Huge changes to Destiny 2’s cool armor and weapons
As an avid reader of This Week at Bungie’s blog, I’ve long made peace with the way Destiny 2’s balance changes tend to be a mixture of “give-up” and “confusing exclusion”. Today’s entry, which focuses on changes in how armor and weapons work, is an excellent example of the format. On the other hand, we get some much-needed things about quality of life. On the other hand, creating orbs of light would become even more foolish.
Below I’ll break down each of the major changes, which will kick off with the arrival of The Witch Queen on February 22 (and the start of Season 16). I will also provide some analysis on what I expect the impact to be. Let’s start with the good stuff:
You will be able to unlock all mods in the seasonal tool
Adjustments in seasonal artifacts play a huge role in determining weapon identification and gameplay for months, so arbitrarily shutting down more than half of them always feels like a strange stifling of creativity and building craftsmanship. From the 16th season onwards, provided you get enough XP, you will be able to try all 25 of them.
“For every unlock after v12, an XP boost will be required to unlock the next Artifact, so choosing the order to unlock mods still requires some decision making,” Bungie explained. “And if you change your mind? You can still reset the artifact and make your choices again.”
I’ve felt the need for this for a while, and I even asked Game Director Joe Blackburn about this exact change in our area. interview last September.
Cars will no longer absorb amazing overloads
According to the post, next season’s amazing mods for the hero will include the anti-barrier scout and arc, which is unstoppable glaive ( A new weapon type is added With Witch Queen), Overload automatic rifle and SMG. Fortunately, Bungie said it has done some work to make the latter two more reliable.
Previously, using automatic weapons with Overload heroes would have involved shooting them until you hit the middle of the magnetic magazine at which point they would theoretically be stunned. In practice, the result was remarkably reliable, especially when compared to bows or hand cannons with explosive advantages. The return of the Anti-Barrier Scout means you really have to make sure you get the Dead Man story with the Vorpal Weapon before sunset in the Presage quest. It would be an absolute beast.
The cost of switching items on gear is reduced
Currently, it costs an exorbitant amount of upgrade materials to swap Elemental Affinity (such as Void, Arc, Solar, or Stagnation) on a piece of armor. As a result, players end up storing large tanks or armor in their lockers to accommodate gear that requires mods that can only be installed in a corresponding elemental piece. To relieve this pressure, Bungie cuts the cost dramatically: “A fully armored piece can be changed from Legendary armor to another power type at a cost of 10,000 Glimmer and one upgrade unit, while an entire Masterworked piece can be changed from Tropical Armor to another power type at a cost of 20,000 Flashes and one upgrade unit. one”.
The only catch is that it costs absolutely nothing, as this prevents third-party tools like Destiny Element Manager Than to use the API to handle the adapter as part of the (premium) loading system. I hope we get there eventually, but for now I won’t stop begging for basement space.
Generating orbs will not be tied to ingenious weapons
The last change is the most surprising, and I can only read it as a backdoor to our overall strength. Now he very It’s easy to generate orbs of light by acquiring multiple skills with elaborate weapons. Orbs are important because they imbue the super meter and produce different effects via the Charged with Light mod. Bungie obviously feels too easy, because that’s no longer a thing. Instead, for multi-kills to spawn orbs, you’ll need to unlock a new helmet mod that will spawn orbs on multi-kills – but only from the corresponding item’s weapons. So in order to maximize the effect, you might want to run, say, a solar helmet with matching solar and power weapon.
These new mods will be free for all players, and it looks like there will be a kinetic version as well, with Bungie specifically mentioning the ability to generate orbs from Thorn. In fact, one of the obvious benefits of this change is that exotic weapons like Thorn, which currently cannot be mastered with an alien catalyst, will now be able to generate orbs.
This is the only change that I feel upset about. Our armor mod slots are already crowded, and in PvE since you tend to have the ammo finder running at all times, it would make it very difficult to justify using things like targeting mods on those newer generation orbs.
Interestingly, Bungie mentions that part of the driver for this change is that the new weapon crafting system will require players to create orbs as part of the process of building your God Roll gun. I expect we will Hear more About that in the coming weeks. There is another possible positive side: at the moment, the orb creation function consumes a portion of the “savings budget” on weapons.
Perhaps the free space can be used for additional advantages. Or in other words: Outlaw, Headstone and Firefly on the same rifle definitely happen.
In early 2021, Chris Proctor told us that “bad things happen” when guns have a lot of perks. Attaching orbs to armor and not a weapon’s feature budget means that weapon innovation is now possible: more perks on guns, extra core perks, etc. I’m excited for this!January 13, 2022