Weapon mods are pretty "meh" at this point.
It's time to let us slap mods on our weapons to deal with those pesky champions. It'll also free up the artifact for more interesting (and less annoying!) perks.
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Sunslinger
Literally Dead - old
Champions need to be set up in a way where every build of every class has a way to deal with each champion. Unstoppable: Powered melee/sword Overload: Grenade/rocket/GL Barrier: Kinetic slot/sniper/laserbeam weapons Or even better, just get rid of champions because they aren't as fun as just a regular major-class. -
That was the way it was when champions were first introduced. No one liked it. Then after that it was a mod that went on your gloves. No one liked that. Now you just need to unlock it on the artifact. Which has been the majority’s favorite change so far.
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Guardian,Archon Of Light
Thank You Cayde, I will never forget!!! - old
Just have set weapon types for each champion Snipers/Scouts/Pulse/LFR=Barrier Fusion/Shotty/HC/Rocket=Unstoppable Bow/SMG/Auto/Sword/GL=Overload -
Little did you know, champion mods started out as being weapon mods, then they went on your gloves
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Lmao they tried that once and it was kinda bad.
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Blinding nades should 100% work on any champion
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Edited by Ferus Lux: 6/30/2024 8:20:05 PMFerus Lux
"I see what you are...I see fear." - old
We simply don't even need champions anymore. They're arcade-y and feel very disconnected from the flow of combat in the game. This isn't Doom Eternal where we carry 10 weapons on a quick inventory wheel and can switch between their ammo types during combat easily. Wyverns, Lucent Hive,Tormentors, Attendants, Subjugators, and that jerk from Black Armory prove we don't need this awful Luke Smith invention anymore. -
Or, remove champions, and add new majors with new mechanics in. In the missions for microcosm, they re-used old enemies from Scourge.
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It definitely would make legendary primaries feel more useful and could possibly lead to more special and heavy exotic use.
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That's a reasonable idea! Far better then Bungie dictating that Champions - via the Artifact thingy - can only be handled by weapons that are only useful for Champions, and not much liked in the rest of the event. That's pretty broad, but generally.... If you watch Esotereric and a few others, they seem able to switch mods and weapons mid game within a second or so. (Except in locked ventures) So, switch in a Sidearm and back to Auto isn't a problem. My internet speed ( oscillating around 50 MPS) doesn't allow me to do that!
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IMO the artifact is and has always been the problem since it was introduced to Destiny 2 If you look at Destiny 1 it was designed to improve a gamers experience, and when it was designed in D2 it was designed to be used as the complete opposite, and it took them 4 years just to only slitly adjust still living limits that should even be there. That's very poor development and I don't care how it gives some people "a challenge". No developer should ever step over the line as this one has wanting to control how people play a game.
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As long as I can get roasted for bringing dual primaries 👍🏼
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Edited by J. Robert Oppenheimer: 7/1/2024 1:53:47 AMJ. Robert Oppenheimer
Death, Destroyer of Worlds - old
Its time to get rid of champions -
I’d think it would be amazing, just put the mod on anything you want, period.
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👀... Who told you?
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I do agree on the artifact. This seasons (i refuse the word episode) is pretty lame compared to last. And while the mod selection is tiny now, please give us anything except backup mag lol
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I think we just need a complete Champion overhaul. Currently, the majority of them are only a minor annoyance rather than a threatening presence. The combat with them is hardly interesting or engaging, as you just hit them with one weapon, then melt it instantly. Bungie should change their mechanics and either create a set method of disrupting them, or make artifact mods more inclusive. For example: a mod would read Unstoppable Hand Cannons / Sidearms, instead of just unstop Hand Cannon