Destiny 2: Guardians criticize Armor 2.0 for too little freedom – Bungie responds

Destiny 2: Guardians criticize Armor 2.0 for too little freedom – Bungie responds

The most important feature of Destiny 2 Shadowkeep – the Armor 2.0 – has a flaw that is currently being discussed. But according to Luke Smith, it’s not that bad.

This is the flaw: The Armor 2.0 is the big new Shadowkeep feature that gives you almost limitless freedom in equipping your Guardian’s armor.

However, Guardians quickly discovered that this freedom is surprisingly limited: Many mods can only be combined with specific armor.

For example, a Void mod cannot be fitted into a Solar or Arc armor. This unnecessarily limits the combination options of mods and armors, as many Guardians find.

With Armor 2.0, all armor pieces receive an energy level that corresponds to one of the elements: Arc, Void, or Solar. If a mod requires a specific element, the armor’s energy must match it; otherwise, the mod cannot be applied. You can read all the information about Armor 2.0 here.
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You can’t combine everything, but that’s not so bad

This is being criticized: After the introduction of Armor 2.0, this topic blew up quite a bit. Specifically, it was criticized that

  • the mod that speeds up the reloading of hand cannons requires a Void armor,
  • the mod that speeds up the reloading of shotguns requires an Arc armor
  • and you can’t combine the reloader mods for the weapons you want. If each weapon type requires a different element, that is quite ridiculous, an unnecessary restriction, and a step back compared to now.

Bungie’s response: Game Director Luke Smith has now addressed these reloader mods via Twitter. He explains that this supposed flaw is not that bad because you have even more options to speed up reloading with mods.

  • The hand cannon reloader mod can only be fitted into Void armor. This costs 3 Void energy.
  • However, there are also “general mods,” like Sidearm Reloaders, that have no element restriction. You can apply these to any armor piece regardless of the element.
  • These general mods, like the Sidearm Reloaders, have the exact same effect on the reload speed of hand cannons as the hand cannon reloader (and also on the other sidearms).
  • The downside of the general mods is that they consume more energy from your armor, namely 4-5 energy.
  • In total, there are 11 general mods. And these are available to you right away with Shadowkeep, so you can start crafting your armor immediately.
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This means: If you want to specialize and optimize your build, you can farm and use the mods that have an armor element requirement. This saves you armor energy that you can invest in other mods.

You can improve the reload speed of any weapons unrestrictedly with general mods on any armor – regardless of the element. However, these general mods consume a bit more energy, which means you’ll have to forgo other mods and so no “perfect builds” are possible.

What does the community say about this? On Reddit, people thank Smith for being transparent and quickly responding to a concern that spread in the community.

People also agree with this functionality: the general mods do not specifically apply to one gun, but to several weapon types. Therefore, it is okay that they cost more energy. This balancing of advantages and disadvantages is what makes an RPG.

More on the topic
In Destiny 2: Shadowkeep, everyone starts at the same power level – follow this tip now
von Sven Galitzki
Source(s): reddit, reddit, gamerant
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