-Don't compare it to other "MMOs."
-Don't compare it to other Shooters.
-Simply approach the issue within the confines of [i]this[/i] game, and this game [i]alone[/i], and try to find a good argument.
It doesn't matter what OTHER games do, because this isn't OTHER games; this is [b]Destiny[/b].
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The #1 reason I hear as to why Year 1 should be left behind seems to be this: [b]"Year 1 is too powerful to compete with Year 2."[/b]
Now, I see this posted [i]endlessly[/i] on the forums, despite these two problems with it:
[b]1. It's a glaring, unfounded overgeneralization.
2. It implies that (assuming Year 1 gear [i]is[/i] overpowered) capping Light Levels will actually [i]fix that[/i].[/b]
With these two points, I'm going to show exactly why cries of "overpowered gear" have no facts to support them, and how leaving Year 1 behind does nothing to address the issue [i]either way[/i]
[b](TL;DR at the end)[/b]
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[u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u]
-The Devil You Know
-Murmur
-The Scholar
-Low-Grade Humility
-Praetorian Foil
-Fang of Ir Yut
-Vanquisher VIII
-Atheon's Epilogue
-Against All Odds
-Gheleon's Demise
-The Infinite Theorem
Read through that list. Have you ever heard the term "overpowered" associated with any of them? Because, in full confidence, I'm willing to bet that you haven't, nor have you heard it associated with any of the [i]other 95% of the weapons in Year 1.[/i] Sure, many people swear by some of those weapons, and would even call them "great," but never [i]overpowered[/i]. In addition, if you still think Year 1 [i]perks[/i] are still to powerful to be brought forward, you should read the [url=https://www.bungie.net/7_Destiny-Update---09082015/en/News/News?aid=13474]extensive nerfing Bungie did to them in 2.0[/url]
When people refer to "Year 1" as overpowered, I imagine these are usually the weapons they have in mind:
-Fatebringer
-The Last Word
-Thorn
-Felwinter's Lie/Matador 64/Etc.
-The Messenger/Hopscotch Pilgrim/Etc.
-Gjallarhorn
Now, lets look at the state of these weapons as they exist after the 2.0 patch:
[quote][b]Fatebringer:[/b] |NERFED| While still one of the best [i]handcannons[/i] for PvE, the overall HC nerf has brought it down to be more in line with other primaries [i]in general[/i]. And, let's be honest; it was [i]never[/i] viewed as being OP in PvP, and that hasn't changed.
[b]TLW:[/b] |NERFED| Specifically addressed with a SEVERE nerf to stability, range, and accuracy in 2.0, it's still a capable weapon in skilled hands, but not at all on the level it was before.
[b]Thorn:[/b] |NERFED| Also addressed with substantial nerf, leaving its DOT ability substantially re-tooled, which makes it a more standard 3-shot-kill, and prevents players from relying solely on poison damage. Still great, but no longer the ubiquitous choice for PvP that it was before.
[b]Felwinter:[/b] |NERFED| As with all high-impact shotguns, the general consensus has been that the gun itself wasn't the underlying issue; the [i]perks[/i] were. With 2.0, Rangefinder's effectiveness was substantially reduced, and 2.0.1 straight-up removed Shotpackage [i]entirely[/i]. Because of that, the high-impact archetype is much more balanced across the board, with the low ROF becoming a more noticeable drawback in exchange for stopping power.
[b]The Messenger:[/b] |NERFED| While not as glaringly "OP" as the other entries on this list, high-impact PRs were generally viewed as being slightly too capable in the HoW Meta. In 2.0, they received a slight, universal decrease in stability to help keep them from dominating PvP going forward, and have since been nerfed [u]even harder[/u].
