and have to be the right element for the armor that you are wearing. Hope they remove such restriction and make the mod hunting more rewarding in general.

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                          • im still using my old armor.

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                          • [quote]It's annoying that we have to have specific elements (Void, Arc, Solar) for certain mods. Some Exotics have no place in certain builds now because of it. Armor 2.0 was supposed to enable us to have more customization options but with the combo restrictions and the insane cost of materials (and especially glimmer) needed, creating a build just isn't fun. It's a chore. Funnily enough, with the increased number of options and the ability to make very specific builds ( or at least attempt to), I've put less time into builds now than I ever have. Some of the restrictions seem like they exist just for the sake of having restrictions.[/quote] If u play 16 hours a day you won't have any shortage of materials or glimmer...

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