A more constructive take on general armor mod changes

Bungie Suggestion

If you're like me, your loadout probably looks something like this:

Helmet - 1 Siphon + Ammo Finder/Scout
Arms - Stacked Bolstering/Focusing mods
Chest - Resistance mods
Legs - Surge + Cooldown
Class - Bomber/Outreach

While there are niche adjustments, such as Lucent Blades or Scavenger, the restoration and orb nerfs make changing chest mods feel impossible.

Now, with the introduction of new weapon perks, we do have some options to tweak this cookie-cutter setup, but it still seems insufficient. Consequently, I propose some changes to our current mod system to allow for more diverse play styles.

Proposed Changes:

  1. Addressing Resistance Mods: Instead of solely focusing on the threat modifier, let's distribute resistance mods across various armor pieces. For instance, the helmet could have Arc Resist + Harmonic Resist, while other armor pieces cover different elements.

  2. Separation of Orb Types: Differentiate the types of orbs spawned. Some could provide only armor charges, some exclusively super energy, some solely ability energy, and the more valuable ones offering everything. This would allow for better fine-tuning of our builds around orbs without affecting all three aspects simultaneously.

  3. Class-Specific Mods: Introduce class item mods that align more closely with each class's identity. For instance, Hunters could have finishing and debuff mods, Warlocks could focus on restoration and team buff mods, and Titans could have improved Crayon capacity.

Additions:

  1. Weapon Frame/Type Reserves: Extend the existing Elemental Reserve mods to include weapon frame or weapon type reserves. Give us a boosted harmonic reserve mod that’s more expensive than 3 harmonic reserves but takes up only one slot.

  2. Seasonal Mod Slot: Provide seasonal armor with an additional mod slot, free of energy cost, featuring mods that support the current season's play style. These don't need to be overly unique but could offer a little extra boost, making them worth masterworking each season.

With these proposed changes, we could potentially generate orbs continuously, even if one aspect is nerfed.

Posted Dec 7, 2023, 3:54 AM UTC

11
Loading comments…