[b]Gjallarhorn:[/b] |NERFED| Arguably the most notoriously "overpowered" weapon in any game [i]ever[/i], Ghorn's signature "Wolfpack Rounds" perk was given a noticeable damage decrease in 2.0, bringing it [i]somewhat[/i] in line with other Rocket Launchers. It's still arguably the hardest hitting launcher in the game, but it's no longer the boss-melter that it once was. [/quote]
There are other examples, but, [i]again[/i], these are generally the most widely-accepted "overpowered" weapons in the game; however, as you can see, they've [i]already been balanced in 2.0.[/i] Not only has the [i]majority[/i] of Year 1 gear been perfectly balanced [i]to begin with[/i], but the small subset that [i]was[/i] overpower has, in large part, [i]already been dealt with.[/i]
[b]Saying that "Year 1 is too powerful to compete with Year 2" is not only a glaring, unfounded overgeneralization, but is [i]demonstrably untrue [u]altogether[/u][/i] in the post-2.0 Meta.[/b]
[i]Also, there are still SOME Year 1 weapons and armor that continue to drop at TTK levels, both as Crucible and Story drops, and in these cases, it [u]literally[/u] only serves as a way to artificially inflate playtimes, with no actual effect on the Meta.[/i]
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[u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u]
First off- It should be pointed out that overpowered gear has zero [i]negative effects[/i] on players in [i]Cooperative, PvE environments[/i]. As such, no weapon (such as Fatebringer or Ghorn) should ever be held back purely on the basis of being too good against [b]A.I. COMBATANTS[/b]. If Bungie wants to nerf overpowered PvE weapons, that's fine, but no one is being negatively impacted by them in the [i]mean time[/i].
Second- Given that Light Levels don't affect [i]90% of Crucible[/i], capping Year 1 gear almost [i]exclusively[/i] affects PvE players, which (as stated above) does nothing to [i]improve[/i] PvE players' experiences. Instead, it shits on every [u]minute[/u] of effort players have put into Year 1 by needlessly invalidating every [i]single[/i] piece of gear that they've earned; not just weapons and armor, but freaking ghosts and [i]COSMETIC ITEMS[/i] (seriously, WHY?).
The only [i]true[/i] way to balance weapons (across both PvP [u]and[/u] PvE) is via [b]patches[/b], which, as I pointed out in Point #1, Bungie has [i]already done.[/i] As such, why the hell is Year 1 gear (that has already been balanced in 2.0) [i]still being held back?![/i]
In the case of guns like Fatebringer and Ghorn (which were only ever OP in [i]PvE[/i], to begin with), capping them at 170 only serves to cripple them in the portion of the game they were [i]meant to shine in[/i]. Even if they WEREN'T nerfed in 2.0, these weapons never harmed anyone's experience [u]in the first place[/u], so what's the point?
And, in the case of PvP; in addition to the fact that the MAJORITY of PvP has Light Levels disabled, all the most egregiously overpower PvP weapons have been [i]already been nerfed in 2.0[/i]. Seriously, though; standard PvP is clearly more balanced than it was before, which has EVERYTHING to do with the 2.0 patch, and NOTHING to do with capping Light Levels. So, again, if Year 1 weapons are balanced in regular Crucible [i]at the stat level[/i], there is no discernible reason to keep them out of Endgame PvP, and even LESS reason to keep them out of PvE where they never had any negative effect on players [i]IN THE FIRST PLACE![/i]
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[b][u]So, Bungie; what gives?[/u][/b]
If the groundwork has already been laid, and it isn't going to harm anyone's experience, [i]why isn't Year 1 Infusable?[/i] Seriously, even a simple confirmation that it's being [i]discussed[/i] would be a start.
-[u][b]TL;DR[/b][/u]-
[u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u]
[quote]1. No matter how many times people claim that Year 1 is "overpowered," that statement is demonstrably, [i]provably[/i] false. Since the 2.0 patch, Year 1 weapons have been thoroughly balanced alongside their Year 2 counterparts (both on the individual level, and by way of nerfs to the [i]entire[/i] Year 1 perk set).
