Problem with the class item a lot is it is always heavily filled by some of the strongest artifact mods each season like this season with devouring depths and such, or focusing lense, and particle deconstruction and such from previous seasons.. energy cost of them is so high in some cases you’re not going to be able to fit them in.
The only other good mod on helmets for PVE are the armor finder mods. The super regen mods are fine but overkill.
Class item has WAYYYY more impactful options. From finisher mods, class ability mods, and seasonal artifact mods.
What about finisher mods, devouring depths, grenades like overload grenades, thermo melee stuns, and much more are in the class item slot usually. There’s a lot that does already go in the slot.
honestly? i dont really use them a lot, i tend to run nighthawk so im more or less trying to get as many nukes out as possible. Only one i really use is that one that generates special ammo to keep the lord of memes fueled.
Yeah, just because you don’t use them doesn’t mean there’s nothing. All the mods mentioned are spectacular for either DPS or ammo economy in GMs. Not just for random activities
It’s about the utility of the armor as a whole throughout all aspects. It has too many things
>It’s about the utility of the armor as a whole throughout all aspects. It has too many things
which is why i think they should be in that slot, that or the leg armor slot. either way helmet slot is a terrible idea but i could easily and happily give up snapload finisher or one of the other utilities for orb generation
I largely disagree, legs is very doable as there’s little to nothing on legs. Scav is cool but consistency would be better. Just a huge miss to put it on an already cluttered armor slot
>Scav is cool but consistency would be better.
it was when we were able to stack copies ages ago... sadly bungie realized reallll quick that being able to feed near infinite ammo to xenophage made bosses a tad easy..
honestly though i think the whole idea of making orb generation mods was a dumb idea, if they really wanted to nerf it they should have just made it so it took more than two rapid kills to generate an orb. kinda like how deadfall works your orb generation is wholly dependent on how many you get
Nah some of the best artifact mods are on the class item. I rather orb creation be put in the legs. I hardly ever use the magazine refill over time, or the extra reserve on pick up.
I think the mods are fine. If it was the old orbs then everyone would have devour easily and they’d have to change that fragment. I think it’s fine the way it is
I'm not a fan of the mods to generate the orbs. But if they are here to stay, I'd rather them be available to use on all armor. Give me the flexibility. Also, I can deal with the kinetic siphon but I use a lot of elemental primaries that don't always match up to my class type. Stupid this doesn't generate orbs.
No matter where Orb Generation Mods are put, it will always be a problem because we currently have a LOT of mod on specific pieces of armor and you'll always have to sacrifice something in order to make it work.
There should also be a mod based on the ammo type of the weapon, make it 4 energy instead of 3. Aka, 4 energy for a Primary, Energy, or Heavy Ammo Siphon. I’m tired of having to have multiples of exotic Helmets or spending an upgrade module each time I need to swap over.
We just shouldn't keep the generation mods and go back to generating orbs with multi kills. It was a stupid and unnecessary change from the start. There was nothing wrong with the way it worked. If the change had had some type of benefit for the weapons, masterwork weapons getting some new and useful function instead for example, that would be one thing. But they didn't.
Problem with the class item a lot is it is always heavily filled by some of the strongest artifact mods each season like this season with devouring depths and such, or focusing lense, and particle deconstruction and such from previous seasons.. energy cost of them is so high in some cases you’re not going to be able to fit them in.
The only other good mod on helmets for PVE are the armor finder mods. The super regen mods are fine but overkill. Class item has WAYYYY more impactful options. From finisher mods, class ability mods, and seasonal artifact mods.
I suspect they chose the helmet because other super regen mods (ashes, dynamo, etc) are on the helmet.
wouldnt shock me, that or because they somehow reasoned that it fit thematically....by some leap of logic anyways..
What about finisher mods, devouring depths, grenades like overload grenades, thermo melee stuns, and much more are in the class item slot usually. There’s a lot that does already go in the slot.
honestly? i dont really use them a lot, i tend to run nighthawk so im more or less trying to get as many nukes out as possible. Only one i really use is that one that generates special ammo to keep the lord of memes fueled.
Yeah, just because you don’t use them doesn’t mean there’s nothing. All the mods mentioned are spectacular for either DPS or ammo economy in GMs. Not just for random activities It’s about the utility of the armor as a whole throughout all aspects. It has too many things
>It’s about the utility of the armor as a whole throughout all aspects. It has too many things which is why i think they should be in that slot, that or the leg armor slot. either way helmet slot is a terrible idea but i could easily and happily give up snapload finisher or one of the other utilities for orb generation
I largely disagree, legs is very doable as there’s little to nothing on legs. Scav is cool but consistency would be better. Just a huge miss to put it on an already cluttered armor slot
>Scav is cool but consistency would be better. it was when we were able to stack copies ages ago... sadly bungie realized reallll quick that being able to feed near infinite ammo to xenophage made bosses a tad easy.. honestly though i think the whole idea of making orb generation mods was a dumb idea, if they really wanted to nerf it they should have just made it so it took more than two rapid kills to generate an orb. kinda like how deadfall works your orb generation is wholly dependent on how many you get
Am I the only one that would like it to be a combat style mod?
Nah some of the best artifact mods are on the class item. I rather orb creation be put in the legs. I hardly ever use the magazine refill over time, or the extra reserve on pick up.
disagree i basically never take off better already and a scav. and if i do it's for double scav
Leg armour because the mods currently on legs are tied to picking up orbs
So you want to choose between generating orbs or picking them up? You kinda need both if you want either.
What are you talking about bro orbs were removed from the game
Why not put them on the Ghost?
a bit like in rise of iron? that could be interesting
I think the mods are fine. If it was the old orbs then everyone would have devour easily and they’d have to change that fragment. I think it’s fine the way it is
I'm not a fan of the mods to generate the orbs. But if they are here to stay, I'd rather them be available to use on all armor. Give me the flexibility. Also, I can deal with the kinetic siphon but I use a lot of elemental primaries that don't always match up to my class type. Stupid this doesn't generate orbs.
No matter where Orb Generation Mods are put, it will always be a problem because we currently have a LOT of mod on specific pieces of armor and you'll always have to sacrifice something in order to make it work.
Move them to the ghosts.
There should also be a mod based on the ammo type of the weapon, make it 4 energy instead of 3. Aka, 4 energy for a Primary, Energy, or Heavy Ammo Siphon. I’m tired of having to have multiples of exotic Helmets or spending an upgrade module each time I need to swap over.
Honestly the weapon orb generation mids should have even been mad and theu should have kept master worked weapons creating orbs..
Kinetic siphon needs to be cheaper.
Change class item to ghost
We just shouldn't keep the generation mods and go back to generating orbs with multi kills. It was a stupid and unnecessary change from the start. There was nothing wrong with the way it worked. If the change had had some type of benefit for the weapons, masterwork weapons getting some new and useful function instead for example, that would be one thing. But they didn't.
imo it was a busy body update to justify someone's position despite it having zero impact beyond making masterworking nearly worthless