Hey hey! I’m the Icon Artist who designed all the mod icons for Lightfall, so it’s cool to see you going over all of them :) when you were like “Bungie color-coded these…” I was like ITS ME IM BUNGIE Also, I designed the radial in the background of the mod manager screen :) I think it’s pretty neat. Wonderful video as always, Datto! Edit: P.S., I also designed the Artifact Mods! (I have been since Plunder when I was an intern) so I hope you like the badass strand going through a skull in column 5
In the loadouts tab, for those who doesn't want weapons to save. I find that equiping trash weapons, saving loadout, then deleting/feeding said trash weapons will cause the saved loadout to say "Item not found" which will no longer replace the weapon's you're currently holding. bonus: Unlike the loadouts in DIM, loadouts in game can still be swapped into WHILE IN an on going activity. Severely made my life better by quickly swapping from Nezarec's Sin Devourlock to a Starfire build INSIDE dungeons and raids.
good tip, i was getting tired of it equipping weapons i wasnt using anymore, and i didnt want to keep overwriting the loadout every time i switched weapons. hopefully in the future they give us the ability to only save armor to a loadout or only save weapons
Thanks datto I got so used to the old mod system that I actually got a little confused with how bungie changed it but now that I’ve heard the explanation I’m putting a good setup based on my play style
@@bigboy8349 honestly no lol I was actually kinda thrown off because I kept thinking the yellow and blue armor charges were completely separate and didn’t work together
Timestamps for ease of use/coming back to this video :) Armor Charge overview - 0:17 AC Color Coding - 0:45 AC Generation - 1:13 Siphon Mods - 2:08 AC "Draining' Mods (Blue) - 2:43 Artifice Armor - 4:26 Font Mods (Blue) - 4:32 AC 'Consuming' Mods - 5:44 Kickstart energy return table - 6:25 Datto's example build (constant +30 stats) - 9:33
In terms of new players getting high energy armour, keep in mind that hero nightfalls give guaranteed enhancement prisms now. They're quite easy, and you only need 3 prisms to get to 9 energy on a legendary armour piece
@@Kalatash but compared to what a new player or casual player had to do before to have a hope in getting an ascendant shard its actually a very achievable thing to do now. Especially with how much resources you get from the vendors these days and the season pass
Heck I hardly farm masters or GM's myself lol and here I am converting multiple shards a day. I've never had so many golf balls before 🤣 I've even started turning prisms into cores because I'm getting so many of them and I'm capped on shards
Luckily I'm playing with a buddy now, so I won't have too much trouble getting upgrade mats, but it was always tough for me in the past to try and fully upgrade stuff. I like that there's a pathway to that for newer players, even if it is a bit of a grind.
for fellow grapple enjoyers, the grapple punch counts as both a melee and a grenade. this means that it works with mods like hands-on, impact induction and heavy handed
Thank you for this wonderful introduction. For a 40yrs old like me, it was very helpful and now I understood the basics. This was definitely the best guide I have seen so far.
Just a casual reminder to any titan mains: The arc "knockout" special melee counts as a powered melee so it triggers an orb of power drop from Heavy Handed.
Im excited to discover all the new stuff we can do with this system but the old one was so much more in depth. Making a shit ton of wells constantly was really fun. Hopefully they start introducing a wider variety soon
Gotta admit I was a bit confused with this new system and I appreciate you providing a fundamental template for build crafting in Lightfall. Great tutorial, Datto.
Its worth stating kickstart mods **do** charge abilities if you have multiple of that ability (Strand hunter with grapple, Starfire Protocol Warlock, etc), and use said ability. This is a change from how the mods previously acted.
@@Subsistence69 Yeah. It procs on ability usage, not on having an empty ability. (Previously, kickstart never worked when you had multiple ability charges, because you would never technically have 0 energy)
I mean rank 6 is the highest you can get without playing seasonal content. So you'd have to buy the seasons to get past rank 6. It's not the most invested system actually and is kind of lame how simple they made it. Wish being such and such rank meant something. Right now it's either your rank 6 or your not because you're a new player. Rank 7 is gate kept by power at the moment so you need to grind a lot to even do some of the content for the challenges.
@@burns0100 been at rank 7 from some heavy grinding. wouldnt recommend rushing to rank 7 since rank 8 is currently timegated. you need to do the new raid and also complete defiant battleground on legend or do an upcoming mission on its max difficulty. so, rank 8 isnt even possible until friday with the raid at the earliest but possibly longer
So it resets every season. In a couple weeks there will be more 7s-11s. But by next season the numbers will really be all over the place as seasonal rank challenges are the only ones reset.
