Yesterday, Bungie shocked dropped a bomb detailing probably the most in depth methods armor and mods are altering in Future 2 since mods have been first launched within the first place. There are a set of adjustments heading to the sport when the Lightfall enlargement drops subsequent month, and the adjustments learn like a “most requested” guidelines from the neighborhood to a level that I’m undecided anybody would have predicted.
Bungie is massively overhauling the mod system and pairing it with a much-requested loadout system, which was beforehand introduced. Listed below are the highlights of what was introduced yesterday, which is an entire lot of frankly unbelievable adjustments.
Ten loadout slots to save lots of gear units – You may decide completely different symbols for these to point what exercise they’re for, or what ingredient they’re centered on. Extra slots can be unlocked as you progress by way of the upcoming Guardian Rank system.
Mod customization display places all mod administration in a single place – They drew on the transmog display as inspiration right here, so that you now not need to undergo 5 completely different items of armor to select mods, you are able to do it multi function place –
Mod vitality sort has been eradicated – This was a vastly requested change, and it’ll make a wider suite of mods accessible extra simply now that they’re now not tied to particular armor affinity.
Fight mods are gone and being changed by a traditional mod socket – That is a part of a broader change to the fight mod system which is detailed later, however at baseline, this implies yet one more slot for extra mods, which is helpful as a result of…
Mod prices are being lowered nearly throughout the board – A welcome change given how costly some mods have been, and that is additional necessary as a result of artifact mods are now not taking on area as properly.
Weapon mods are actually grouped by weapon sort, not archetype – This teams completely different weapon-focused mods collectively. So there gained’t be a hand cannon and grenade launcher and machine gun loader, there’ll simply be a singular arc loader, permitting you to concentrate on one ingredient sort.
Artifact mods are actually unlockable perks, the place you’ll select a set of 12 at a time – An enormous, enormous change that has been requested by followers. This frees up a ton of mod slots in your construct and permits a greater variety of seasonal construct choices by making them perks somewhat than issues that take up half your slots every season.
Artifice armor may have a mod slot that provides you +3 factors to a stat of your option to fill gaps – That is the compromise for Artifice given the opposite adjustments listed. I’m not positive if it’s retroactive.
Match sport is being eliminated whereas shields are being strengthened a bit towards non-matching varieties – Whereas it is a fight change, it does have an effect on armor and mods and loadouts, as a result of it’ll help you have a higher concentrate on the ingredient you need somewhat than being compelled to make use of weapons you don’t wish to purely to interrupt elemental shields.
Champion stuns, along with being artifact perk unlocks, will even be intrinsically tied to subclass skills with out mods – Totally different facets of every subclass are going for use as champion stuns, supplying you with extra choices outdoors of seasonal mods. I’ll simply checklist these from the submit right here:
Barrier Champions (Photo voltaic, Void, and Strand Counter)
- When utilizing risky rounds out of your weapon it’ll additionally pierce the barrier and stun the Champion. When a participant is radiant, their assaults pierce Champion’s shields and stun them. Strand will even have a way of piercing boundaries.
Overload Champions (Arc, Stasis and Void Counter)
- Damaging an overload Champion by triggering the jolted situation stuns the Champion. Likewise, suppressing the Champion stuns them, as does slowing them with Stasis.
Unstoppable Champions (Arc, Photo voltaic, Stasis, and Strand Counter)
- Blinding an Unstoppable Champion immediately stuns them. Encasing them in Stasis after which shattering it or triggering a Photo voltaic ignition on them likewise stuns them. Strand will even embody an Unstoppable Champion counter.
Many Elemental Nicely Mods and Charged with Mild mods have been transformed into a brand new Armor Cost system – This will provide you with stacks of Armor Cost on selecting up Orbs of Energy. Some mods give passive advantages that can decay armor cost over time, some mods spend armor cost much like how Charged with Mild labored. Finishers will now eat armor cost for advantages and never eat a part of your tremendous.
Elemental Wells as an idea have been transformed into elemental pickups tied to every subclass – Some we have already got like Ionic Traces and Stasis Shards, others are new like Photo voltaic Firesprites and Void Breaches. Strand will even have one. They are going to grant potential vitality, however relying in your subclass, might produce other results like Firesprites granting restoration.
Warmind Cells are useless as they didn’t match with this new system. RIP.
Extra mods and methods to increase this new construct system can be added season over season, and can be earned, not randomly acquired by way of vendor gross sales.
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