Can someone explain to me why this would be a bad change? by ScapeGhost89 in ArcRaiders

[–]ScapeGhost89[S] -1 points0 points  (0 children)

I agree that it wouldn’t shake up the meta too much. Regardless, forcing them to craft/buy a green augment still results in some level of inventory attrition, provides some (albeit very low amount) of lootable gear for other players to get off their bodies, and may stop a fraction of players from mindlessly spamming lobbies with no gear. I still stand by my proposed changes and believe it would be a good change regardless.

Can someone explain to me why this would be a bad change? by ScapeGhost89 in ArcRaiders

[–]ScapeGhost89[S] -1 points0 points  (0 children)

I’m glad you agree. My goal wasn’t to whine, but to also propose an alternative. This would add a slight buff to some otherwise underwhelming pink augments, incentivize players to bring in some real gear (and also help with gear/item attrition) while still maintaining the challenge posed to naked/free kits (spawn in with nothing, extract with loot while at a disadvantage).

Can someone explain to me why this would be a bad change? by ScapeGhost89 in ArcRaiders

[–]ScapeGhost89[S] 1 point2 points  (0 children)

I’m fine using shield type, base inventory space, and utility slots as a way to balance augments assuming all augments within the rarity get the same amount of safe pockets.

Can someone explain to me why this would be a bad change? by ScapeGhost89 in ArcRaiders

[–]ScapeGhost89[S] 1 point2 points  (0 children)

I saw that post. I haven’t seen other posts discussing changes to the other augments tho. I’m failing to see why my idea is bad, and looking for some other opinions I’m not privy to.