@@kamillq raid on level 8 wtf? I personally never done a raid but done everything else including solo flawless every dungeon and they want raid at level 8? That's stupid raid should be last level
Great job breaking this down man. I appreciate how you took the time to explain the changes, what each mod does and how you actually walked us thru building a mod loadout. Thank you
Great info, thanks for getting to the point. In some way, this kinda feels like a step back for the build system but I appreciate the simplicity, I'll give it a try.
Hey Datto! I just wanted to say thank you for these last couple of years. I was in addiction and in the wrong crowd. Wife got me straight and I got right. I say all that to say thanks for helping me get through that time. peace man and it's so nice to see positivity
Great tutorial. While this system is more simple, I do miss the options and variety of things you could do with the old system. Having a build full of passives stat bonuses just isn't as "fun" as building into different Well interactions. The lack of mods that interact with weapons like Blast Radius or Precisely Charge kinda limit you to running around for orbs.
System has a ton of potential and I love the simplifications. 2 biggest gripes for me is flexibility (grenade kickstart being on strictly gloves for example) & missing some key unique mods. Elemental shards and well of healing/tenacity/ions are the main ones that come mind
@@Kagdama I’m more so comparing it to the utility Firepower used to have (not the new glove mod but the solar specific combat mod from the previous charged w/ light system) they essentially combined the kickstart mods w/ the old firepower mod I’m speaking of. You are correct though, should’ve specified.
My only issue with this system is Seeking Wells is gone, I do not want to walk over orbs I spawn on enemies in high end content to use my builds. I suggest either adding a Seeking Orbs to pull them in or have Orbs spawn under you instead.
Hunter main detected. If the other classes got nerfed you'd sew endless crying in forums. Now all titan exotics are trash and will go to synthoseps or dunes. Bungie will nerf them too till no exotic is good lol
Needed this video. Thank you. So few people break down the Font mods and the effects of stacking them. +60 for a three-stack is nothing to laugh at. Also, thank you for the info on the kickstarts.
It's better to only use 2 for 50 tho, much more cost-effective at least. Use the third one for orb generation or capacity or stacks on stacks or something
The new armor charge system feels so clunky without seeking wells being there anymore. I hate having to scavenge for orbs every time I need to refresh a buff, and the element specific well replacements feel pretty useless outside of stasis crystals.
I had to personally come in and say thank you for actually doing a deep dive in mods this information is very valuable especially to new lights or maybe returning Guardians anyways I digress there's always something new to learn in Destiny 2 but fantastic work. 👍
The highest you can damage boost now is 22% with three surge mods. Before, you could stack High Energy Fire or Lucent Blade with Font of Might for 60%+ This is a nerf for sure
I genuinely wish Bungie would just put the percentages and numbers of the mods in game like Diablo 3 did. It would make buildcrafting easier imo, since I won't have to rely on external sources to figure them out.
Begging them to do that since the game released. They want to make things more clear to new players then we should not have to playtest their game or go on youtube/reddit to find what it does
Something interesting to note: The "Empowered Finish" mod stacks. If you have 3 equipped then using a finisher while you have no charges will give you 3 charges. I think that could have some use in some sort of "instant create/instant consume" build. The only thing that comes to mind is Emergency Reinforcement since that means you'll have enough charges to proc it.
@@eternityclam8001nice work buddy. Honestly i really lime the new system. I think a lot of ppl shat on it originally but its not only really flexible, but it has a lot more room to grow as well
In case anyone hasn't noticed yet, there are guardian rank goals that give things, solo legend lost sector give more loadout slots for example. Theres also at least one goal that grants more armor charge mods
They probably hold more of them hostage in the later Guardian ranks. They need to stop that bs asap. Because the new modsystem and it's tied in mods in temporary Guardian rank is the most player hostile shit they pulled since vaulting and sunsetting
@@lt3880 I imagine that loadouts will remain, and that any mods in the guardian rank system will just be reduced cost versions of mods we already have, if that's not the case then bungie clearly fucked up with that one.
As a returning player who once played nonstop in D1/early D2, the new Destiny world is quite overwhelming. From the class fragments, to all the different mod combinations, and more, there's alot to grasp outside of the simple weekly pinnacle cycle
I miss the old system. It's half the reason i played so much last year it was really fun finding cool and intricate builds where everything works in unison but now it just seems so bland plastic with no depth. good vid tho
I REALLY enjoy the new mod system. I like that I can choose between , healing , max grenade recharge , damage boosting or melee energy on Revenant. I play with reknewal grasps so being able to split my build between a little bit of grenade recharge and damage resistance/healing gave me that power fantasy I always wanted.
