Destiny 2: The Witc...
 
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Destiny 2: The Witch Queen 2-22-22

Eric W.
(@q5676)
Trusted Member Admin

https://youtu.be/P0IlFZ61734

 

 

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Topic starter Posted : August 24, 2021 12:32 PM
PatriotPaine
(@patriotpaine)
Estimable Member Admin

This Week At Bungie – 01/13/2022 > News | Bungie.net

Will have to write a blog post about this sometime this week, but man this is absolutely terrible.

The work of a true Biden voter.

The orb change is easily one of the dumbest things they've done, and that's saying something because they've done a lot of stupid BS over the years.

Actually, makes me mad and, for now at least, dampens my excitement for Witch Queen.

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Posted : January 13, 2022 1:20 PM
Eric W. liked
Eric W.
(@q5676)
Trusted Member Admin

Who in the hell honestly wants that orb change like that?  I don't mind the rest of that but what in the world?

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Topic starter Posted : January 13, 2022 7:32 PM
Eric W.
(@q5676)
Trusted Member Admin

Just for grins these are some comments from someone I play with from time to time:

 

"I think it's awesome, don't have to masterwork a weapon for it to produce orbs OR have the catalyst for an exotic to generate orbs.

I have a ton of weapons I would use more if they were able to generate orbs without having to spend materials on them to masterwork them.

Some weapons I pull out of vault just to use for a specific thing, then don't use it again for a month or two, not worth the materials to masterwork IMO, being able to equip a mod and that rarely used weapon is able to produce orbs is very cool IMO."

 

I sincerely hope when I get into it and try it and I end up feeling more about like he does about this. 

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Topic starter Posted : January 14, 2022 9:22 AM
PatriotPaine
(@patriotpaine)
Estimable Member Admin

LOL

You have 10 Energy on fully masterworked armor.

I assume the new Orb making mod will cost anywhere from 2 to 4 Energy. I'd put money on it being affinity based; need an arc helmet to make orbs with arc weapons. I'll give Bungie the benefit of the doubt and assume they add kinetic weapons in with the elemental mod but wouldn't at all be surprised if there wasn't a separate generic kinetic orb generator mod available.

In PvP, I use a High Energy Fire charged with light build. I mainly use Pulse Rifle and Sidearm. My current PvP helmet has 3 Mobility mod, 2 Sidearm Targeting mod, 3 Pulse Targeting mod, and 2 Charged Up mod. All mods slots used, all 10 energy used.

Regardless of energy cost, either Targeting mod has to go. Or a combo of Sidearm and Charged Up have to go if it cost 3 or 4.

There is nothing awesome about it. It is a nerf. The helmet is already crowded. In PvP, you're going to have to sacrifice a targeting mod (some of which cost 5 energy to equip). In PvE, an ammo finder is going to have to be sacrificed. Elemental affinity means you won't be able to use a solar energy and an arc heavy and make orbs with both. If there's both an element mod and a kinetic mod, you'll have to use both and completely give up ammo finders or targeting mods, assuming you have enough energy.

It is, in every way, completely retarded. Not to mention, it completely devalues masterwork weapons as the minor stat increase is practically unnoticeable in actual gameplay anyway.

Almost all of the weapons I keep are fully masterworked, because of making orbs. That's roughly 17 enhancement cores and 27 shards per weapon, completely wasted materials come February 22nd.

This post was modified 4 days ago by PatriotPaine
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Posted : January 14, 2022 1:25 PM
Sandman and Eric W. liked
Sandman
(@sandman)
Trusted Member

It is completely retarded.

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Posted : January 16, 2022 6:32 PM
Eric W. liked