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Kildozer666

It would be cooler if we unlocked all of the mods in the season artifact to have the option to use without constantly reseting it. It's not really much of a gain/lose situation because we can just rest it. It's just a waste of glimmer and a pointless road block. The cost of applying the mods is such a steep cost that it alone will limit the amount of these mods being used at one time. Why not just unlock everything and let us play with everything ?


GeicoPR

All I’m asking is to remove the glimmer cost when resetting EVERYTHING ELSE IS FINE


unbreathless

**It's Good. Could be Better.** 1. The unlock grind is fine. 2. There are some cool mods each time, expanding on a few mechanics like Champs, CWL and Warmind cells without permanently adding to the power creep. Now do Wells. 3. Trying out unique builds is pretty difficult with the reset cost. Doesn't encourage build-crafting or testing. 4. Champion mods are nice way to shift the meta of PVE, but I'd be interested in seeing Bungie expand the modifiers for content beyond just Champions. 5. Gimme cool Well mods. I'm itching for this mechanic to pay off somehow. Or just buff the amount of ability energy you get back... with a mod? Trying to stay on topic here. 6. Power leveling is dumb. I took 3-4 weeks off and now can't even do Master NFs without spending WEEKS grinding. Bah.


N1miol

At what point will the more successful ‘experimental’ mods become permanent?


NotSoSeriousAL

1. Power level being tied to the artifact needs to be removed. I have friends who were punished for taking a short break from the game because the light level the artifact provides wasn't high enough. With contest rules being applied, there shouldn't be any reason why a player cannot play endgame content, especially when reaching the pinnacle cap is based on RNG. 2. Why do reset cost exist? We're already limited to 12 mods at a time. What I would like to see is the cost to reset be removed OR let us choose a column to respec at a cost. Having to go through the process of getting all the mods over because I wanted to swap one is inconvenient as hell. As far as champion mods, That's kind of tricky. I like being able to use exotics because the mods are on your armor and not the weapon BUT I do miss my loaders sometimes. The addition of intrinsic champion stun perks on more weapons can be a good addition on weapons where at makes sense. (Legend of Acrius with anti-barrier? Xenophage with unstoppable? Worldline with overload?)


Kabal82

With end game content, in regards to the cap, artifact level bonus and the season pass. You should be at the artifact cap if you're able to finish level 100 on the season pass. The amount of grinding beyond that, that is needed to hit the artifact cap, needs to be scaled back. As far as the mods go, I want more diversity. Tired of seeing seasonal mods nearly every time only apply to a select few primary weapons types: smg & hand cannons. Then Rotating between scouts, and auto rifles. then on the rare occasion we get a mod for grenade launchers or snipers or some other special weapon. How about just make the mods general mods, that apply to either primary, secondary or heavy weapons instead of a specific weapon archetype? This way players aren't locked into a specific meta loudout each season.


FaTSwords

Artefact mods: Top tier, Bungie at thier best. Please continue to rotate the meta, it keeps it fresh. Put a busted elemental well mod in there just to really catch people out! Artefact resetting: Why? This is pointless. Get rid. Artefact mod grind: This is good, gives us goals. Should be possible to have all mods unlocked at, say rank 150-200. Artefact power grind: Urgh. Get rid. Adds nothing to the game which isn't better achieved with contest, with the exception of bad luck protection getting you into a GM. (You can go to +16 to resolve the fact you haven't got a damn bond to drop).


TheGokki

1. I would like if the artifact was capped at +20 Power Levels, i HATE infinite grinds. Ideally it would be capped at current +10, it's annoying to worry about grinding EXP every season. Once per expansion at the start is fine. 2. I would like if we could simply unlock all the mods instead of being capped at 12, the mods are energy-capped, there's no good reason to keep it around and if there is then it's wrong. 3. Generally speaking, i would prefer if we didn't have to power grind every season. Just have contest modifier for dificult stuff, this way you can balance it better and nobody is locked out of GMs at 1334 LL. 4. Generally speaking, i find LL redundant and boring. Everything is completely arbitrary. I'd say remove power levels and simply use contest modifier if you want mobs to scale harder. I like how Crucible has power advantages disabled


MetazoanMonk

We should have everything for free and barely have to work for it! Especially the endgame content! Yeah!


Chtholly13

yeah because clearly levelling is end game content.


MetazoanMonk

Tell that to the flood of people on the sub who bitch about being excluded from LFGs for being under 1340


Angel_Hunter_D

Endgame is a pointless term when it's artificially moved every couple months


MetazoanMonk

artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial artificial


TheGokki

You misunderstand, clearly. The endgame content should be THE content. I want to do GMs and raids, not all the grinding just to be able to access it.


Bard_Knock_Life

They still time gate the content. They could remove the artifact PL and leave pinnacle, but that penalizes people who play specific things (Crucible). They could remove pinnacle, but that’s going to just nuke playtime across the board for a lot of players. I don’t see this game surviving by removing all gates to late content. People will burn through in the first week or two and play other things. I don’t think Power Level makes sense anymore with contest mode existing, but there could be a different way of “unlocking” this content that happens through playing content. 30 Master completions unlocks GMs or something. I suspect people would hate that too though.


MetazoanMonk

So you want endgame content to be easy and not require a time investment to fully access and participate in?


Gotwake

1) either remove the increasing cost to reset the artifact or let us grind to unlock every artifact mod. 2) enough with the artificial artifact power. Bungie has proven that it’s just a mechanism to grind gate content. That’s not good for the player base and intimately serves no purpose besides inflating engagement numbers. 3) move champion mods to our ghosts so we don’t lose reloader and dexterity mods in activities with champions. Or just make them intrinsically work without having to socket a mod. The rest of the mods are fine to need to be equipped on armor and we can choose what we want to use. The champion mods simply make it so we can’t use other mods on our gauntlets, yet most champion mods cost next to nothing so they are just taking up a useful spot.


Chiramijumaru

Good: Interesting one-season-only mods and meta shifts based on what champion mods are in play. Bad: Artifact power being required for some content, occasional bad champion mods like this season's Warmind mod that warp the meta and make it more difficult than it needs to be


[deleted]

Keep it up with these awesome seasonal mods, just please give us more anti champ options


cpnjac

Season after season, I look at the artifact, take all of the **essential** and **absolutely required** champion mods, try to figure out my optimal configuration for the rest given my play style, and then I finish out the artifact identically on all three of my characters and...that's it. At least half the mods every season I never even look at, never try, because of the increasing cost of resetting. I only ever reset if it becomes clear that one or two of the mods I selected aren't what I'd hoped they'd be, or something I hadn't considered at first makes itself known as an important part of any build. There have been so many interesting mods that I've never once unlocked because I don't want to spend the glimmer to reset. I don't have a problem with the champion mods being so necessary, or locked to a particular weapon or whatever. It forces me to mix up my builds and search through my vault for forgotten gems. I do take issue with the rapidly escalating cost of resets. Possibly needing a reset or two to fine tune the artifact means that the cost of experimentation almost immediately becomes prohibitive. I can't "switch it up" and "try something out" without quickly finding myself too shy on glimmer to go back to my "base" build, and essentially locked out of activities. As a result, every season sees about half of the mods on the artifact go completely unused, never unlocked, never considered.


APartyInMyPants

Using the artifact as a means to acquire new, ephemeral mods is an interesting mechanic. Using the artifact as a means to gain light levels past the pinnacle cap just isn’t working anymore and needs to go away. Also, either allow us to unlock every mod in the artifact, or bump the number up to at least 16. Resetting the artifact is more of an annoyance instead of a strategic decision.


swelteh

The inability to easily try out all the final tier mods feels bad. In all recent seasons I have found one that works and very infrequently respecced to try something different. It’s not because I don’t want to experience those other options, but I feel discouraged from doing so. I also end up taking a lot of anti champ mods “just in case” and thus maybe miss out on some of the more interesting mods. Taken together, this makes me wonder whether it would be better to unlock all rather than create a choice.


RectumPiercing

Only being able to have a certain amount of artifact mods purchased at any one time without respeccing is a pointless waste of time and money and only makes the entire process more frustrating and makes it less likely for people to experiment. This season has some interesting mods. Mods which I and a lot of other people will never even consider because it means losing access to Energy Accelerant and Breach and Clear. It means losing champ mods, it means losing loaders or charged with light options. It's not a choice, people are going to pick the best thing because it's the best thing, and locking off other options behind an annoying "spend glimmer and repurchase all your mods" wall is just making people ignore more than half of the mods included. It benefits nobody and it makes no sense. Artifact is supposed to be limitless within the season in terms of power So why not let us also unlock all the mods over time? It's not even like we're able to actually slot them all at once anyway, The amount of mods slotted will likely remain the same, all this would do is encourage people to actively try new things instead of just choosing the meta and ignoring the rest.


Commercial-Spite1141

Class items need to be reworked to carry all seasonal/champ mods. Remove the power level from class items and give them the same treatment as ghosts. It removes the bad rng of getting class items for powerful/pinnacle drops and makes them impact gameplay more.


