When I was progressing through the game, it was cool to think about what elemental damage I needed for a special and heavy weapon. It was fun having a primary weapon with a specific weakness that necessitated the support of elemental damage considerations.
And when I acquired my first raid primary weapons, I was super jazzed about it. These guns were going to make things so much easier, and they're all really good to boot!
But that's the problem. Now that I have most of the elemental primaries from VoG and CE and can ascend them, I have little reason to invest in kinetic damage primaries.
I'm not complaining about elemental primaries. I'm not complaining about the ability to ascend weapons and gear. I do think this wasn't intentional at launch, and now that we have this stuff, I find myself not really caring about the new weapons as much as I care about ascending my Fatebringer and Vision of Confluence.
To potentially solve this issue that end-game players are running into, I suggest we level the solar/arc/void damage weapons > kinetic damage weapons hierarchy. Rather, don't take anything away from elementals, but give us a reason to want kinetic damage weapons.
In other words, buff kinetic damage weapons in PvE to bring them into a place where they are desirable for everyone, no matter where they are in the game.
I'm not sure how to do this without explicitly nerfing elementals (which I don't want to do). One idea, however, could have kinetic damage weapons excel against butter bar enemies. Since many ultras have elemental shields and butter bars, this could be an interesting teamwork or weapon setup. Perhaps you take down those solar shields while a buddy mops him up with his kinetic gun. Or, if you're alone, maybe you strip the solar shield with your fusion rifle and finish the ultra off with your kinetic gun.
Something to make kinetic guns appealing would be great, because at present, why would any end-game player choose a kinetic weapon over the fantastic raid elementals?
tl;dr: End-game players don't have a reason to use kinetic damage weapons because elemental damage weapons are better in every regard. It would be nice to have some way that kinetic damage weapons are appealing so that they play a vital role in combat. To do this, institute scenarios in which they excel
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The reason to use kinetic? My super pox pulse rifle is the reason. Massive damage by default which can be boosted up by 33% with reactive reload? Hells yeah!
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This is something we've discussed before, and I don't know if there's a clean solution to it. I've kicked around a few possibilities. - tweak elementals so that they remain super effective for their respective elements (a solar rifle shreds solar shields), but against the wrong element (a solar rifle vs. arc shields) they suffer a slight damage penalty. It's not an outright nerf, keeps the strategy of elemental matching intact, and gives kinetic a more generalized use and advantage over some elemental situations. - make elements a changeable attribute to a weapon. Have items such as "solar essence" that drop as endgame mats that can used to modify a kinetic weapon's element. It's not the most interesting of changes, but solves the problem of kinetic weapons being left behind.