If new players are looking to find mats to level armour, when me and my mates were running nightfalls this week we were getting 1-3 enhancement prisms and 2-4 enhancement cores per run. Couple hours of that, and talking to Zavala, and you’ll have your armour at least 9 energy in no time!
Great video very informative i thought I knew what I was doing with this new system but my build was only ok watching your video let me see where I went wrong
I think I missed the old mode system there's nothing to this new one. Basically no matter what you're doing it's all just pick mods that affect the weapons and subtype class you're using. And the 2 mods that do anything with armor charge are not really all that beneficial. All they do is let you take a little bit more damage or give you a little bit more grenade energy yeah barely even notice it when you do put him on
Solstice is going to go crazy this year with build crafting 4.0 and strand 😂 Long as they don't revert what we had last year back to previous years of course.. Focusing armor while using with the ghost mod for a guarantee 10 stat roll was crazy, but definitely felt great to get really good armor.
As a new player before Lightfall, I didn't have single idea about how to make a build with the Destiny mod system and was just working towards meta builds. I tried some stuff but they didn't work. After the rework it was easier and more understandable to make builds. Even non-high-tier meta builds are working, this got me even more into Destiny. The campaign definitely was lackluster, but that's not all an expansion is about. The highlight for Lightfall would definitely be QoL changes and the new subclass in Strand. Still nothing breathtaking or outstanding, but I'd argue it definitely helped the health of the game.
A fun fact that hopefully isn't a bug: the strand grapple melee counts as both a grenade AND a melee ability. If you use both heavy handed and firepower, you generate two orbs for every kill with it.
Wow, great tip. And hopefully it's an intended interaction as Strand (or at least Broodweaver) doesn't have very good orb generation outside of siphon mods.
Neither does hunter until reaper is re-enabled. The best thing us grapple melee since the rope dart does almost no damage. Best it can do is a grapple melee and the slam+ the specific fragment that generates an orb on getting a precision kill on a suspended target
By far my favorite part of the expansion, feels like the barrier to entry for “the right to have fun” is much more reasonable for someone who just enjoys messing around with friends and not sweating out to grind the perfect armor and mods
i tried on my own with old mod system thinking and most of the time i just ended up with AC sitting there not doing anything and was thinking maybe i should look at the decaying mods and now i dont have too, thanks for doing the leg work datto
Thanks Daddo! I'm still experimenting with stuff but this video really has helped. I love the fact that Bungie had added the ability to save loadouts in game. I thought the Campaign was very mediocre but passable.
Okay, the example on how to cpnstruct a functional build was the most helpful part for me. For the first build I put together in lightfall (and honestly all my past builds) I kinda just slapped whatever sounded good and then sort of moved some things around until it kinda worked, wasn't that great, watching you start with the blues/yellows first makes a lot more sense.
Didn't realize the decay mods that boost one of your abilities are +30. I figured they would be the equivalent of +10. Definitely going back to evaluate my build now.
Really digging into this, I found overshield on finisher, with orb power from melee kills on a Gyrfalcon or Assassin's Cowl hunter with high mobility and Gamblers Dodge, results in a hunter that is regularly invisible and shielded at almost all times. Added to that is strand which has a very wide reaching melee ability and a secondary one built into your grenade and you basically have how I blazed through most of the legendary campaign solo
@@dirtydan4492 asassins cowl is great with strand, only problem ive seen is that the melee seems to get lost on its way back to you if you're invis, im not 100% but its what it feels like
Guess what, old System had it already, they took it. Also, Guardian rank 7 to 10 are very likely holding atleast some of the necessary mods hostage. Bungie needs to be called out on that bs.
I just returned to destiny after 1 year, trying to figure out how the new mod system works. And the you hit at the end with the loadout feature. We have a loadout feature now!? Sick.
Us vets might be making a better, more in depth build that helps us cover all bases in terms of damage and survivability, but this is a great starter build for casuals. Reminder to people that HOIL is still very much potent for Arc titan. pulse nades, kickstart mods, grenade mods (which can be discounted energy this season) and the fragments that boosts grenade duration and ionic trace generation essentially make the HOIL nerf irrelevant.
None of this matters purely due to that that Elemental shards doesn't exist anymore. So Hunter Stasis builds are just completely fuckin ruined, until we get some sort of mod that does the same thing but converts the shards into armor charge.
@@togashi3892 Completely killed all my stasis builds. And thats just with that mod being gone, let alone the countless other builds that have been ruined by this "simple version" of the mod system Can only hope 1 day bungo will expand it but i have my doubts
High Energy Fire was replaced by the surge mods in the legs. It's actually better in many ways because it doesn't consume a charge with each kill! And everything you used to be able to do to make wells now works for orbs, including mods to gain bonus ability energy from picking them up.