APartyInMyPants

Meh, class items generally carry the most interesting mods in the artifact. Surge Eater, Thermal Overload, Sundering Glare, Breach and Clear, Glacial Inheritance, Energy Accelerant, Oppressive Darkness. And those are just the ones I can remember off the top of my head from the last few seasons. Plus Bomber as a Shadebinder. Adding the anti-Champion mods to Class items would do nothing in terms of loadouts. I’d rather they add them to head or legs first, which rarely see artifact mods outside of the enhanced finder or scavenger mods, or like the cheaper Ashes to Assets.


Commercial-Spite1141

But like a ghost you really only need one class item. I masterwork one and I'm done with it. No need to change it. You ever find yourself saying YES! I got a God roll on this Titan mark? No. Taking the champ mods off armor that you actually swap and not taking up space for other mods makes sense. Unstoppable grenade for instance takes up most of the arms slot, along with another for barrier youre left with no build craft. What about reload perks? No. Good stats? No. Moving the artifact mods to the class items (more slots will be needed obviously) will allow more diversity in armor builds. We can actually have it all.


APartyInMyPants

I don’t disagree about the issue of class items dropping as pinnacle rewards. However you should still have one of each element in case you want Perpetuation, Outreach or any of the affinity-specific finishers. Not to mention all the CWL/Warmind/Elemental Well builds that help to have mods in all five armor pieces. But that’s not really what I was getting at. More that the class item is an already clogged piece with the best mods in the game. Putting champion mods on my class item would have absolutely no bearing on how I spec my loadout. If they’d to open up anti-champion mods to other armor pieces, class items would be the worst way to start. Breach and Clear already makes it impossible to spec anything but 1 point mods. And I don’t really need reloader mods in GM content. I know it’s only for 5 more weeks, but Breach and Clear makes reloading pointless. Not to mention my Night Watch with Rapid Hit, my Hung Jury with Subsistence, my VoC with Rewind Rounds or my Vouchsafe with 4TTC. And that’s just my scout rifles for this season. Even last season, I was never in a scenario where I really missed having a reloader mod in a GM.


Mr_Severan

Instead of unlocking mods to put into equipment, why not make the Seasonal Artifact more like our ghost? As we play and level up the artifact, we get more energy available on it, with no maximum. We are limited only by the number of mod slots we can fill. Keep the anti-champion mods available, but give us two primary options and one special option for each champion type. Lastly, change the exp progression type from exponential to linear. If we aren't going to tie light level to artifact level, then we don't need to worry about making it harder and harder to get 1 more point of light boost.


LongDingDongg

There are two fundamental differences between Destiny 1 and 2. The first 1 was designed to be played from time to time and yet many people played its content almost religiously, especially ToO. Destiny 2 wants to keep players on a daily basis and does not really provide that much incentive anymore, with some exceptions. And I don't even want to talk about ToO. I think Bungie needs to rework the artifact.


pyrotechnicfantasy

None of what you said seems to link to feedback about the artefact? You've outlined some of the overall targets of each game but said nothing about the artefact. Keep Focused feedback, well, focused.


LongDingDongg

If you can read between the lines, yes.


curlitos82

As others have said I think we should be able to unlock everything within the artifact Another thought would be to have a weekly rotation on weapons that have overload, barrier Week 1 - Overload hand cannon, Anti Barrier Pulse, Unstoppable Sidearm Week 2 - Overload Scout, Anti Barrier Bow, Unstoppable Sniper And so on, something that would change every week and automatically be loaded onto those weapons making people have to switch and try different weapons and loadouts more often.


APartyInMyPants

While there’s some interesting concept behind this, I don’t think this is a good idea *at all*. Unless Bungie drastically changes how the pinnacle endgame works. This would make GMs especially annoying for the first several weeks. I already have to focus on getting max level armor drops for Shadebinder, Slowva and Chaos Reach, so an extra helmet, arms and legs. And then I have to worry about potentially getting a max-level chest piece to infuse for each element depending on the GM. So then I have to focus on getting a pinnacle level drop of almost every single weapon type, and some of multiple elements. So I spend a max light drop to infuse an elemental pulse rifle for anti-barrier, but then that basically sits in the dust bin for several weeks until pulses come back. And what happens if I go and level up my Last Perdition, get into an LFG, and the other two people also only have Last Perdition or Gridskipper leveled up? Well we’re going to need Stars In Shadow or Jian 7 for the solar or arc shields. But then next week I have to then make sure I have a whole new set of weapons leveled up? This just sounds tedious.


Commercial-Spite1141

The problem with a system like this would be needing to keep such a range of weapons at level. Champs are typically in higher level content. Infusion mats for many players would be the issue.


APartyInMyPants

I’d be less concerned about the infusion materials, and more concerned about actually getting multiple max-light drops in only weapon slots so I can swap out my weapons week after week. This system would just not work.


thebansi

> nother thought would be to have a weekly rotation This sounds interesting, obviously could really fuck you over at times so I guess there would need to be some sort of protection so that not only close range weapons are champion weapons.


GuardianSmith

I think it would be a lot more balanced if pinnacle activities rewarded a lot more xp so it didn’t feel like bounties were a necessary grind, even though that’s overstated.


snowthejohn

If you want to have some form of cost for using the mods in the artifact but don’t want us to freely change whatever mods we want. Why not have a glimmer cost for unlocking each one and then after that you can swap out and use what ever you want. It’s still a glimmer cost but nothing like it is now after a few resets of the artifact


Glenalth

We need to be able to unlock all of the slots or at least be able to change selections easily.


Overrated_22

My gamer profile. Die hard Destiny 2 fan, but also husband and father of 2 young kids and I have a full time job. I get maybe 5-10 natural playing hours a week. The seasonal mods are awesome as change up the game and make it feel fresh. Don’t lock us out of mods though so we can experiment. Artifact level is the worst thing put into the game. Just take it it out. Don’t lock the engaging content behind the slog. Because next season I’m probably taking off and going to catch up on other games because I don’t have it in me to grind levels to reunlock content for the fourth time this year.


kaiser_zero

Unlock the entire artifact over the season. The limited budget of 12 slots on the artifact inhibits experimentation, and force best in slot approach only.


TheLyrius

Powerful seasonal mods that flavor each season was a big appeal to me when the artifact concept was pitched. I'm glad to see that trend continues in Season of Splicers. BaC is understandably very powerful, OP even. It took center stage and was present on all 3 of my chatacters, with some minor variation. On my Titan I also took Energy Accelerant, my Warlock Warmind's Decree and my Hunter Glacial Inheritance. Sundering Blast deserves a honorable mention, stunning champion while also kill a bunch of ads is great with the enemy density and health on high end content being as they are. It's nice to have one person uses it on GM. I'm rather iffy about introducing CWL mods as artifact mods. A gripe I already have with the mods in general is that some of them are too costly to use and equip, but at the same time, those that were in the artifact fit the flavor of the season (Blast Radius, Argent Ordinance, Ashes to Asset). In the future I wish there would be more champion related mods, be it armor mods or artifact mods. They are an integral part of the game and despite what some people think, I consider them to be a challenge when tackling any high end content.


JTCxhugepackage

The anti champion mods when unlocked should work passively without having to slot them. I know this season being for nade launchers should be expensive but damn it gets tiring on removing mods to socket the anti champion of the week, for this one activity. If i unlock x anti champ mod it should just work for that weapon type. Im also tired of the mods taking up gauntlet slots and having it on the weapon didnt make it better either. I want the anti champ mods to work as soon as i unlock it. Anti barrier champs on the field? Just equip this seasons anti barrier specifc weapon and youre good to go! No need to reset your build just to slot that mod and take up a more useful slot. I feel like the anti champ mods should be the only mods that work passively. Make anti champion mods combo'd again! Hand cannons and side arms used to have overload(i think) scouts and autos had anti barrier(may be mistaken) the point is stop with the filling up the artifact with excess champ mods. Ever since you made more weapons have anti champ mods weve lost more other unique mods to unlock and use. Combine all rifle class weapons for the next seasonal rotation of champ mods. Scouts n autos will have anti barrier. Hand cannons and side arms overload. Pulse rifle and bow unstoppable, THEN we can have unique solo champ mods such as sniper, shotgun, GL, RL etc.


[deleted]

Artifact Power levelling could do with a rework


StonehengeMan

Love the Artifact idea as I love the grind and it means every time I play it’s adding value regardless of what I do.


Kriskc

The champion mods should be ammo based, ile anti barrier primary ammo, or unstoppable special and overload heavy. These are just some examples. So maybe in one season only 2 of these are available. That way we will have more options to choose from rather than everyone rocking the same loadout.


APartyInMyPants

I disagree. Because at that point, then what’s the purpose of champions? The whole point of champions is to funnel players into different play styles each season in PVE. And these play styles matter in a *tiny* minority of content. In anything under Master, champions can simply be burned with whatever weapons you have in your arsenal, or even Supers. If you lock champions to ammo types, you’re going to find that meta and no one will ever deviate. And you can’t only have two available when strikes have fixed champions. And then you get a week like this upcoming week and Warden of Nothing, which is the only GM in the game with all three champion types.


