The new Weapon mods are terrible!. It really makes people not use them.
They not only make no sense, but also they reduced stats to the point of alot of the weapons being useless or simply not fun anymore using in terms of accuracy, reload time and I also would never ever trade-off damage.
It will just end up in less weapons used and less to do Endgame.
I didnt even like the old one from TD1 for one single reason and it was that you had to sacrifice damage for the look of your weapon. Using sniper scopes on an LMG (looks dumb) just because it had the biggest headshot damage as sample or being able to use the grip you like instead of the one with the bigger stat x percentage hasnt changed as well...
For me, how my character and how my weapons look is still a very important part of an Action RPG!.
At least it looks like we don't need to carry 5000 mods anymore... That managment was annoying and also took way to much inventory space. But negatives are a No-Go for me!.
If they want to nerf us hard in TD2, than simply reduce the percentage, and please do something about the visual part of modding.(let us re-roll stats or stat transfer from one scope to another as sample so you can make your weapons look like the way YOU want)
I got you. So, it's not necessarily the nerfs & buffs themselves, as much as it is how they used them on certain items. I can see that.Originally Posted by Struble3618 Go to original post
I agree with the OP - there is simply no reason to EVER add a +this -that system to weapon mods. If the goal is prevent weapons from becoming 'overpowered'. simply lower the base power of the weapon so that it is reasonable once all mods are applied. The only certain result of this is that fewer mods will be used at all. Which is just stupid.
The only benefit to the new mod system is that the mods are not taking up inventory space - which is a good change.
If they want to control things like giant magazine sizes, simply don't put in magazine mods that give more than +10 or +15 rounds. Done. Why is that so hard? And why on earth would have more bullets in the magazine decrease weapon damage by a percent!? It's just nonsense balancing that doesn't achieve anything but limiting player choice.
Right now, all of the mods are useless - you can get +10% stability and -10% accuracy on your scope, and then the EXACT reverse of that on your muzzle brake - what a total waste!
I initially found the new system to be quite odd being accustomed to the buffs of the previous game but after doing a little experimenting I began to see the logic behind it.
For example the AR extended magazine mod increases the ammo count yet applied a -10% damage to elites. A ridiculous trade off I thought, elites are the ones that need the most damage to bring down, so I tried it on the invaded mission to see how it would actually perform. Shooting my way through with three others I noticed how quickly I was burning through the waves and it hit me, the minus damage to elites didn't make the AR useless at all, it was synergising with the damage to health bonus of the AR making it better at clearing grunts and veterans (red and purple enemies respectively). It specialised the rifle into a wave clearer.
Once you stop thinking like its the first Division were everyone stacked higher numbers because the enemies were just health bars and start thinking of roles against specific types of enemies it begins to make a bit more sense. Rather than being "the best" its now "the best in X role" or "the most effective at killing X kind of enemies". Have a go at release with that in mind and see what you think.
^^^ ThisOriginally Posted by Reverend_Jive Go to original post
Same here. Weapon mods are no longer worthwhile. I think the only thing i bothered using was an extended magazine. I'm really not a hard core player, but even i enjoyed the multiple stat effects in Div1. Much more variety and much more scope for tweeking your weapons, and gear, in Div1... this is dissapointing. I also didn't notice any change in the stats from the private beta to the open beta, they seemd exactly the same to me?
Agree weapon mods are mostly terrible i barely use them.
I think we need Division 1 mods.... and it won't be a problme for PVP because of the normalization. But right now it is highly problematic as the negative do not make sense.
Please just remove negative or at least make them logical (ex: extended magazine, longer reload speed).
NOT like less crit for a better zoom or stability...
I think many people forget that weapon mods had negative affects on some weapons in Div 1. Shotguns, for example, would have much longer reload times with an extended mag. These negatives were just not listed on the mod.
While I like the some aspects of this system, like not having to waste inventory space on mods, as stated many times just in this thread alone, some of the negative stats dont seem to make sense on the mod the stat is on.
That said we only had a few of the mods to play around with and havent seen all the gear sets or gear mods. However, since this is a different game, the mods may have completely different effects on combat. We'll have to see.
I am hopeing there is still some kind of recalibrating for weapons and gear as I really enjoyed that aspect of Div 1.
Also remember, Destiny tried a new system for weapons and armor and overall the fans of the game hated it to the point that Bungie had to completely revert to the Destiny 1 style system to save the game from failure. Change can be good to keep things fresh, but too much change can alienate your fans. Something to consider Ubisoft.
there will be more specialist and more brands there just not out yet the specialist will come out through out the year but yea i feel ya having only 3 at the start seems kind of lack luster. but yea i much prefered the older attachment loot they should of kept that and added in a twist like like attachment sets and exotic attachments with unique effects