I did indeed make a void warlock finisher build with felwinter's helm. So not only do I weaken things, I cause void explosions, go invis, get an overshield while finishing and get energy for my abilities. Really good way to clear a room of trash and weaken a major or boss so you can do DPS using a heavy or something. Great neutral game build and it's viable for GM's because of the overshield, invis and weaken effects all going off at once. Not to mention Void in general is nice for ability spam and health regen and it's a surge this season too. Just wish Bungie would make an Ornament for the helmet as it's probably the ugliest exotic warlocks have.
Hey hey! I’m the Icon Artist who designed all the mod icons for Lightfall, so it’s cool to see you going over all of them :) when you were like “Bungie color-coded these…” I was like ITS ME IM BUNGIE
Also, I designed the radial in the background of the mod manager screen :) I think it’s pretty neat. Wonderful video as always, Datto!
Edit: P.S., I also designed the Artifact Mods! (I have been since Plunder when I was an intern) so I hope you like the badass strand going through a skull in column 5
I might not be a fan of the new system, but the graphics are definitely great.
Yo that's wicked! Can you go and tell the narrative team they are absolute dogshit?
Edit: holy s**t everyone below is mad
Great UI and love the icons. Just wish they were easier to look through . Also, u were a quest c:
Good work, you certainly helped to make build-crafting easier to understand for new players.
cap
In the loadouts tab, for those who doesn't want weapons to save. I find that equiping trash weapons, saving loadout, then deleting/feeding said trash weapons will cause the saved loadout to say "Item not found" which will no longer replace the weapon's you're currently holding.
bonus:
Unlike the loadouts in DIM, loadouts in game can still be swapped into WHILE IN an on going activity. Severely made my life better by quickly swapping from Nezarec's Sin Devourlock to a Starfire build INSIDE dungeons and raids.
good tip, i was getting tired of it equipping weapons i wasnt using anymore, and i didnt want to keep overwriting the loadout every time i switched weapons. hopefully in the future they give us the ability to only save armor to a loadout or only save weapons
@@udontknowme00 you can do that with the method he mentioned
@@Bennieboy918 technically that’s a bug. The guy was saying he wants it to be an intended feature. No
not all heroes wear capes . thanks man for real
Oh also; Loadouts also revert your armor ornaments back to when it was saved. So you have different fashion loadouts as well. Super nice QoL
Thanks datto I got so used to the old mod system that I actually got a little confused with how bungie changed it but now that I’ve heard the explanation I’m putting a good setup based on my play style
This is so genuine it almost sounds like sarcasm
Honestly I was the exact same when I was looking at it at first. ^w^
😅
@@bigboy8349 honestly no lol I was actually kinda thrown off because I kept thinking the yellow and blue armor charges were completely separate and didn’t work together
Timestamps for ease of use/coming back to this video :)
Armor Charge overview - 0:17
AC Color Coding - 0:45
AC Generation - 1:13
Siphon Mods - 2:08
AC "Draining' Mods (Blue) - 2:43
Artifice Armor - 4:26
Font Mods (Blue) - 4:32
AC 'Consuming' Mods - 5:44
Kickstart energy return table - 6:25
Datto's example build (constant +30 stats) - 9:33
In terms of new players getting high energy armour, keep in mind that hero nightfalls give guaranteed enhancement prisms now. They're quite easy, and you only need 3 prisms to get to 9 energy on a legendary armour piece
And they only need 13 to get 10 energy
@@RogueAero Going from 3 to 13 is quite a jump.
@@Kalatash but compared to what a new player or casual player had to do before to have a hope in getting an ascendant shard its actually a very achievable thing to do now. Especially with how much resources you get from the vendors these days and the season pass
Heck I hardly farm masters or GM's myself lol and here I am converting multiple shards a day. I've never had so many golf balls before 🤣 I've even started turning prisms into cores because I'm getting so many of them and I'm capped on shards
Luckily I'm playing with a buddy now, so I won't have too much trouble getting upgrade mats, but it was always tough for me in the past to try and fully upgrade stuff. I like that there's a pathway to that for newer players, even if it is a bit of a grind.
for fellow grapple enjoyers, the grapple punch counts as both a melee and a grenade. this means that it works with mods like hands-on, impact induction and heavy handed
Ashes to assets + hands-on, heavy handed + firepower. Double orbs and much higher super gain per kill
SO THATS WHY MY GRAPPLE SPAWNS LIKE 3 ORBS WHEN I KILL STUFF
Thank you for this wonderful introduction. For a 40yrs old like me, it was very helpful and now I understood the basics. This was definitely the best guide I have seen so far.