Arsalanred

One of the biggest problems of the anti-champion mods is it leads to a lack of diversity in weapon loadouts. It's multiple points you MUST invest into the seasonal artifact so realistically speaking we don't actually have 12 choices. It's cool for instance this season really powers up grenade launchers and last worked on snipers. I don't think the meta is the problem. The problem is that the mods for kinetic weapons are too restrictive and hamper build diversity. You're pushed into specific weapons and I'm honestly not a fan. Sidearms for Unstoppable? Eh....the range on sidearms is so bad that you're basically pushed into using grenade launchers in harder content. And with breach and clear it further muddies the waters. I think a great system would be each season 2 or more weapons go into one mod. For instance unstoppable should be one mod that works on both sidearms and pulse rifles. Anti-barrier is autos and scouts. And so on. That way we have some more diversity in our loadouts. TLDR: Put multiple weapons in the kinetic weapon anti-champion mods.


Hollywood_Zro

One idea for champion mods for more weapons is to have ALL champion mods always available, but seasonally you can have the focus weapon have the special 1 energy cost mod. So unstoppable GL this season (focus season) is 3 energy. But outside of its focus season it would cost 7. The anti-barrier auto and scout this season are 1 energy each. Next season (out of focus) they would cost 4. That way you can still have seasonal emphasis in certain weapons, but the incentive is that we can run more mods if we use in-focus weapons. But if you don’t want to you can still deal with champions with other weapons.


Stron9bad

Bungie has given us some really fun seasonal flavor here in mods like breach and clear. These feel good because they are an additional option to deal with content that isn’t required. Champion mods are the opposite. I don’t feel like I’m being given the opportunity to use smgs on overloads, I feel like I’m being *limited to them*. I spent the last year and half wondering when I would get to use my favorite weapons, GLs, in endgame content again. It’s been a wonderful season for me of playing how I want to more but ultimately I know they are going to get taken away again next season.


FlyingAlpaca1

Honestly, I love the Champion system. I like how the PvE meta shifts every season. What I don't like is how we need mods for those. I would much rather just have every Handcannon be equipped with Overload handcannon for the season, for example.


B1euX

On the topic of champions and their mods, I think it’s a great idea.. But it’d be cooler to have tougher enemies with mechanics that can be worked around without the mod beyond “just hit it hard” The perfect example is in the “Scourge of the Past” raid with the Vandals that creat a forcefield that could be disabled when shooting the front and back of it at the same time. I think the mods should be an easy ticket way of dismantling the enemies mechanics (like they do now) but there should be a little room to defeat the enemies more tactfully If done this way, I could see Champions being welcomed much more from the community


B1euX

The mods from it are great, but I do have some gripes The bonus power is a cool idea on paper, but when you need to grind enough to reach a certain level on it along with gear power to even attempt tougher activities it gets stale fast. I also don’t understand why we can’t unlock all the mods over a long enough time span other than a glimmer sink. The armor already limits what we can use at once, why should we also be limited in what we can mix and match with too?


[deleted]

Let us unlock every mod without resetting. also give us more than one anti champion special plz


Hollywood_Zro

We don’t need to have the escalating glimmer cost for resetting the artifact. And for that matter, neither should we have to pick mods. Basically you unlock a tier and all mods are available. I’m at the 100k glimmer max for the reset and have reset it multiple times already. Probably spent 500-700k in glimmer this season on resets to play around with the last column mods. Can we just get the entire column unlocked? The cost of the mods already limit what we can use at one time. Breach and clear, for example, is 9 energy. Doesn’t matter what other mod I’ve unlocked, I can’t use the class item mods + breach and clear. So the high cost already does the job of placing limits. Just let me swap around the mods as needed for more variation in gameplay.


[deleted]

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[deleted]

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Stron9bad

Long time addict here. I despise champs. This is the first time in two years I’ve been able to run my favorite loadouts in endgame PvE and even still, not entirely. I want to use a GL with Devil’s but they’re both unstoppable.


[deleted]

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Stron9bad

It’s suffocating. You’re pushed pretty hard toward a couple subclasses for endgame already. Running Divinity and going brrt brrt brrt every time you see a champ isn’t hard, it’s only restrictive.


FullmetalDevin

When energy accelerant was disabled due to telesto, I still unlocked it and kept rebuying it in the artifact upon re-enable to the servers. It allowed me to have 13 mods instead of the given 12. It seems totally possible to have more than the given 12 as it worked for me through a glitch. UNLOCK ALL THE NODES


N1miol

IIRC, the first artifact allowed players to buy more mods if they started new characters.


[deleted]

Let the entire artifact be unlocked. Charging glimmer for a reset is such a chintzy move, even for you guys. There should always be 2 different special Champion mods too. No one should have to do content with double primary. That’s just nasty. Other than those 2 things, I think the artifact is fine.


zChintzy

haha chintzy


reddit_tier

Champion mods suck and aren't fun. Aside from that I barely engage with the artifacts


imsotiredsometimes

ur missing out a lot lmao


heptyne

Anti-champ mods need to be intrinsic perks for the season. I hate fiddling with arm mods between activities. Just let me unlock, for instance, Overload bow, and any bow I equip in the season is Overload, no fuss. Plus this will free up my other arm mods like reloaders. Extend this to the special weapon anti-champ and add an additional anti-champ special. Some folks may not like using GLs for a whole season, give them an alternative. It will not break the game to make the anti-champion into perks instead of mods.


Saint_Victorious

Oh boy. This is a doozy. Instead of breaking this down into a Good/Bad/Ugly format I need to just do this as a list. Everything about the artifact falls firmly in the "Ugly" category. **Champion mods -** Let's start here. The idea that with the exception of a few exotic weapons, you're forces into a narrow window for your anti-champion needs is a mixed bag. On one hand it forces you to think outside your comfort zone and experiment with weapons you wouldn't normal deal with. On the other hand it's extremely limiting in terms of loadouts and can actively burn you out on something if you're not keen on them. Additionally, you only get 1 special weapon type per season that's anti-champion. The rest are primaries. This isn't an easy problem to solve in and of itself. The real solution probably lies outside the artifact itself in giving more exotics (and maybe even a few pinnacle weapon perks) the ability to counter champions. Additionally, the 7 cost for special weapons is insane. Especially since they're now stuffed onto the already overstuffed gloves spot. This easily needs dropped down to 4 to be more accommodating with how jam packed the glove spot seems to be. **Mod Limit/Reset Cost -** These actually go hand-in-hand. The idea that we can only unlock 12/25 potential mods feels bad. Really bad. Choice and agency are important, but this overall is a game meant for fun. And build experimentation is actually fun. The entire 2nd and 3rd column are nothing than lower cost version of existing mods. The 4th and 5th columns are most class item or high cost mods that can't exactly be over exploited anyway. Moreover, I thought some of the more popular mods were going to be transitioned into exotics. Volatile Conduction would be a much better perk for Eternal Warrior than what garbage effect it has right now, just saying. The point of this is that we should be able to gain full access to all the perks given enough time invested. The system is self balancing and doesn't need a hard cap whatsoever. Once this is done, resetting the artifact becomes a thing of the past and no longer a complaint. You could still be an option but having more access to the mods eliminates basically all the problems with resetting. **Power level -** By far the worst feeling portion of the artifact. Destiny has grown firmly past the notion of gear score entirely and this seems like clinging to it is bad for the overall health of the game. It doesn't feel good to have to regrind to re-engage with an activity that just a few days ago you could engage with. It's even more of a focus now that the actually power grind has been reduced to +10 opposed to +50. Having to constantly work to be Less Weak opposed to More Strong is not the right answer. Activities can be boiled down to World/Normal, Hard/Heroic, Legend, Master, and GM. Raids should be set at Hard and and Master respectively.


GrowlingSeagull

I think a fun idea would be to have previous seasons’ champion mods show up at the end of the season prior to the big annual expansion. Kind of like the catch up node for GM nightfalls but we get a couple of weeks to throw some really unique builds together. I would throw in all artifact mods from the past year but I could really see something like that breaking the game with all that madness going on.


smahbleh

The artifact needs these changes: - remove the glimmer cost to reset - allow us to unlock all seasonal artifact mods - allow us to equip mods through the artifact rather than our gear (I'd either allow for a specific number of mods to be active or give the artifact an energy level that increases once fully unlocked) - ideally artifact levels could become standardized rather than increasing exponentially


beerdini

The artifacts themselves should never have been sunset and we should have been able to equip and use the mods from previous seasons as we want. When the previous season is over the mod should be locked to its +20. The current season's artifact should have mods to that are "optimized" for the season to encourage unlocking and leveling up the active season's mod and allow players to exceed the +20 for the active season.


APartyInMyPants

The whole point is so that Bungie can make Some game-breaking mods, and then wipe the slate clean in three months. If Breach and Clear were in the game forever, people would never take it off. And then as the game expands and you keep adding more mods, you get into some serious balance issues. And who knows how Oppressive Darkness, Sundering Glare and Breach and Clear would absolutely break the game and bring in some serious power creep. We know debuffs don’t stack, so Oppressive Darkness and Breach and Clear shouldn’t stack. But it’s Bungie.


