These mods only further amplify an issue introduced with holders tbh. Nobody uses them because there is no room on armor to support the sheer energy cost and their inferiority over scav mods.
It’s going to be the same here, nobody wants to remove finders since they are just too superior. If the mod worked for all guns then maybe but they will only work for specific elements which is even worse since MAX 2 guns will make orbs.
Although the artefact change is good, it’s another 1 step forward and 2 steps back with the orb nerf…
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If it was a supplement to Masterworks that might be good (slot the mod and if Masterworked doubles the orb generation) or if it was a 1 energy mod that is "element X + all kinetics" or (best case) "element Y/all kinetics + bonus to Masterworks". If you need a whole separate mod for kinetics though it'll really suck. I feel like they'll have to really make that mod amazing though to not make it feel like a super raw deal and/or make Masterworking weapons god-tier powerful because it's a pretty shitty idea to shift existing Masterwork functions to a mod that has no additional perk benefits. Especially if it takes both helmet slots to have the orb generating functionality we currently have (ie to have all 3 weapon slots generate orbs). Much as I like Arbalest it'll suck if that becomes mandatory for any Match Game activity due to the new mod causing absurd levels of restrictions on what you can equip without gutting your orb generation abilities. What "hard-earned Masterwork materials" are they talking about with weapons anyway? It's not like they require a golf ball (yet) and as long as you aren't a completely resource-strapped newbie it's pretty easy to have more glimmer and legendary shards than you know what to do with. Granted I don't masterwork every weapon in my vault but I have plenty of resources to masterwork what I do want to. I just don't get the logic...