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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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.