Legendary Weapons should have one extra mod slot.

Old Crow

Well-known member
That's it. That's the request. Legendaries don't really feel legendary right now.I'd love it if legendary weapons gained a single extra mod slot to give them a little more customization.

 
I would support this.  Especially with the reduced slots available in armor.  For weapons, it isn't too important as there are only so many mods you can put into them that really matter.  I mean, you can add mods like cripple em or the animal damaging mod, but the only time I would ever bother with those is if I have nothing else to use.

 
Yeah it's because legendary items aren't legendary they're just the same old regular level 6 items we've always had.
Really think legendary should be a lot better than it is, make it level 7 with a different colour, and make it actually legendary. And reduce the frequency of legendary crafting parts. My gf and I have had like 6 in the first week on default settings, only just been to the burnt forest.

 
I would support this.  Especially with the reduced slots available in armor.  For weapons, it isn't too important as there are only so many mods you can put into them that really matter.  I mean, you can add mods like cripple em or the animal damaging mod, but the only time I would ever bother with those is if I have nothing else to use.


barrel, scope, magazine, underbarrel, trigger group (maybe a player would like a full auto or single-shot TAR for example), bonus damage mod (rad remover or hunter) just as examples for guns. It's probably less important for melee weapons, but it'd still be nice. I mean hell, with tools, some mods are just plain mostly pointless on certain tools (what else are you really going to put on a wrench aside from a structural brace and an ergonomic grip?)

 
what else are you really going to put on a wrench aside from a structural brace and an ergonomic grip?)
The mod to increase damage to iron considering most things you scrap with it will be iron.  :)

As far as guns, beyond the bonus damage from filling mod slots, I don't really care about the barrel or trigger mods.  But that's just me.  And damage against animals has minimal/niche use and rad remover is only helpful against the radiated zombies, so not much help until end game except occasionally.  Those mods aren't bad to use.  I just think they are not a big deal if you don't use them as long as you fill your mod slots for the bonus damage.  But having an extra mod slot means more damage bonus from adding a mod, so that in itself is good.

 
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IMO, it's only worth craft Q6 armour, that's where the boost comes from. Getting a few more points on damage from a weapon/tool is horrible. For weapons and tools, the jump from Q5 to Q6 should equal going up 3 Q's at the very least

 
IMO, it's only worth craft Q6 armour, that's where the boost comes from. Getting a few more points on damage from a weapon/tool is horrible. For weapons and tools, the jump from Q5 to Q6 should equal going up 3 Q's at the very least
Tier 6 gear is still pretty good but yeah I agree. Should be more! 

 
I heard it suggested that to really make Q6 weapons and tools worth it is that they should get a random buff that gives them their "legendary" status. Some random ideas:

  • immunity to infection while using it
  • health gain on attack
  • increased damage to certain zombie types
  • automatic rad removal (something maybe every Q6 item should have)
  • chance of fire damage (but really increase the amount of said damage)
  • increased AOE
  • increased penetration
  • higher chance of 1-shot kills
  • decreased (or eliminate) stamina usage
 
I am sure that q6 weapons and tools might have more dedicated slots.

For example.

-Sights

-Silencer/Muzzle Break/Long/Heavy Barrel and so on

-long grip and other grips

-Laser/Flashlight

-Extended Ammo/Fire Mode (Auto/Burst)

-Rad Remover

I see 6 dedicated slots for each category already...

easy

 
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