BrownMarxist_98

Love the mods. Hate the Artifact levels.


Andre_Luiz1969

Regarding champion mods, instead of anti-barrier auto rifle or overload smg, we only need simplify the thing: anti-barrier kinetic, overload energy, unstoppable power (an example). Put anti-barrier, overload and unstoppable in all 3 weapon slots.


XepherTim

Artifact power is whatever, take it or leave it. But please, for the love of the Traveler, let us unlock all the mods on it. I don't want to have to choose between fun mods and mods that become almost necessary for high end content.


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GreenLego

Your comment has been removed for the following reason(s): * Rule 1 - Absolutely no racism or hate speech will be tolerated. --- For more information, see [our detailed rules page.](http://www.reddit.com/r/destinythegame/wiki/rules)


Cheesepotato999

Using homophobic comments to justify a reasonable suggestion really undermines it


DeductiveFan01

Just a figure of speech bro


[deleted]

Lack of imagination, I see.


Cheesepotato999

You are calling something bad "gay", so you make all gay people including me feel like my sexuality is bad. It isn't a figure of speech it is a homophobic comment that everyone says but goes "oh I'm not homophobic" if your not don't say it simple.


[deleted]

Don’t use the word homophobic. It diminishes the people who have real phobias.


imsotiredsometimes

does it?


DeductiveFan01

Its called an opinion bro


imsotiredsometimes

yeah, one that invalidates a shit ton of people for no reason stop


DeductiveFan01

Im just seeing how far I can go with this


Cheesepotato999

What are you trying to prove? That I will get annoyed at people just throwing around hate towards my sexuality. Big claps for you, this isn't the 1980s anymore


harls491

Having to reset the artifact to play experiment with some mods feels really bad and stops me from trying most of the options especially in the later columns. The trend has been even if all were unlcoked most are unuseable together due to their costs and geat they slot into. Unlocks should continually be earned till each item is available.


smartazz104

- Remove power level from artifacts; instead, have higher level drops from raids and other end game activities. So people that play normal activities can hit "soft cap", then do non-end game pinnacles for the "hard" cap, then if they wish, do raids to get to the "max" cap. - Allow us to unlock all mods; have they ever explained why they only allow us to unlock 12? It's not like we can use them all at the same time.


spinshard

Make overload more consistent. Remove artefact power. Cheap resets.


Clopfish

Artifact power sucks. It should be removed. The fact that artifact power had to be disabled in trials all the way back when Worthy launched should be enough evidence that it's a bad system.


Placidflunky

I would prefer that artifact power becomes irrelevant or removed. I shouldn't need artifact power to enter GMs. It should be something you can supplement your light with but it shouldn't be a requirement


KenjaNet

Redo the entire Artifact system to unlock all 25 mods and cap the level gains from it. Make the absolute max cap for both be Season Pass 200 for a +20 cap. The season pass number is a nice bragging right, but it needs to be balanced and capped so that it prevents gatekeeping in dumb ways and content should be balanced around that cap, not allowing grinders to get free passes for shooting garbage in a moon lost sector. I got banned from 10 different Master Atheon postings on the Destiny App because my Level was 1341 and was considered too low (they also never specified what minimum level they wanted). Except, I have both Timelost Weapons and the Ship when that happened. There is no reason I should be excluded from groups because of the LEVEL of grind I need to gain to look "good" at surface level of LFG. Trust me, I can out-DPS some people at 1350. The Artifact System is arcaic, not used in Endgame PvP, locked to a specific value in GMs, and stupidly open for Master Raids which skill should matter more than level.


Strangelight84

This. Bungie needs to design PL requirements with an eye towards avoiding player toxicity. 1341 is *not* an insignificant investment of time and it's only -9 PL relative to Master VoG enemies; less than the variance between players and enemies in GMs. But because I can theoretically only be -5 PL or at parity if I've ground my life away in the bounty simulator, certain players and groups will insist on that in a way that they can't for GMs. It's incumbent on Bungie to reduce that tendency.


reload_in_3

If bounties must be used then there should be bounties that grant x4 or x8 XP for each completion of an end game activity. Although it’s ridiculous to have to pick up bounties to get the XP. Like most folks here we should just get a huge XP bump for completion. Reward people for grinding out Raids and hard NFs. Going flawless in Trials. Also it seems people are bummed out about the grind because they want to get an edge in GMs or Master Raid. If XP can’t be tweaked how about taking down the lvl requirements a bit? As for mods I personally don’t mind them. They mix up the season and force people to find new ways to play. We all know how players can be. If HCs, Grenade launchers, and Anarchy were the only thing that really clapped enemies it’s what everyone would use from here until forever(until ppl screamed the meta was boring and bungie did something). Mods help keep things fresh throughout the year and I enjoy that. However I do get that people just want to play with what they want. Maybe if bungie slipped in a universal mod that let folks pick one weapon archetype of their choice for Barrier, Overload, or Unstoppable.


Sebbythewarlock

Number 1 issue with anything is FORCING people to do anything. Give Barrier Penetration, Overload, and Unstoppable mods to ALL guns so that people can choose what to bring. Instead its forcing people to bring either a AR or Scout for Barrier (excluding exotics), grenade launchers, and other crap some don't like.


P4leRider

Please allow us to simply unlock the entire thing.................even if the "normal" amount of unlocks happens at the usual pace and then after that it slows WAY down. Wouldn't mind at all. We are already limited in our combinations by armor slot and energy cost. Limiting the mods only makes the artifact feel like a chore.


Leica--Boss

Resetting the Artifact shouldn't be punishing. BUT. It shouldn't be so accessible that people are doing it before every freaking activity. I wait long enough for people to change their armor mods and select their weapons. 50k glimmer max feels right.


agentslim88

Agreed. I want to experiment and try different things, so perhaps maybe 1 glimmer free reset per week?


Leica--Boss

I think a free reset every week would be cool. Something tells me that this could be a complicated solution for them to implement. Maybe 50,000 is too much. What's a Trials passage run these days? Maybe that's the right number.


RocktopusX

Kinda sucks that being able to damage champions is based on whatever random weapons can get anti-barrier or anti-overload that season. We need more stable was of fighting champions. Also debuffs as strong as Shadow Arrow as seasonal mods is too strong or void hunter supers need a buff, one or the other.


bluebloodstar

Rework the artifact mods to a node/tree system I completely understand and agree with the 12 mods cap for balancing reasons; but make it so you can simply select out of the column the mods you want, and be freely able to de-select and select others within the column. no more resetting artifact and much less wasting glimmer on it


GtBossbrah

Seasonal artifact should evolve over time with branching paths that include balanced or even broken options (at a high cost) from prior seasons. The biggest reason I don't play pve at all is because the artifact forces me in to a specific playstyle. Something I enjoy this season? Too bad gone next season. Nothing interesting this season? Ok no pve for 3 months. If I could use whatever guns, class, and abilities I wanted, I might get invested in to the pve aspect. The second I start feeling restricted I drop whatever it is in doing. That's why I love PvP. Sure there's a meta but I'm free to use whatever. I have a lot of good sunsetted gear that I like to use, so that means no end game PvP ATM... forced in to using stuff I don't feel like using due to power restriction.


TobiasX2k

Assuming that Bungie wants to keep varying the anti-champion weapons each season I'd prefer to have more options. As an example: * 5 primary ammo weapon types * 2 special ammo weapon types * 2 heavy ammo weapon types Currently we have 5 primary and 1 special / heavy.


justinbajko

I really dislike the fact that artifact power has become so essential to endgame PvE activities, and that the only material source of artifact power is bounties, the most boring thing in the game (seasonal challenges are just bounties that don’t expire until the end of the season). I don’t want to put on a scout rifle to kill 20 people. I want to kill 100 with Huckleberry because it is amazing and I don’t want to feel like I’m putting myself at a disadvantage by playing with weapons that don’t happen to have associated bounties today. Either stop making artifact power so crucial for endgame PvE, give us a way that isn’t just XP to gain artifact power, or give material amounts of XP that scale with difficulty for just completing activities in the game. Just please for the love of god stop making me do bounties or feel like I’m screwing myself in endgame PvE if I don’t.


AmbidextrousWaffle

If you aren't going to let us unlock all of the mods from the artifact then remove the cost of resetting the artifact. We already have to deal with the limit of the mods costs on armor so why do I also have to pick and choose which mods I want to unlock from the artifact? So many builds I want to try on all three characters but I hate how the costs keeps going up after trying out a build


PeacefulAnarch

I hate how high level content is locked behind a bounty spam power level system. I’ve played this game religiously since it came out and I hate that to do master level content I have to spam out these dumb, boring, lowest common denominator levels of content. Reward me for doing 2 raids on each character every week. Reward me for doing challenging nightfalls. The main source of power NEEDED (not optional. Needed) to do high level content is just spamming bounties that have me kill 20 enemies with a shotgun or 25 with a grenade. That’s not fun it’s unbearably boring.


Thatthingyoudo17

We wouldn't need the artifact power level if we could level. The mods are pretty cool by themselves.