Just a casual reminder to any titan mains: The arc "knockout" special melee counts as a powered melee so it triggers an orb of power drop from Heavy Handed.
Thank you brother
this also applies to void titan with a void overshield active and offensive bulwark and solar titan with roaring flames
Same with Roaring Flames and Solar Titan. My teammates are absolutely flooded with Orbs w/e I bust out the hammers
It also applies to the grapple melee, since it counts as both grenade and powered melee
@@thewanderer5506 bonk hammer is an orb generator now 💀 .. hope they keep it since they've nerfed the bonk hammers damage output continuously
Im excited to discover all the new stuff we can do with this system but the old one was so much more in depth. Making a shit ton of wells constantly was really fun.
Hopefully they start introducing a wider variety soon
Gotta admit I was a bit confused with this new system and I appreciate you providing a fundamental template for build crafting in Lightfall. Great tutorial, Datto.
Its worth stating kickstart mods **do** charge abilities if you have multiple of that ability (Strand hunter with grapple, Starfire Protocol Warlock, etc), and use said ability. This is a change from how the mods previously acted.
So it will kickstart the first expenditure instead of having to use both nades first?
@@Subsistence69 Yeah. It procs on ability usage, not on having an empty ability. (Previously, kickstart never worked when you had multiple ability charges, because you would never technically have 0 energy)
Unless it’s melees in which case this does not happen, and is incredibly unreliable.
But they also now consume every armor charge you have active, which makes them virtually impossible to pair with anything else. Which is trash.
@@FlashesSoccer011 they work without armor charges
When Datto is a hive god: "Guardian Rank 6"
I mean rank 6 is the highest you can get without playing seasonal content. So you'd have to buy the seasons to get past rank 6. It's not the most invested system actually and is kind of lame how simple they made it. Wish being such and such rank meant something. Right now it's either your rank 6 or your not because you're a new player. Rank 7 is gate kept by power at the moment so you need to grind a lot to even do some of the content for the challenges.
@@burns0100 been at rank 7 from some heavy grinding. wouldnt recommend rushing to rank 7 since rank 8 is currently timegated. you need to do the new raid and also complete defiant battleground on legend or do an upcoming mission on its max difficulty. so, rank 8 isnt even possible until friday with the raid at the earliest but possibly longer
So it resets every season. In a couple weeks there will be more 7s-11s. But by next season the numbers will really be all over the place as seasonal rank challenges are the only ones reset.
@@kamillq raid on level 8 wtf? I personally never done a raid but done everything else including solo flawless every dungeon and they want raid at level 8? That's stupid raid should be last level
@@senrign raids are easy bruh
Great job breaking this down man. I appreciate how you took the time to explain the changes, what each mod does and how you actually walked us thru building a mod loadout. Thank you
Great info, thanks for getting to the point. In some way, this kinda feels like a step back for the build system but I appreciate the simplicity, I'll give it a try.
Yh feels dumb and useless. People will gravitate into nothing or similar mods. Then they'll nerf
@@jaypey8253Fun and diversity, they said. Most of the build gonna run either firepower or utility kickstart like how it was before the rework.
I think what it is currently is more of a foundation to work on for the future. Because most of the mods are pretty simple to be honest...
Hey Datto! I just wanted to say thank you for these last couple of years. I was in addiction and in the wrong crowd. Wife got me straight and I got right. I say all that to say thanks for helping me get through that time. peace man and it's so nice to see positivity
Just return to Destiny 2 after a couple years and this is all new to me. Many thanks for your help
Genuinely the first time I was able to understand mods. Thank you
Great tutorial. While this system is more simple, I do miss the options and variety of things you could do with the old system. Having a build full of passives stat bonuses just isn't as "fun" as building into different Well interactions. The lack of mods that interact with weapons like Blast Radius or Precisely Charge kinda limit you to running around for orbs.
Thank you so much, as a beginner who literally started 2 days ago this video helped me so much!
System has a ton of potential and I love the simplifications. 2 biggest gripes for me is flexibility (grenade kickstart being on strictly gloves for example) & missing some key unique mods. Elemental shards and well of healing/tenacity/ions are the main ones that come mind
Grenade Kickstart has only ever been on gloves.
@@Kagdama I’m more so comparing it to the utility Firepower used to have (not the new glove mod but the solar specific combat mod from the previous charged w/ light system) they essentially combined the kickstart mods w/ the old firepower mod I’m speaking of. You are correct though, should’ve specified.
Keep in mind some mods are locked behind guardian rank
@@brinks7801 trying to find a build to smack the legendary lost sector today cause I'm getting my face kicked in. Probably run at it with YAS.
