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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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  • My gripes with Armor 2.0: No way tot ell if it's "max" stat rolled Elemental Affinity

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  • Edited by Babajeeds: 10/6/2019 10:42:08 PM
    mobility resilience and recovery need to be seperate too. There are way too many parts of customization attached to the armor. Put these three back into our subclass nodes.

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  • The elemental aspect of the armor is complete garbage and should be binned immediately. I'd also like to see where all of my mods are. They certainly aren't all in my inventory slot. So, how do I know what I actually have? Just a bit confusing right now and unnecessarily complicated.

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    • It's so annoying. What was the point of elemental affinity? Just to triple the grind? Making you get 3 sets of everything

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    • While annoying it can be overcome. The real issue is the weapon mods for champions that essentially take primary and special exotics out of the mix in order to be efficient against them. Huge oversight

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      • At the very least, exotics should be fully universal for mods, because they're, you know, EXOTIC.

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      • Do you not understand. You HAVE to play the way they want you to.

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      • So far the only thing I like about armor 2.0 is the ornaments you can use, especially nice when leveling up with mix and match legendary items but you can still look like you have a complete set of something.

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      • Mods are NO LONGER CONSUMED so yeah it makes sense for something like to make it harder to get cheese mods

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      • Think I’m just going to use my old masterwork armour

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        • Another reason I never bothered getting shadowkeep

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          • Insane? Its 500 glimmer to equip things

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            • Dear Bungie staff, I want to leave. I can't get emblem because of leavers. I will never be special like my streamers. I think my life is a game like shadowkeep and I should leave it. Best regards, Mk300mk

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              • Agreed. The restrictions on armour mods is bloody ridiculous.

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              • But the cool downs from amour 2.0 are better for sure, I do agree with cost and limitations however.

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              • Edited by Fibby: 10/6/2019 8:17:03 PM
                Sounds about right, this system didn’t improve anything and didn’t give us proper transmog either, and the cost of masterworking your armor is way too high.

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              • Edited by dougisjericho: 10/6/2019 7:47:44 PM
                This Johny Two Sticks isn't ever gonna touch 980 activities anyways, so I'm not even gonna worry about all that

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              • 2
                I actually like armor 2.0 but the armor affinity system sucks.

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              • I suspect we'll see petitions to remove armour 2.0 very soon.

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              • At the very least, remove it from exotic armor

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              • I have completely given up on total customization of my gear. Once I reach max light, I'm just going to upgrade to 5 energy and use the armor neutral mods and maybe go to 6 total energy to add a +1 mod. It's waaaaay cheaper to do that that to completely masterwork your gear. Right now, I've just been putting on whatever is the highest light. I hate having low mobility, recovery, resilience and having garbage super time. The grenade and melee times are pretty much the same as always of you have at least tier 3 stats on them so that part doesn't really feel too different. All in all, the new system is a dumpster fire. Bungie lied in the Vidoc about being able to play and look how we want. They've always lied though. Gotta get that money. Sigh.

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                • You will play as WE want you too

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                  • so i'm looking at this sitting pretty with a class mod that makes finishers heal me, better already, and an intelligence mod, functionally turning me into a rampaging, drop kicking mad man. Naw man i'm fine with armor 2.0 if it can turn my hyper aggressive play style into a viable strategy.

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                    • Edited by Necrogen: 10/6/2019 8:04:14 PM
                      [i]checks watch[/i], [i][b]feels wind direction[/b][/i] ,[i][b]stares at sun[/b][/i] [i][b]My eyeeesss![/b][/i] Anyway, bruh, I'm sure they are watching closely on this new system and will double down on improving it. I'm hoping the see this and respond. Now some exotic pieces are element specific like skull and raiden. Those should only drop for that element. I would like to know if non subclass specific exotics roll random elements as well? You see under nightfall: ordeal how exotic gear can drop from rare to common? (Depending on Difficulty) that's the ticket there. I'm hoping this theory is true. Can anyone confirm?

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                    • Edited by The Hermit IX: 10/6/2019 7:32:55 PM
                      I have to agree. I like armor 2.0 but it’s costly enough to make it worth running instead of armor 1.0. The different energy types are making me think twice into sinking my resources into developing a set and what Mr Smith presented as no one should worry because the basic mods are still available to run, he was aware of the cost in energy making that a waste of a players resources seeing 1.0 set would be more viable choice.

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                    • Made a post about this too giving a couple suggestions as a fix. Either to make all mods usable on their gear slot once collected or make 3 element versions of all mods so you need to collect that elements version.

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