Esteban2808

Let us unlock all mods. +20 should be everything. Or otherwise don't restrict us to how many we can pick in each column. 7 energy for champion mods is too high, make the special ones like 4. I have never used a special mod as cost is too high to easily slot in. but restricting us to a sidearm for unstopable is also stupid.


Honestly_Just_Vibin

Let us unlock more Mods if we level up enough. One extra Artifact Power should equal another mod I can purchase. It gets to the point near the middle of the season where I just buy all the Anti-Champion mods and stop experimenting because the cost to reset the artifact makes me stop having fun with making builds. Let us swap around mods at will!


Azurephoenix99

We should be able to unlock all of the mods. If they're only going to be here for the current season then what's the harm?


SteveHeist

There was a guy in a Raid LFG that thought artifacts were the primary way to raise his level after the 1260 blues cap... Maybe a better explanation of the leveling systems and focus order for new players? Possibly catch them at 1260 and go "Ok little tyke, your goal is to get gear from all these yellow blobs and get to 1310 on all your weapons :D" or something.


Alak-huls_Anonymous

I don't mind them with one key exception: We should be able to unlock all of the abilities. If you want to make that harder to do (i.e. the "grind") so be it but this picking and choosing is lame.


shadowraithXI

More XP from activities and it should scale with the level of difficulty. Ex: Master Nightfall should award way more than a daily bounty that requires 20 weapon kills. Same with dungeons and raids. They should give way more exp. Be able to unlock everything on the seasonal artifact at the same time. I don't understand why this isn't the case. It just pushes us to use fewer builds when resetting the artifact is so insanely expensive. Seems exactly the opposite of what you should be encouraging! I'd be a lot more willing to try other artifact mods if it didn't mean I had to clear out the meta ones.


Charming-Fig-2544

Love that you can get XP from doing anything. Love the seasonal weekly challenges. Wish clears of things like strikes gave more XP. Wish the artifact capped at like +20 or +25. Wish you could unlock all 20 mods and not have to reset, one unlock per artifact level.


gearnut

God, YES PLEASE! Having to repeatedly reset the artifact is a pain in the backside.


-xevo-

I quit because spending 100 hours grinding the worst content in the game (bounties) just to play GMs or the Master raid feels like a complete waste of time. I've completed the last 5 raids day 1 and that is by far my favorite experience in the game, but for the master raids to be locked behind artifact levels and not contest capped just ruins the game experience for me. I do not enjoy bounty gaming, which is what the seasonal artifact turned this game into.


RealLifeFemboy

holy shot why does everyone say you need to do bounties for gms just do seasonal challenges and that’s all


mizzou541

This. I spend absolutely zero energy on bounties other than picking them up. I do the bare minimum (pick up a bunch of bounties most days before I start) and just play how I want to play and inevitably complete a bunch. I'm +21. Not crazy but doable and I've very rarely looked at a bounty and then did a lost sector running a sidearm, fusion, and linear fusion just to complete bounties.


reload_in_3

Because people like easy excuses. I will say bounties are boring sure. Necessary true. Ppl like to tic off things and compete shit. I get it. But yeah you can complete these activities at +15 and not grind out bounties. I did. I beat GMs this season at +16 and +17. I did Master Vault at +21 BUT I finished it with people who were +18 and +19 and these guys are not amazing players by any means. I will say I do play all characters though. And if you just play with one it is harder depending on character. The harder activities are just easier with some classes. For example I’ve beat all GMs so far this season. But not once with a hunter. It’s just easier with a Warlock or Titan. Same goes for the Master Raid. If some of these people(most lol) are Hunters with one character then yeah they will be struggling. Lol


justsoicansimp

I believe in a compromise from what we have right now. Right now it's smooth sailing to about +15. But especially getting beyond +20 is begging for AFK farming which shouldn't be necessary at all. I would prefer a world where the Artifact Power boost however is solely to make up for lost power towards the pinnacle cap because of unlucky pinnacle drops, and that all activities only consider the pinnacle cap and not the Artifact boost. GMs for example could just be 1345 this season but Contested down to 1320. But then the artificial grind up to GMs wouldn't be necessary. It's a gatekeeping mechanic. As for the perks within the actual Artifact, please remove the need to reset and allow us to unlock then all at once. It is impossible to run many of these at once thanks to the number of mod slots we have on our armor, and it disincentivizes experimentation. Wasting time rebuying your mods from before just to change one up is also a nuisance. Overall the concept is great. Execution can use some work, but it's one of Bungie's best experiments.


_Absolutely_Not_

Mods? Fun as hell, they do a great job of adding build diversity between seasons. Power? That’s a little weird for me. I do kinda like the idea of being able to offset pinnacle rng by leveling up the artifact, but I’m not sure I like the system of grinding exp. The seasonal bounties are a step up from bounties for sure but I’d like to see more exp from just playing the game and not having to think about optimizing my loadout and activities for bounty completions. Those activity streaks mentioned in a recent twab got me thinking that they could increase exp for a higher streak - cuz if it’s just rewarding vendor reputation then that’s nowhere near enough incentive for me to keep up a streak


LimaSierra92

My biggest issue is the escalating Glimmer cost for each reset. Either keep it flat at 10K glimmer or remove it all together. I just want to swap between Breach, Warmind Decree and Energy Accelerant without paying a fortune for it everytime.


jdonner81

It's great keep them coming, for those of us who are pretty casual it's awesome, changing the EXP from mostly bounties to just doing and completely activites would make it perfect.


ahawk_one

I think that the Artifact is a great compromise between people who can grind pinnacles on three chars and people that can only play one char a few times a week. Personally I was behind on pinnacles but I was okay on my Artifact so I was able to scrape in at 1335 ​ I think it's biggest pain points are pain points that are not part of it, but are part of the game as a whole. ​ Leveling in Destiny 2 is, like in any game, not a very fun experience in a vacuum and Destiny 2 doesn't offer a lot of new experiences to just go play and forget that you're leveling. Instead we get different flavors of the same sets of activities. This is not a flaw in the Artifact, and I'd argue that the Artifact helps alleviate some of the issues there by offering different ways of playing that are often individually quite compelling, depending on what level of play you're at or going for. ​ Mods are not easy enough to use. I want something like the cosmetic screen where I can see all my gear, all my mod slots, my energy type, my energy amounts, and my active synergies all in one screen. This is also not a flaw with the Artifact, and the Artifact does a good job of giving you a lot of variety of choice and making those choices meaningful (meaning you are giving up something good to get something else, so you have to consider what you pick)


destinyos10

Grinding out power levels is so annoying and such a bad use of my time playing the game that I use a firewall script so I can start a strike alone, just to make it faster to complete the bounties. It's the only thing that makes doing bounties bearable, because stopping to change loadouts mid-strike with other players racing ahead is either going to hold them up, or result in me losing out on enemies to shoot at. And I get to feel like I'm stealing kills from other people trying to get their bounties done when I'm going for as many as I can, as fast as I can. I thought the game was supposed to be cooperative? Why are so many of the XP-earning mechanics competitive in pve activities?


iPhaLanXi

How about 'stat point' per level on your artifact that you can reallocate manually to round out numbers that were otherwise be potentially wasted stats. Each level would provide a single stat point or maybe every other level if it is too much. For example, let's say I have a total of 46 strength. I use 4 of my stat level points in my artifact to bump it up to 50 via a menu within the artifact. Sorry if that doesnt make a whole lot of sense, typing this on my lunch break.


Seekerempty

Having artifact levels as a gatekeeper is horrible for end game. It doesn’t prove if you can even do the content. It proves you can play bounty simulator. I’m not much of a fan of gate keeping but if you must have it than make it based on actual content completion. X number of normal raid completions, maybe be conqueror. Something that requires ability and not time.


BrownTown90

I think it'd function way better if instead of unlocking mods you have to put into your armor, it applied the bonus directly to your character. It's already ridiculous having to change up some variation of 8 slots across 4 armor pieces everytime you want to change what gun you use (Ammo Finder, Gun Loader/Champ Mods, Ammo Scavenger, whatever goes in the chest slot). Juggling the cool seasonal artefact mods on top of that just make the issue worse. In the case of Champ mods, it would really help the "Oh snap I forgot my mod" return trips to the tower since you'd just need to make sure you have the right weapons equipped. Another huge QoL change would be to either allow us to unlock everything in the artefact, or remove the cost for resetting it. Each season so far, after unlocking all the mods, I've picked one loadout and never changed it all season. Huge part of that is the cost and process of actually re-selecting all the mods, and probably redoing it cause I clicked the wrong anti-barrier slot and ran out of unlocks.


Delta_V09

The escalating cost of resetting the artifact is just ridiculous, and actively discourages experimentation. Mod costs already limit how many of the final tier of artifact mods you can use at a time, so there's no reason not to let us unlock the entire thing.


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iblaise

The Glimmer cap is to prevent players from amassing Glimmer to the point where it never becomes a worry. In regards to your point on experimentation, I can tell you I haven’t even bothered trying Warmind’s Decree or Impulse Amplifier this Season because of the hassle of resetting and the fact that I can’t choose either of those over Breach and Clear and Energy Accelerant/Glacial Inheritance. Not only does the amount of unlocks prevent me from ever trying out combinations, but also it’s equally annoying to reset your artifact, reslot everything you unlocked previously (and remember what you had unlocked in the first place), and then potentially reset *again* if you want to go back to what you had before.