@@FleccoYAS is very fun
Dattos level of consistent quality is so freaking incredible.
This system will be so much better than the old. With one massive caveat, it'll only be better when alot more stuff is added.
My only issue with this system is Seeking Wells is gone, I do not want to walk over orbs I spawn on enemies in high end content to use my builds. I suggest either adding a Seeking Orbs to pull them in or have Orbs spawn under you instead.
Or reintroduce the old CwL ways to get charged with certain actions like rapid/precise kills directly.
But datto, Hart of Inmost Light can't melt steel beams
Never forget.
How unfunny of you.
🏢🏢✈️🔥🫡
Hunter main detected. If the other classes got nerfed you'd sew endless crying in forums. Now all titan exotics are trash and will go to synthoseps or dunes. Bungie will nerf them too till no exotic is good lol
7/11 was a part time job!
That drip classy, simple but nice to look at. Even as a seasoned player, this video helped me understand the new system!
Finally, i had no idea what to do until Datto posted.
Finally numbers for the font mods. Thank you
Needed this video. Thank you. So few people break down the Font mods and the effects of stacking them. +60 for a three-stack is nothing to laugh at. Also, thank you for the info on the kickstarts.
It's better to only use 2 for 50 tho, much more cost-effective at least. Use the third one for orb generation or capacity or stacks on stacks or something
@@thecyanpanda241 Agreed.
The new armor charge system feels so clunky without seeking wells being there anymore. I hate having to scavenge for orbs every time I need to refresh a buff, and the element specific well replacements feel pretty useless outside of stasis crystals.
They need to hurry up and buff shoot to loot to work on orbs of power then we'll be cooking.
I love it when Daddy Datto Dumps Delectably Decisive Discussions Dissecting Delusional Discomfort Dishonoring Destiny Damsels
I had to personally come in and say thank you for actually doing a deep dive in mods this information is very valuable especially to new lights or maybe returning Guardians anyways I digress there's always something new to learn in Destiny 2 but fantastic work. 👍
I definitely liked the old mod system way more, but I think once we get more mods it’s gonna become almost as good or even better
With charges only lasting like 5 seconds to use I doubt it. And I'll wait till they add mods coz I don't think they will
@Jay Pey you can increase your decay timer to like 15 seconds lol
@Jay Pey 5? Could've sword by default it's 10 and then is 15 with a mod. Super easy to keep up too with all the ways we make orbs
@@Shiverskill yeah it's 10 secs default and quite easy to keep generating orbs to keep the stacks. Firepower go brrr
The highest you can damage boost now is 22% with three surge mods. Before, you could stack High Energy Fire or Lucent Blade with Font of Might for 60%+
This is a nerf for sure
I genuinely wish Bungie would just put the percentages and numbers of the mods in game like Diablo 3 did. It would make buildcrafting easier imo, since I won't have to rely on external sources to figure them out.
Begging them to do that since the game released. They want to make things more clear to new players then we should not have to playtest their game or go on youtube/reddit to find what it does
Thank you for this video Datto! I knew I was over complicating it. This video helps significantly, thank you!
Something interesting to note: The "Empowered Finish" mod stacks. If you have 3 equipped then using a finisher while you have no charges will give you 3 charges.
I think that could have some use in some sort of "instant create/instant consume" build. The only thing that comes to mind is Emergency Reinforcement since that means you'll have enough charges to proc it.
run 2 empowered finish, stacks on stacks and special finisher, unlimited special farm. Probably gonna take that with me into the day 1 raid.
@@eternityclam8001nice work buddy. Honestly i really lime the new system. I think a lot of ppl shat on it originally but its not only really flexible, but it has a lot more room to grow as well
I haven’t played in about 5 years. Thank you for this!
Welcome back!
Thanks for spoilers free intro to the new build craft system Datto, 10/10.
Fantastic video Datto. Really kept it clean and thorough.
In case anyone hasn't noticed yet, there are guardian rank goals that give things, solo legend lost sector give more loadout slots for example. Theres also at least one goal that grants more armor charge mods
They probably hold more of them hostage in the later Guardian ranks. They need to stop that bs asap. Because the new modsystem and it's tied in mods in temporary Guardian rank is the most player hostile shit they pulled since vaulting and sunsetting
What happens when they reset guardian rank all my extra loadout slots get deleted? For a system thats still wotse than DIM?
@@lt3880 I imagine that loadouts will remain, and that any mods in the guardian rank system will just be reduced cost versions of mods we already have, if that's not the case then bungie clearly fucked up with that one.
