I’ll just list these from the post here:īarrier Champions (Solar, Void, and Strand Counter) Match game is being removed while shields are being strengthened a bit against non-matching types – While this is a combat change, it does affect armor and mods and loadouts, because it will allow you to have a greater focus on the element you want rather than being forced to use weapons you don’t want to purely to break elemental shields.Ĭhampion stuns, in addition to being artifact perk unlocks, will also be intrinsically tied to subclass abilities without mods – Different aspects of each subclass are going to be used as champion stuns, giving you more options outside of seasonal mods. This frees up a ton of mod slots on your build and allows a wider variety of seasonal build options by making them perks rather than things that take up half your slots each season.Īrtifice armor will have a mod slot that gives you +3 points to a stat of your choice to fill gaps – This is the compromise for Artifice given the other changes listed. So there won’t be a hand cannon and grenade launcher and machine gun loader, there will just be a singular arc loader, allowing you to focus on one element type.Īrtifact mods are now unlockable perks, where you will choose a suite of 12 at a time – A huge, huge change that has been requested by fans. Weapon mods are now grouped by weapon type, not archetype – This groups different weapon-focused mods together. Mod costs are being reduced almost across the board – A welcome change given how expensive some mods were, and this is further important because artifact mods are no longer taking up space as well. Combat mods are gone and being replaced by a normal mod socket – This is part of a broader change to the combat mod system which is detailed later, but at baseline, this means one more slot for additional mods, which is useful because…
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