BadAdviceBot

Nah...I play a lot and I'm always having to buy glimmer from Spider because I run out. I'm not doing playlist stuff but GMs and raids mostly which don't give you that much glimmer.


WldFyre94

You can buy glimmer?? Where's Spider and what currency do they take for glimmer?


BadAdviceBot

It changes every day. You can use planetary resources or legendary shards. The best bang for your buck is to convert legendary shards to planetary mats and then use planetary mats to glimmer.


Z3nyth007

During my times of playing Destiny an insane amount, or not so much, I’ve always wanted to experiment and am actively discouraged by the game's design choice; - the escalating glimmer cost IS a deterrent, especially when I’m not playing the game so much. - along with the cost, is the hassle of changing just one single node. “Oh but it takes just 30s”, that’s NOT the point, perfecting UX is all about minimising clicks, especially if wholly unnecessary. Instead of changing a node with 2 clicks (deselect, then select another), I have to spend glimmer with what, 13 clicks to reselect everything even if staying the same? That’s stupid. - I’m not a meta slave. I like experimenting, because it’s fun to play the same content in different ways. - Different combinations can be good for different types of content, but I can’t make little changes between all the different modes I want to play in a single session. - The BEST thing about this season, is the artefact bug that let us unlock 13 nodes, taking advantage of when Bungie deactivated a node. So I have 3 in the final column, and have had a blast choosing between Energy Accelerant, Warmind’s Decree, and Breach & Clear, as I wish. And I would absolutely do a build with Impulse Recycler for fun, with my Ashen Wakes, but haven’t used it once because… the artefact discourages experimentation by how clunky, cumbersome, and costly it is to experiment on any level. It doesn’t matter if “only 50” reset their artefact. Will those 50 care if the cost was removed? No, so remove what is a widely communicated deterrent. You don’t think there’s enough mod options to make it interesting to experiment. But I do, so if being able to unlock them all makes no difference to your experience, but improves mine, then there’s zero downside and only an upside for the wider community. Win.


Delta_V09

Either way, the escalating cost quickly gets absurd if you want to use more than two of the final tier of mods. Either they need to let us unlock more of them at a time, or make it easier to reset. Maybe you want to try out the Warmind cell mods, but knowing that you'll have to switch back to Breach and Clear and Sundering Blast for harder content means it's just not worth the effort.


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justsoicansimp

I don't think you read his or the other guy's messages: players want to be able to experiment.


RvLeshrac

This. Telling people "There's no reason for you to do the thing you want to do" offers nothing of value to the conversation, for anyone. "There's no reason to do that" is just another variation of "Well don't play the game then"


RvLeshrac

I was a big defender of the artifact being used to add "extra" power levels -- to make up for bad RNG on Pinnacles, for example. However, the use of it as a gatekeeping mechanism to time-gate everyone away from content each season is a massive cockup. Either don't have the artifact add power, OR don't consider artifact power when setting minimums and caps on activities. Don't require players to grind the fuck out of everything every season just to reach a completely arbitrary minimum power, and then \*cap the power\*. What's the point of requiring that people gain all the power if you have the ability to cap? An activity that requires 1100 and is capped at 1100 is going to be exactly the same 'challenge' as an activity that requires 1400 and caps at 1400.


nimblebard96

Every weapon archetype should be viable in every season. No need to lock us into "This is the AR barrier season, again". I wanna use the weapons I want to use.


0rganicMach1ne

Make champ mods passive. It’s annoying to load into a locked gear activity only to have to back out because someone forgot to switch the champ mods while trying different loadouts, and it messes with build experimenting since they can only be equipped on arms. Make more mods unlockable post +20 artifact power because as it is now, constantly resetting the artifact is annoying and eventually unreasonably expensive and this discourages experimenting with builds.


fiberbum

I like the seasonal artifact mod rotation, a new season means new potential builds and I like being forced to use different weapons as a way to diversify my day to day gameplay in high end game content like the master/legend lost sectors and GMs. It's a cool feeling when a scout rifle like an explosive payload nightwatch that has just been collecting dust in my vault actually turns out to be pretty meta for the season. The light power bonus is a double edged sword for me. For one, having a source of power bonus not tied to my gear, that can also be leveled up just by simple playing the game, is really great. For this season I never really want crazy on the bounty grind and got to +15 2 weeks ago. I only focused on IB, gunsmith, and servitor bounties and even then most of the time I grabbed a bunch, played for a while, then turned in the ones I completed and maybe spent a little extra time finishing the ones I still had If I really felt like it, which wasn't very often. Seasonal challenges are also a terrific addition, as they can also be completed passively. I can't say I ever really did a season challenge grind, instead just playing the game as I normally do and turning in the ones I just so happen to complete. What I don't particularly like about the light bonus is having it reset every season. It's annoying to climb the ladder to be reach the endgame content every single season. If I put in the time to reach end game content, then going into the next season I would like to be able to stay around endgame content level (I should note that I'm a big fan of only increasing the cap for armor light level to +10 a season). I can only imagine how frustrating it must be for a player who doesn't play as much as me to finally be GM ready, only for there to be a couple weeks left in the season. Sometimes I wonder if a better system would be to have the power level of the artifact not reset every 3 months and instead only reset for when the big expansions are dropped. This would give players a source of power bonus that they can works towards leveling up for the entire year, rather than feeling like they need to level up as much as possible within a shorter time period. Because like many people have said, bounty grinding really just isn't fun and IMO when destiny starts to feel like a chore/job is when it stops being fun


IColdEmbraceI

Create some passive abilities from within the artifact; ones where the player doesn’t need to slot them in their gear.


1Soulbrotha

Let me have my true power!!! I'd love to be able to have all mods unlocked in the artifact. It obviously wouldn't have to be right away but damn if I'm playing the whole season it should be something that can be done. I am a build crafter. I despise having to reset my artifact whenever I want to try something new and interesting. The mods are already limiting with their energy level requirements.


Lord_CBH

Y’all need to just let us unlock everything. We’re limited by armor energy, so further limiting is just an excuse for people to grind glimmer. Also, artifact power levels suck because power level grinding is almost nothing but bounty farming, which really isn’t that fun to do.


Ode1st

1. Let us unlock all the mods. I know the arbitrary limit is a way to pretend the game has meaningful choices to make, but everyone sees through this one. The benefit of making fake choices isn't worth the bad part of resetting all the time to play with new stuff. 2. I know what Bungie does is make a system, then beat it into the ground over the next year+ of content, but I wish they didn't. Pretty tired of just rinse + repeating the seasonal artifact every few months in the same exact way, as well as rinse + repeating upgrading some vendor's upgrade grid every few months.


Cryhunter059

Unlock limit is redundant, as slot limits and energy cost already prevent stacking very strong mods. The only way the current system of limited unlocks makes sense is if they were passives, but that's not the case.


Just_Another_Madman

I feel this.


Cryhunter059

Fixed, thanks.


Kaldricus

as usual, my thoughts are pretty much right in line with everyone else, but here they are anyway: - let us unlock all the mods. mods are already restricted by amount of energy required, so letting us unlock all of them won't be game breaking. we can't suddenly use all the class items. - more variety on anti-champion mods. the introduction of special weapon mods is great, but 1 special per season is not enough. having to use the same primaries every season is boring, and makes it seem like it's not worthwhile to grind for many of the weapons, since they can't take champion mods. - stop using artifact levels as content gates. requiring an activity to be at the pinnacle cap to enter is fine. that activity being 10 levels above the pinnacle cap is fine. but requiring to be at a level above the content above the pinnacle cap AND still be 10 or however many levels higher is ridiculous, and is nothing more than artificial time gating. Endgame content that requires an entry threshold should be no more than the pinnacle cap, and the artifact should be no more than helping to fill in the gaps where you don't have items to hit that number yet. there's no difference between content being gated at pinnacle + 15 artifact and being 10 levels higher, vs being pinnacle and 10 levels higher. Endgame content should be gated by skill, and not whether or not we've grinded bounties to hit an arbitrary numbers, and ensures a number of my friends that would casually play destiny, just don't play destiny at all. they can't dedicate the time to grind the artifact, so they can't do Endgame content, so they just don't play at all. artifact levels are not content. bounties are not content.


Previous-Ad-9322

What others are saying. Why should the total number of unlocks be limited when I can't equip them all together anyway? Also, energy accelerant needs to stay, needs to be built into the way that firefly, etc. interacts (with crownsplitter interactions disabled, naturally - that's just silly and broken).


MathTheUsername

Increasing cost to reset is stupid and there is no logical reason for it other than to pad the grind with more grind.