As a returning player who once played nonstop in D1/early D2, the new Destiny world is quite overwhelming. From the class fragments, to all the different mod combinations, and more, there's alot to grasp outside of the simple weekly pinnacle cycle
still unsure how to feel about the changes but as long as new mods will come out i'm sure it'll be fine, the power difference is barely noticeable
Nice bet that helped a lot of new players get their head around it. Hopefully they add some perminent crazy stuff to build into and expand upon.
Albeit generic, this video was a huge help in understanding the new build crafting system. Thank you!
thank you for explaining the font mods. i had no idea they gave a 30 bonus thats so cool
Holy shit as we are watching this Datto is figuring out more advanced builds
This funky green fashion you got goin is really nice Datto 😎
Thank you so much for this video! I felt lost with the new mod system.
I miss the old system. It's half the reason i played so much last year it was really fun finding cool and intricate builds where everything works in unison but now it just seems so bland plastic with no depth. good vid tho
Thank you so much for the numerical values for the mods
Monster Energy Datto with the MVP analysis.
I REALLY enjoy the new mod system. I like that I can choose between , healing , max grenade recharge , damage boosting or melee energy on Revenant. I play with reknewal grasps so being able to split my build between a little bit of grenade recharge and damage resistance/healing gave me that power fantasy I always wanted.
If new players are looking to find mats to level armour, when me and my mates were running nightfalls this week we were getting 1-3 enhancement prisms and 2-4 enhancement cores per run. Couple hours of that, and talking to Zavala, and you’ll have your armour at least 9 energy in no time!
What difficulty, hero? Legend?
This is a great foundation for mods and I hope they continue to add to it in future seasons
Great video very informative i thought I knew what I was doing with this new system but my build was only ok watching your video let me see where I went wrong
In Datto, we trust!
This really helped me! Even tho this was new mods are kinda simple I had no idea how to get started. Thank you as always :)
i quit right before mods were important so this helped a lot i just had bunch of random stat mods thanks
I think I missed the old mode system there's nothing to this new one. Basically no matter what you're doing it's all just pick mods that affect the weapons and subtype class you're using. And the 2 mods that do anything with armor charge are not really all that beneficial. All they do is let you take a little bit more damage or give you a little bit more grenade energy yeah barely even notice it when you do put him on
Thank you so much for this video! This video really helped me understand the new building system.
Just wanna say this was extremely helpful
Thank you for highlighting how much the front mods give, I've been wanting to know the exact amount since launch
Great vid! Sent this to my friends to get them up to speed.
Solstice is going to go crazy this year with build crafting 4.0 and strand 😂
Long as they don't revert what we had last year back to previous years of course..
Focusing armor while using with the ghost mod for a guarantee 10 stat roll was crazy, but definitely felt great to get really good armor.
As a new player before Lightfall, I didn't have single idea about how to make a build with the Destiny mod system and was just working towards meta builds. I tried some stuff but they didn't work. After the rework it was easier and more understandable to make builds. Even non-high-tier meta builds are working, this got me even more into Destiny. The campaign definitely was lackluster, but that's not all an expansion is about. The highlight for Lightfall would definitely be QoL changes and the new subclass in Strand. Still nothing breathtaking or outstanding, but I'd argue it definitely helped the health of the game.
As a smooth brain, Thank you so much datto for even a basic build guide. I appreciate you
dattos titan looks so cool. He has great fashion taste
As a maxed subclass Strand Quicksilver Syntho Titan: YES.
Datto is a life saver in destiny
A fun fact that hopefully isn't a bug: the strand grapple melee counts as both a grenade AND a melee ability. If you use both heavy handed and firepower, you generate two orbs for every kill with it.
Wow, great tip. And hopefully it's an intended interaction as Strand (or at least Broodweaver) doesn't have very good orb generation outside of siphon mods.
Neither does hunter until reaper is re-enabled. The best thing us grapple melee since the rope dart does almost no damage. Best it can do is a grapple melee and the slam+ the specific fragment that generates an orb on getting a precision kill on a suspended target
By far my favorite part of the expansion, feels like the barrier to entry for “the right to have fun” is much more reasonable for someone who just enjoys messing around with friends and not sweating out to grind the perfect armor and mods
Play cod
Play with this ratio
@@kobandrama2531Because waiting 6 months for Ada to sell mods was such interesting and in-depth build crafting
@@kobandrama2531 okay?
@@kobandrama2531 You telling us we cry? How ironic lmao
thanks datto i can finally play the game now.
hearing datto talk information rather than opinion is so strange despite that being a core tenant of his channel. its kinda exciting
i tried on my own with old mod system thinking and most of the time i just ended up with AC sitting there not doing anything and was thinking maybe i should look at the decaying mods and now i dont have too, thanks for doing the leg work datto
Thank you so much for this tutorial. I learned a lot from this
Thank you Mr Datto.
