Since the early reveals of Armor 3.0, I feel like I've seen a lot of complaints about there being only 6 archetypes, and people assuming Bungie is going to add more in the future.
First, I'm not sure they necessarily are going to add more. They have clean icons for the 6 archetypes (the icon just shows the stat icon for the primary stat) and it's not clear how icons for more would look. And I'm not sure Bungie has indicated that more are coming. But that may not be as big of an issue as it may seem at first because...
Second, in Tier 4 and 5, you can nearly replicate (and often exceed) any stat split that was possible in Armor 2.0, even the "illegal" stat combos. I believe Armor 2.0 capped at 68 total stat points, so 80 after Masterwork. Tier 4 and 5 of Armor 3.0 cap out at 75, 90 after masterwork, so there's 10 more stats to play with as a starting point. And because the stat split when you hit the max of 75 is 20/25/30, with the tuning stat on Tier 5 enabling +5 in any of the 6 stats (meaning it's randomized, but in theory you can get a tier 5 drop of any archetype with any particular stat as the tuning stat), you can nearly replicate ALMOST any stat split from Armor 2.0. Seriously, take a look at your "illegal" Armor 2.0 rolls, and you can most likely make a Tier 5 drop that matches or exceeds it.
Example - I have a set of Untethered Edge Grips (Echoes Armor 2.0) with (after Masterwork) 32 Weapons, 23 Melee, 11 Super, and 4 everywhere else. In Armor 3.0, if I get a Tier 5 Gunner archetype, with Melee as the tertiary stat and Super as the Tuning Stat, I'll have 30 Weapons (just -2 vs. Armor 2.0 roll), 25 Grenade (+21 over the Armor 2.0 roll), 20 Melee (just -3 vs. the Armor 2.0 roll), 10 Super (just -1 vs. the Armor 2.0 roll), 5 class (+1 over the Armor 2.0 roll), and 0 Health (-4 vs. the Armor 2.0 roll, but Health isn't that important for PVE). That's pretty comparable, with just a slight dip in a few stats in exchange for a massive bump to another (Grenade in this example).
The only thing you can't replicate is a perfectly min/maxed 32 / 32 split between two stats that aren't an archetype's primary/secondary pairing. So you can't get, for example, 32 Super / 32 Weapons whereas you used to be able to get 32 Intellect / 32 Mobility. The best you could do in that scenario is to have one of the stats be the primary and the other be the tertiary and tuning stat, to achieve a 30 / 25 split. So you can't quite hit the same as that exceedingly rare perfect min/max, but you can get close (while getting 25 in another state instead of the previous minimum of 4).
Because of this--the ability to practically match nearly all previous stat distributions even with just these 6 archetypes--I wouldn't be surprised if Bungie's plan is just to stick with the 6 archeyptes. I suppose we'll see. Anyway, this was on my mind as I started swapping in Tier 5's I'm getting from Solstice (thank you for that, by the way!) to replace my "illegal" armor I used to start my builds this expansion, and I'm noticing how it's pretty much always been either a lateral trade or an improvement to move to the Armor 3.0 option.
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If they don't call a weapon/super type illegal or outlaw, I will be bumbed.
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Edited by Eatz: 8/6/2025 11:22:19 PMThe extra stat realocation that comes with Tier 5 solves [i]some[/i] of the issues with the archetypes, but the core problem is that fact that you cannot get tier 5s unless you sink weeks (or days if you’re a virgin) to get high enough to receive them. And no hate towards virgins, saying that comment just made me laugh.