JavaScript is required to use Bungie.net

Destiny 2

Discuss all things Destiny 2.
Edited by Dex 105: 9/29/2024 5:29:31 PM
10

Hey, could you make artifact mods be able to be saved and switched trough loadouts?

Right now it feels the artifact mod system is very clunky, and i don't personally find myself playing around too much with the subclass specific mods: since i'm constantly switching around between my loadouts i usually take the best "all rounded" mods in there and slap them on, regardless of synergy, because the idea of switching mods EVERY SINGLE TIME i change subclasses gives me a headache. If the idea of the artifact is to add variety each season, i don't find myslef changing mods enough. If we could be able to incorporate them in the loadouts, it would help think them more like "Build elements" and less "Temporary modifiers".

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

View Entire Topic
  • all should be active at once, or save them to loadouts, or toggle them on and off without having to unselect all of them first and then select them again. just do away with having to activate a number of them in one column in order to get the next column opened up.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

    1 Reply
    You are not allowed to view this content.
    ;
    preload icon
    preload icon
    preload icon