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10/6/2019 12:19:46 PM
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Lumis

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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  • Personally I like the concept of the armor 2.0 system as it is meant to make the system more in depth and it also separates the casuals from the committed loyal fans and D1 players who really got screwed when D2 first came out. That being said I do feel that for a system whose soul purpose was to improve the overall ability to customize and allow for more diversified builds does not do so due to the fact that mods are locked behind the elemental affinity system. With weapons I feel this design concept would have worked as 2 of 3 weapon types already have a elemental affinity system. Thus I feel one of 3 things needs to happen here. 1) The first option, and my least recommended option is that every mod have a compatible version for each element. However as I said this is my least recommended option as it would create a rather ridiculous grind. 2) My second and middle child of the first and third options is that there be a option to change an items elemental affinity, through either use of glimmer, legendary shards, or if it needs to be harder then the use of upgrade modules. Now this is my middle child as while it does make things less frustrating it does still create restriction contrary to a system designed to create diversified customization. 3) My third and final option and my personally preference is that energy be non element based and be just energy for mods which would be non element specific. We would still have elemental resistances that reduce damage for specific elements but no mods would be specifically locked from use because it doesn't match the items elemental affinity. This option would allow for the diversity that armor 2.0, and prevent the irritation of getting the armor you want but not having the elemental affinity. But it would not be less grindy as the grind to find the desired mods would still be the same. Thus making good on their concept of customization without being to overly problematic.

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