Thanks Daddo! I'm still experimenting with stuff but this video really has helped. I love the fact that Bungie had added the ability to save loadouts in game. I thought the Campaign was very mediocre but passable.
It took a fair bit of reading, but I managed to nearly recreate the build I had before the change so that's nice.
This is going to be interesting for sure
Okay, the example on how to cpnstruct a functional build was the most helpful part for me. For the first build I put together in lightfall (and honestly all my past builds) I kinda just slapped whatever sounded good and then sort of moved some things around until it kinda worked, wasn't that great, watching you start with the blues/yellows first makes a lot more sense.
Didn't realize the decay mods that boost one of your abilities are +30. I figured they would be the equivalent of +10. Definitely going back to evaluate my build now.
This was very useful. Thank you!
I miss my wells. Seeking wells was fantastic lol, I hate running to pick up orbs
Really digging into this, I found overshield on finisher, with orb power from melee kills on a Gyrfalcon or Assassin's Cowl hunter with high mobility and Gamblers Dodge, results in a hunter that is regularly invisible and shielded at almost all times. Added to that is strand which has a very wide reaching melee ability and a secondary one built into your grenade and you basically have how I blazed through most of the legendary campaign solo
ohh no way does grapple melee proc assassins cowl? thats dope
@@dirtydan4492 hell yes it does!!
@@dirtydan4492 asassins cowl is great with strand, only problem ive seen is that the melee seems to get lost on its way back to you if you're invis, im not 100% but its what it feels like
Seriously? The ob generation on them only works for the grenade one. Why does it proc melee invis?
I already know how the new mod system works but I'm still gonna watch datto tell me how to do it
I can thank Datto to think for me once again🙏🏼
i hate runnung around looking for orbs so hopefully there are mods introduced that interact with the subclass them selves for armor charge
why I'm mad they needed my ozmo status build hard. Can't get charges from stasis for easy grenades, no mo. Doable not not the same
Guess what, old System had it already, they took it. Also, Guardian rank 7 to 10 are very likely holding atleast some of the necessary mods hostage. Bungie needs to be called out on that bs.
I just use the one that resets abilities from finisher
0:18 "The most significant change." 💅💅
Master class presentation. Loved it! So helpful. And, thanks for being positive 👍🏻😊
I just returned to destiny after 1 year, trying to figure out how the new mod system works.
And the you hit at the end with the loadout feature.
We have a loadout feature now!?
Sick.
Us vets might be making a better, more in depth build that helps us cover all bases in terms of damage and survivability, but this is a great starter build for casuals. Reminder to people that HOIL is still very much potent for Arc titan. pulse nades, kickstart mods, grenade mods (which can be discounted energy this season) and the fragments that boosts grenade duration and ionic trace generation essentially make the HOIL nerf irrelevant.
Personally even though I had a handle on the old system I am having a lot more fun with the new system, loadouts definitely help
same here
Thank you for doing these breakdown videos 👍
Thanks again Datto!
None of this matters purely due to that that Elemental shards doesn't exist anymore. So Hunter Stasis builds are just completely fuckin ruined, until we get some sort of mod that does the same thing but converts the shards into armor charge.
Yeah, with no Elemental Shards mod it has completely killed my hunter stasis build.
@@togashi3892 Completely killed all my stasis builds. And thats just with that mod being gone, let alone the countless other builds that have been ruined by this "simple version" of the mod system
Can only hope 1 day bungo will expand it but i have my doubts
@@Chaotic_H3LL Sadly after these changes I am afraid that stasis is probably going to become an afterthought.
I miss mods like High Energy Fire or literally any well mod, and I hope they add them somehow later in the future
High Energy Fire was replaced by the surge mods in the legs. It's actually better in many ways because it doesn't consume a charge with each kill! And everything you used to be able to do to make wells now works for orbs, including mods to gain bonus ability energy from picking them up.
I did indeed make a void warlock finisher build with felwinter's helm. So not only do I weaken things, I cause void explosions, go invis, get an overshield while finishing and get energy for my abilities. Really good way to clear a room of trash and weaken a major or boss so you can do DPS using a heavy or something. Great neutral game build and it's viable for GM's because of the overshield, invis and weaken effects all going off at once. Not to mention Void in general is nice for ability spam and health regen and it's a surge this season too.
Just wish Bungie would make an Ornament for the helmet as it's probably the ugliest exotic warlocks have.
Thanks man for tge longest time i didn't understand destiny modding and armor weapon now i know thank you ,😄
Thanks 4 the vid Mr. Terv
New thoughts just dropped!
Already got that quicksilver catalyst yessir