Destiny 2

Destiny 2

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What reason in removing major and minor combatant weapon mods?
Every strike and nightfall feels like automatic weapons got to waste two magazines just to defeat them.
I'm power level 1945 about now.
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Showing 1-3 of 3 comments
Wulfen Jun 6, 2024 @ 4:29pm 
Well nightfalls are supposed to be harder than regular strikes.

Major and minor specs are supposed to be baked into our weapons now, opening up viability to use mods that change the flavor of your weapons. The reason they removed them because there was no reason NOT to use them. This is better for build diversity.
Last edited by Wulfen; Jun 6, 2024 @ 4:29pm
Doomweapon66 Jun 6, 2024 @ 6:32pm 
Originally posted by Wulfen:
Well nightfalls are supposed to be harder than regular strikes.

Major and minor specs are supposed to be baked into our weapons now, opening up viability to use mods that change the flavor of your weapons. The reason they removed them because there was no reason NOT to use them. This is better for build diversity.

The problem I'm noticing is with the removal of minor and major spec combined with the general difficulty changes (notably strikes and normal mode raids now having a power delta of -5 and a power cap so enemies hit way harder and take less damage compared to before) makes normal strikes feel like a slog now.

I was doing normal strikes yesterday on my warlock and my hunter. My warlock was using voidwalker with briarbinds and devour. My hunter uses solar with healing nades and either celestial or shards of galanor for stronger supers. The voidwalker build isn't great but my solar hunter build is something I use for raids.

When I tried to grab my void soul to reuse it after it got stuck to the Incendior final boss from that Battleground in the Cosmodrome, I got one shot boss stomped by him from at least near full health to none. Before Final Shape, getting one shot by those boss stomps usually required me to do something really stupid before the boss stomp or get weakened by something.

Other example is I got the Heist Battleground on Europa (the one where you have the Shrieker boss at the end). Before Final Shape, I can generally just walk in and while dying wasn't impossible, I usually would only die when my healing nade wasn't up and I had a lot of ads shooting me.
Post Final Shape launch, I got firing lined to death once by 3 red bar wizards and nearly got firing lined again and only lived because I was near one of the corners of the room with cover to hide before. Had my healing nade for both situations and I still got killed the first time. That was something I can tell you for a fact that a week ago, I would've easily survived that.

Literally the only thing thus far that has been a dealbreaker for Final Shape for me has been the difficulty changes suck. The entire purpose of normal strikes is to be a simple "f around" playlist where the strikes are easy and even though the loot isn't great, there's still something to be gained from doing it.
(For reference, I hated the rework to Lake of Shadows because the rework to Lake of Shadows made the strike take longer to get through with the same amount of loot gained compared to before.)
These changes to strikes makes them no longer a "sit back and relax" type of activity because of the fact basic ads can rip through you. Completely antithetical to the goal of what the strikes playlist is supposed to be: A simple playlist where you're allowed to steamroll everything in exchange for the loot not being great.

One of my friends even went through the Final Shape campaign and pointed out that Final Shape campaign on normal mode has enemies doing less damage and taking more damage than basic strikes. That is a problem when the new campaign is easier than the 2nd most basic old content.
Mez Koo Jun 6, 2024 @ 6:34pm 
They didn't remove them, the got rid of the situational weapon mods and just increased weapon damage across the board.
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Date Posted: Jun 6, 2024 @ 4:25pm
Posts: 3