(PSN)IndianChiefJeff Posted July 2, 2020 Share Posted July 2, 2020 Modular equipment has a particular flaw that has always stuck out after they arrived. Before their implementation, modular weapons like Zaws & Amps were supposed to allow you to switch out parts you built in your foundry at any given moment in the case that you wanted to experiment with the individual pieces. A modular weapon would only ever become applicable to MR once you gilded that weapon. Why are we restricted to only using the parts instead of being able to swap between the foundry-built parts that we have at our disposal? This limitation of pseudo-leveling before gilding is problematic when you consider the conceptual functionality of these weapons, Moas & soon-to-be Archwings. Link to comment Share on other sites More sharing options...
Teksorbkyva Posted July 2, 2020 Share Posted July 2, 2020 It's been so long since those devstreams that I had almost forgotten they said that. While it can be limited by planning out your modular items before making the parts, making non-gilded parts be reusable would be a real nice quality of life changes. It wouldn't break the game, nor the bank. It honestly just seems like they didn't have time to implement that system, forgot about it, and now it's too late because the amount of systems that would need changing is more than if they had just added it alongside Plains of Eidolon. Link to comment Share on other sites More sharing options...
Wyrmius_Prime Posted July 2, 2020 Share Posted July 2, 2020 I too wish there was an option for experimentation without having to build 20 different versions of the same weapon and then gilding just one of them. Link to comment Share on other sites More sharing options...
(XBOX)TehChubbyDugan Posted July 3, 2020 Share Posted July 3, 2020 The problem with modularity in this game is that there isn't any. Link to comment Share on other sites More sharing options...
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