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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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  • [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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  • I still haven't figured out how to use the new system. I've just been leaving my armor without any mods. The new system is overly complicated in the extreme. Unless I'm choosing a mod that has only one energy, I can't seem to use it at all. It should be: Do you have a mod? Put it in there! Keep putting in mods until you run out of energy. That's it.

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    • What I want to know is why is it so hard to get armor above 30 points into resilience, mobility, and recovery. Because there’s no -blam!-ing way in wasting a mod slot for those.

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      • Armor 2.0 looks more on armor from year 1 than armor from year 2. :S Again these restrictions.

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      • yeah, I honestly have just stuck with my armor 1.0 since it has good rolled perks, I can actually equip taken/fallen/hive armaments on them, and overall just enjoy it more.

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        • Started today, missed first week. New armor - what a mess. I,m not a noob, i think... But when i saw that sum of perks on blue > purple = i just lost all understanding what i need to farm.

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        • And also could I use ALL of my ornaments from year one like my New Monarchy or Iron Banner stuff?

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          • Agree with this. I could understand it if there were very good and specific reasons for it. There just isnt though. It's like they added it just to say they added more grinding because you will have to grind a certain burn resistance on each piece you like just to use those certain mods. It truly doesn't make any logical sense. What if I wanted a Void resistance but I wanted to use shotgun mods? Now I have to sacrifice quantity of mods to use general mods for the shotgun which cost more points. It's just dumb. There is absolutely no good reason for this restriction

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          • 🤠🍺

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          • All the stat rolls on the exotic armor I had before the switch are horrible. I have pieces that have a total of 24 points! Compared that to some “new” pieces that have dropped for me since 2.0 began that have point totals of 60+. Basically they made every piece of exotic armor I owned useless in the new 2.0 system. Yes, I can buy exotic gear from my collections. But the rolls on those are garbage as well.

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          • Yeah i don't like the element part or the idea of resilience,recovery and mobility being in the same slot as intellect,discipline and strength. Even the ones from the artifact where you get extra glimmer from killing vex and hive are in that same slot which is stupid.

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          • Still not as good as the Warframe mod system

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            • Bump

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            • Bump

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            • Bump

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            • I love this game so much. I was watching @saynotorage on Twitch the other day and I just think he's the best!

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              • It is an unnecessary restriction

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                • Yeah, getting a bunch of arc raid mods that don’t fit on any of my armor because of the element is stupid.

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                • I finally got Better Already to drop for my class item 🙄 I'll give it a little more time then I'm infusing my favourite Y2 armour up and using that.

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                • I was excited that I could pick my perk set if I fully masterworked my gear but then I found out my armor 2.0 set was arc and the only weapon I consistently use in the arc class is shotgun. This is on my solstice set that I don’t know where to re-roll it too. Masterworking costs so much that this shouldn’t be another hurtle for someones build.

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                • Don’t think i’v seen a post so unanimously in agreement with the OP

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                • Seems to me , just to make It seem like there are a lot of mods to farm up . a lesser form of loot to chase as the Exotics available is kind of lacking really . For a years worth of work it seems they concentrated far to much on eververse and season pass junk . Rather than new exotics to keep people playing .

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                  • The raid is vex, that’s one thing for sure, But! Everything else is mostly hive and fallen. Why would anyone pick 2.0 gears when they get 20% reduction in damage from hive, heavies dropping on grenade kills, grenades and class capacity refilling on shield break, and insta grenade recovery on hit? I don’t know. I watch the players around my warlock and they’re slow, weak, no heavies, in practice useless with their 2.0 gears. Plus I don’t have 2000 enhancement cores on the side to upgrade one set of gear lmfao!

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                  • The bungie feedback team will say, we are monitoring your feed back and will pass it along to the another team. (Which means they sit on there fat butts and do nothing.)

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                  • Im fine with what mods go where. It makes sense The elemental thing Im eh on. I get it but don't like it. I personally think they should make all current perks in the game not tied to an element. Then start making some that are based around that element. So like a solar armor could equip a mod that does like a burn effect to anything that melees you. Stuff like that. Regarding the energy system, 10 isn't enough and things are too expensive. Make it like 20 BUT Everything up to 9 is just glimmer, shards, cores with 9 being 4 cores. Then 10 is one prism. Thats it. 1 prism. Then from 10 to 15 its the same just tag on shards and glimmer. However 15 to 20 is an instant leap granted by an ascendant shard. This way you still have to grind and it is still pricey but its reasonable. Its one of those things where you can sit down and probably get a full set of gear to 20 in one day while doing high end activities. Lets be honest, if you're not doing difficult end game stuff you probably don't need to have high tier armor anyways

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                    • I think the mod elemental difference adds more depth because it makes you consider different elemental types for different things. The elemental type coupled with limited energy (10 max each) makes use make difficult trade offs. If all mods were available on every element type we will just end up putting the same (go to) mods on everything. The ones that are universal seem fair. It’ll (in my opinion) homogenize build crafting. Make it so we have that one optimal build in the game.

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