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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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?