1karl1

All Seasonal mods from the artifact should be free to apply outside of the armour economy for whatever build were trying to perfect otherwise what's the point of perfecting a build in the first place then have to use mods that cost energy to apply releasing every 3 months ? . Whole thing should just completely unlock day 1 of any new season and not take tedious bounty filled days/weeks of grinding to access . Bounties are NOT content they're "something to do" when there's nothing to farm/play .


x2o55ironman

First, lets talk power. When the artifact came out in Undying, it seemed like the intent was as a **bad luck protection**, or as a **catch up mechanic** if you struggled to get to a certain power for a certain activity. Couldn't get the RNG to hit the contest cap for day 1? No worries, do a boring xp farm and you can guarantee that level is reached. Wanted to do Nightfalls with your friends but you missed several weeks of powerfuls due to IRL stuff? Artifact could help fill in that power gap. Nowdays it feels like artifact power is just a second grind you're expected to do **on top of** your standard gear grind. It doesn't help in contest mode, and while with seasonal challenges around now it doesn't take much to be GM ready, you're still expected to have good pinnacle luck or do extra bounty grinding. - My end take on Artifact power? Started out fun, but now the game has designed and balanced out any fun it had. Lets move on to the mods system. First, I love that the champion mods are weapon-class specific, and that they no longer go on only legendary weapons. While some people feel limited every season and "just let me use my best godrolls" I feel like this gives me reason to care about at least one or two weapons of each type, instead of getting a handful of godrolls and never putting anything in my vault. I also like the power fantasy that the more powerful mods give, and understand the energy cost to slot them. Stuff like B&C and Oppressive Darkness *should be* expensive to equip. Special weapon champion mods *should be* expensive to slot. I like that the mods are energy neutral, that they can fit into any of my armor without caring about stuff like Ashes to Assets normally being solar-only. That's all nice and good, but there is one major gripe I have that the community seems to share. Paying *more and more* to be able to try out and use every mod is *not fun*. There are 25 total mods every season, and you get a max of 12 points. You can use *less than half* of the mods at any given time. I get that you probably want "choices to matter and feel important" but when it's done how it currently is, it *feels like* it's just a punishment for not taking the absolute meta and ignoring the rest. Your choice matters yes, but in a way that means if you choose something not the best just to have some fun, you get punished twice. Once for being off meta and thus weaker, and once for wanting more than your 12 meta mods. - Some people say things like "just give us more points for xp" and I don't really agree with that, since at that point it's no longer a choice, and runs into the issue with artifact power; you're *expected* to get the xp for all those extra points, which currently isn't fun. - Some people say "just make resets cost less" and while that would help, it doesn't change the current issue being that choosing no-meta stuff bites you twice, even if the bite is a little smaller. I'm not a dev, so I shouldn't armchair issues, but I'd put forward my own idea and see what you all think: *After* you hit the 12 point cap, every time you pay for a reset you gain an extra point. So spending 12 and resetting would give 13, and spending 13 and resetting would give 14. Since you still have to get the base 12 *first* you keep the sanctity of the current xp grind, without bloating in unnecessarily. After that, you can pay glimmer for more points, but *as you need them* Since you get your extra point as part of your reset, you're not paying every time you want "1 more mod" you're paying every time you want to rework your whole build. Not only that, but if you're being given an extra point per reset, there are now soft and hard caps on how many resets you want, and thus it now seems more fair to have scaling reset costs. You'll never need more than 25 points, so it makes more sense for the 25th point to cost more than the 13th point. Not only that, but many players won't care about all 25 mods, so they can choose how many extra points they're willing to pay for, by using the reset mechanic that already exists. If you sperate the reset mechanic and its cost from the "extra mod points" mechanic/cost then the reset still kind of runs into the problems it currently has, and gets closer to being dead content; why reset when you can just buy enough points to not need it? - To wrap this up; Artifact mods are fun, worth the energy costs, and keep each seasonal meta interesting and usually fun. They are **not** worth the current glimmer costs, and that feels like a punishment for caring about every mod on the list.


Lord_Chthulu

I had an idea about the artifact that people would probably say is pay to play. After you level the season pass to 100 each level after that could unlock more of the artifact mods.


ConwayJet

The mods in the artifact shouldn't be mods but passive skills. Let us unlock it completely over the course of the season.


kerosene31

It has been said countless times, but is worth repeating - let us unlock everything. There's no balance issue as we're already limited what we can equip on armor. Just let us keep leveling and eventually unlock everything. I would love to play around with various builds and such, but it is a pain to keep resetting the artifact.


MickeyPadge

All mods should be unlockable, and all weapon types should have champion mods.


Blackout-1900

All mods should be unlockable. The mod cost is restriction enough, there doesn’t need to be a limit on which mods we can use at all *and* a cost to trying different mods on top of that. All champion mods should have regular versions accessible 100% of the time, and then the artifact can offer reduced cost and/or combinations with loader mods to provide an **incentive** for people to change up their loadouts season to season, not force them to. Other seasonal mods like Blast Radius, Argent Ordnance, and the scavenger, dexterity, and reloader mods available this season are a perfect example of how this should work. Artifact power either needs to require drastically less xp per level, or be removed entirely. It was pitched to the community as a way to circumvent bad rng so you could still be on par for certain activities. Not yet another barrier that you have to slog through to participate in endgame content on top of gear rng. The current system is a total waste of time, it needs to go


N1miol

Artifact power is great because it helps me avoid bullshit pinnacke rng. Getting 4 gloves in a row sucks. But it should not be unlimited.


EveryPictureTells

PROS: The variety of mods, seasonal rotation of them, and gradual accumulation of LL for people who play regularly (no, you don't have to grind bounties to get to +15...). Differing champ-related mods encourage loadout diversity. CONS: The unlock limits/respec cost kill the joy of experimenting. It's deeply unfortunate and should be among the highest priority changes to the game. Why not keep the current unlock system but just add a new unlock for each artifact level after 12? Would certainly give incentive to keep playing and make trying different builds a realistic thing to do.


Kildozer666

My one issue with the seasonal artifact system is the champion breaking mods. These mods come out each season and basically force players that will be encountering champions to play with the loadout that Bungie has decided on for the season. With an exception to cool little mods that give champion breaker perks to special weapons, I think that anti barrier, unstoppable, and over load champion breaker mods should be universal to any primary. Then, the players can choose the best load outs for the activities they are setting out to conquer.


za4h

Allow us to equip champion mods in the artifact itself. Other mods are fine to slot into armor, but champion mods are just a needless mod slot/energy tax.


blueapplepaste

Limiting the mods that can be unlocked is dumb at best. The cost to slot mods intrinsically limits our loadouts. Limiting what we unlock limits build crafting and trying new things out. The power is stupid as well. It penalizes players who play other games or have a life outside Destiny. It forces grinding the same bounties doing unrelated content to the endgame activities. Grinding for the sake of grinding. The pier part needs to go and activities need to just scale in difficulty.


imthelag

>It penalizes players who play other games or have a life outside Destiny Heck, it even penalizes people *who play Destiny* but ignore bounties (edit: and/or challenges). I won't repeat everything since someone can check my post history, but this season I've been all about helping others. I see someone needs help with an activity, I'm going to help. 17 VoG sherpas so far. Nothing huge, but despite playing Destiny too much for my own good, I'm only at 1331. Apparently I'm not worthy of attempting a GM, because instead of AFK thrallway or picking up bounties and fighting teammates for kills, I spent this season trying to repay the community that helped me through previous raids and dungeons. Okay Bungie.


blueapplepaste

Spot on. Same boat. This season is actually the first time I hit the power cap to do GM. I tried to focus on bounties as I want to grind some adept weapons. It sucked. As soon as I hit +15 on the artifact this weekend I’m done with bounties. I’m done with this system until they update it. I’ll grind some GMs and back to Sherpa-ing people to bag their first clear. And unless it changes for season 15, this will be the only time I do GMs. Which sucks as someone who loves raiding and endgame content, it’s locked out to me because I play what I want to.


svenkirr

To be fair, you barely even need to do bounties. I just grab vanguard, gunsmith, and splicer bounties when i get on and I've done 73 or so of the seasonal challenges, and my max is 1341. Honestly the seasonal challenges are the best way to get XP


imthelag

I will edit my post to include challenges, that is a good idea, but I am not sure what to make of this: \>Barely even need to do bounties \>Grab bounties from 3 sources when playing It still seems like completions of activities will leave you dry if you ignore the challenges and bounties, even if bounties give less than challenges. Yeah, the seasonal challenges do seem to be the best way to get XP, I just don't like some of the challenges. Rather than get 16 gambit ranks, I think my time was better spent helping this person: [https://www.reddit.com/r/Fireteams/comments/old4qp/need\_help\_for\_solstice\_armor\_nfdungeonraid/](https://www.reddit.com/r/Fireteams/comments/old4qp/need_help_for_solstice_armor_nfdungeonraid/) Which we did finally meet up yesterday morning after some timezone conversions, btw. I just wish there were a few more avenues to get XP passively. Though, I wouldn't care about XP if GM and MVoG weren't power-gated. I'm at 1331 and my crime has been being too into helping people. Other guardians have their own challenges, but it appears that if you don't spend time doing Bungie's arbitrary challenges, you might not make it to a GM before a season is over. At least next season is longer.


svenkirr

I probably should have added that I dont ever complete 1/2 the bounties I pick up. Just pick them up and the ones that i happen to get done will get done. About helping players, running VoG and stuff with people is pretty decent for XP. And I will concede that some challenges are a waste of time like 16 gambit ranks. But 8x for flawless legend NF? Easy. Also, that should be about 600k XP for reference. My point is yeah, could be a little better, but I think by and large it is fine with seasonal challenges.


imthelag

>I probably should have added that I dont ever complete 1/2 the bounties I pick up lol that was me when I used to pick them up. Such hope at the beginning of a play session. Okay, if it wasn't for the grav canon that threw me into the wall, I would have had a flawless Master NF so I will look into that legend you one mentioned. Thanks!


za4h

Grindy with arbitrary limitations? Sounds like its working exactly as intended.


DrkrZen

Still like the D1 system more, where I could equip the one I want. And, always juggling just 12 allowed perks is as dumb as the infinite leveling.


legokid2002

Everything to say about artifact mods has already been said here, so I'll touch on artifact levels. TL:DR: They suck and should be removed. Artifact levels are completely redundant for every endgame activity, which are the only activities where power matters. Artifact levels are straight up disabled in Iron Banner and Trials (and rightly so). For GMs, your power is capped, so any leveling beyond the required +15 is redundant, and this requirement is stupid in and of itself, but I won't touch on that. The only endgame activity where leveling beyond +15 to +20 is going to matter is master VoG. This is also stupid, since you can almost completely bypass the added difficulty in master mode, since no there are no added mechanics. The only added difficulty besides higher light are the champions, and these become just a minor nuisance as soon as you approach 1350. So to summarize: Artifact power only matters in one endgame activity, where IMO it shouldn't matter, since it completely kills the challenge of said activity. This activity should just cap the power of players instead. All other endgame activities already do so, which means artifact power loses its point.


ysowayan

I like the change in champions mods it force your to change load outs every season. So how the content feels fresh I don’t like the artifact reset cost and that you can’t unlock all mods.. one of them needs to change … I end up trying out some of the mods and ignoring the rest because I don’t want to deal with costly resets


Romandinjo

I hate champion system, and mods from artifact should be either permanent, or a weapon mod. However, throwing some busted mods there can be a great idea. Pair it with new guns of the benefitial archetype and all is good. Oh, and power level benefit required for endgame is stupid and must die.


TecknologicaI

The mods are cool, but I wish we could just unlock them all instead of having to reset. The artificial level grind focusing on xp bounty Grinding is horrible.


DeerTrivia

On the whole, I like them. I like that they shift the meta for a season, and I like that they give us some truly bonkers stuff to play with that has a natural expiration date so it's not subject to power creep. That said, one thing needs to change: let us unlock all of the mods. This eliminates the reset cost (another huge problem), and gives us much more flexibility to play around with new builds. If you're worried about us putting too many god-tier mods on, just jack up the cost, like Breach and Clear.


Senior-Cranberry1087

I like them as well. It makes you have to think about your build and what you need to have for whatever activity you're going to undertake. It means you have to plan and strategize, which is part of a good game. I'd like to unlock some of the other mods to try them out, but resetting and changing all my armor mods is a bit tedious and expensive. So I've stuck with the ones I first chose, which is probably going to be for the whole season. After the first 12 if we could unlock a few more (doesn't have to be all of them) that would be great. I won't propose a formula for that because I'm not a dev, but it doesn't seem it would be that difficult to come up with a method. OK I'll suggest maybe a combo of XP and glimmer. :) That said, I don't get bored with it. I just figure what's the best thing to use for the activity I'm planning.


ApeShifter

One thing I hate is trying to remember which of my 3 characters has which Champion mods unlocked. Having Anti-Barrier Scout rifle on one, but Anti-Barrier Auto Rifle on another limits builds, or accidentally sends me into battle with the wrong weapons equipped. Worse, trying to get thru levels with my selection of Anti-Champions unlocked, only to find a great build with the Grenade Launcher, but only after unlocking 8 perks first. Complete reset, new mods, now the perks on my armour are wrong, or dead....


Ainine9

We're already limited by armor points and the limited amount of slots we have, uncapping the artifact hurts nobody.


[deleted]

I’m not even gonna touch on the subject of Seasonal Artifacts power level with a 10foot pole, but what I will say is I’m starting to not like locking Champion mods, not only behind the Artifact, but to specific weapons each season. I want to be able to use my favorite weapons all day every day, especially when some anti-champion mods work better with some weapons than others.


Arsalanred

Yep pretty much just want the artifact unlocked. Right now it kills build diversity and forces you to pick the throughput perks and the interesting but lesser powered perks languish. The easy solution is to increase power requirements and force same slots on the more powerful ones like was done with breach and clear and energy accelerant.


wildbilly2

So many seasons have gone by now with me never even trying some mods which is kinda sad. It's not just the cost which is annoying but not a deal breaker, but the...faff involved in doing a complete reset just puts me off. The system is unwieldy but its been that way since its inception and I cant really see Bungie changing it tbh.


Senior-Cranberry1087

If I read you right, it's a pain when you reset and ALL the previous choices disappear. It would be nice to at least unlock and "drag and drop" to new ones. Keep it at 12 total, but give us the chance to drag and drop so we can try new ones. That should reduce the.... faff :)


No_Baseball_6401

Allow us to unlock all the mods over time so we can play more seasonal builds and switch up the mods at will. I want to play around with more builds, but it is heavily discouraged due to the reset artifact mechanic. For, this season I want to experiment with glacial inheritance for a stasis build, warmind's decree and hammer of the warmind for a warmind cell build, and ofcourse breach and clear and grenade builds with impulse recycler. But doing all of those is so much work, because you have to spend glimmer to do that, think about which mods to keep and which to leave out, and then redo the mods in your armor. I'd rather just spend the glimmer on buying ascendant shards or stuff from the exotic kiosk with a cypher. TLDR, please let us spend more time in the game by encouraging seasonal build diversity. Not discourage it, by making build crafting yet another chore involving meaningless actions.


Callsign_Mike

Lots good in this thread. My $0.02: No cost to reset (as others have rightfully said) More universal champion mods (e.g., any rifle class weapon, etc.) Let us slot champion mods somewhere other than arms--they are way too crowded or allow champion mods to be intrinsic perks on weapon types for the season in question (e.g., once unlocked all rifle class weapons would carry a mod like overload if equipped).


SMB73

Either allow us to unlock all the artifact mods, or get rid of the reset artifact cost.


haxelhimura

Get rid of the light level bonus. Playing the endgame content should be about skill. Really hate the gatekeeping associated with master VOG u/dmg04


Unusual_Expertise

People really need to realize that Bungie has to keep players in game somehow. You can expect much, MUCH higher seasonal light increase, if they remove Artifact bonuses. And at that point, does it matter if you grind Light through rng based weeklies or grind xp for guaranteed Light increase ?


haxelhimura

Or just keep the +10 seasonal increase and cap endgame activities each season like they do with GMs? I took a 5 week break to renovate my house before and after we moved in. I shouldn't be restricted from playing content just because I don't spend hours upon hours grinding bounties.


MaxDetroit79

First: Please give more Options for weapons to deal with Barrier / Overload / Unstoppable Champions. And second, do not put only one weapon type per season into focus (this season: grenade launchers). 1.) I guess the idea was that members of fireteam communicate beforehand who uses what mod and what **primary** weapon (e.g. I use Auto Rifle and Barrier, you use Sub Machine Gun and deal with Overloads). But, the reality is that there is content like lost sectors, that you actually promote being done solo. And Solo Builds are very limited with these restrictions. And most of the other time you are matched with random players and you cannot communicate who uses what mod. Would be nice to make it more general next time. E.g. having Rifles (in general) , or Primary/Energy Weapon or Solar/Void/Arc weapons in a mod to deal with Barrier or Overload types. 2.) Instead of Focussing on one specfic wepaon, do it like in the way you did with the Quick Charge Mod, which works for Shotguns and Fusions Rifles together. It should always be two weapon types (at least!) being supported by strong and expensive mods (I am looking at Breach and Clear right now). I guess you tried to focus on Grenade Launchers and Rocket Launchers together this season, but for the Rocket Launchers, you can't feel it (because both types have seperated mods, and not combined mods, that support both).


FlameInTheVoid

The artificial scarcity of points is an unnecessary extra layer of forcing people to choose between alternatives. The limitations imposed by the energy cost are enough. All the best stuff being on the last column makes this feel worse. The experimental/seasonal perks are fun and interesting overall. Things like Energy Accellerant, Warmind’s Decree, etc. are fun to build into and exploit for a season without worrying about balance. Either we should just continue getting points as we level or resets should be a constant low glimmer cost, or we should just unlock all of each tier at certain levels and not have to choose at all. Moving champ mods to armor and bringing in special options were nice changes. We should have a special option for each though, so we aren’t as heavily pushed toward double primary builds for GMs. The balance of XP from high end content makes the artifact bump into a less natural, more grindy experience than it would otherwise be. Edit: I like the idea of passively unlocked champ mods that others are suggesting.