One look at the current state of the Crucible (which includes Year 1 [i]and[/i] Year 2, mind you), and it's easily apparent that the PvP meta has [i]never[/i] been more balanced- [i]ever[/i]. And, if it's balanced in PvP, then it's [i]definitely[/i] balanced for [i]co-operative[/i] environments.[/quote]
[u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u]
[quote]2. Leaving Year 1 behind by capping Light Levels does [i]nothing[/i] to improve player experience [i]in any way[/i]. And, it almost exclusively harm's [i]PvE[/i] players, because Year 1 gear is still perfectly competitive in 95% of PvP arenas, whereas Year 1 is now entirely [i]non-competitive[/i] for serious PvE environments (which, coincidentally, is the one environment where overpowered gear [i][b]doesn't[/b][/i] harm players... Go figure!).
And, again, in that same mindset, regardless of how prevalently Elemental Primaries are used (which seems to be a big part of Bungle's reasoning), did that negatively affect [i]anyone?[/i] [b][u]No, it didn't[/u][/b].
As Endgame rewards, Elemental Primaries were prestigious, and accordingly difficult to obtain. As such, it would be weird if they [b]didn't[/b] offer something special to differentiate them from everything else! If the rewards weren't superior, how as many of us even ran HM Raids, at all? Or Skolas? Or Trials? Seriously, it's not rocket science; it's great game design, and I have no clue why Bungie decided to remove that system. [/quote]
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They wont let you even infuse the new exotic class items. Talk about a cheep game. Gee, let sell the new items for $20 but we wont tell them they are worthless.
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You want the real reason? Bungie essentially made everyone start over completely with the release of TTK. It was just another ploy by them to keep people playing their game. And it worked. But I can assure you, if this happens again at the start of year 3, I will not be around. Destiny is starting to feel more like a job than a game.
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I believe their answer to this topic on an interview was "don't you think being in a relationship with a gun for ten years would get boring." Its bullshit. Btw, there was 1 weapon that really was overpowered when it first appeared: the vex mythoclast. People would leave crucible matches if they saw someone using it on the other team. Then bungie nerfed the shit out of it and it became almost useless.
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Edited by justingoska: 10/15/2015 8:00:08 PMI don't know if I would say year 1 gear is overpowered as much as year 2 gear is underpowered. The stats (besides attack) and perks were way better than year 1 gear. The point of this game is to grind incessantly in order to get gear that works well for you. If you could just infuse you're already ideal gear, then you wouldn't have to constantly grind to get your perfect gear. This whole game is focused around grinding for better equipment. That's why they don't want you to be able to use your perfect equipment you already have. Its a way to artificially lengthen the game. If they were to allow us to infuse old gear, then they would have to add more content in to the game in order to keep people playing, and that cost money and takes away from profits. Basically infusing old gear would be counter to their business model of releasing as little content as possible.
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Got bored and stopped reading this. But I got the idea that your pissed about not been able to use year one stuff. Ditto!
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Because the game doesn't support it therefore you can't. Believe this is the best reasoning.
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Out with the old, in with the new
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This is what's gonna happen. On the very last DLC before Destiny 2, were gonna be able to infuse year 1 weapons. Then Destiny 2 is gonna come out and not one fking thing we did throughout the first two years of Destiny is gonna mean a fk. We're probably gonna get some lame ass shader and emblem and that'll be it. You heard it here first people.
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Well said brother. Bump for sure.
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Edited by Dude of Valor: 10/15/2015 12:28:20 PMAre there any games out there like Destiny were you can upgrade your weapons and armour that you received at the beginning of the game to finish content made 2/3/4 years in the future?
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Here's one. No body wants a year 2 messenger, and felwinter's lie ruling crucible.
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Because Bungie sucks at RPG and only knows how to do lazy game design.
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I've tried to find a original answer that they could give, but greed is all I can come up with. It's a shame really, because their product is not that bad. But the way they're handling it's crap wrapped in gold. They even removed stuff that were in 2.0 (days before TTK release) and those stuffs just added to the experience. (Different strike playslist, different difficulty for story mission.) They're an horizontal progression game that should keeps all of it's low amount of content relevant, but are deep in denial and increase playtime with bottlenecks.
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I love you. Bump.
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Because magic
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Because its fun and bungie wont allow that
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Ya I agree. Lol whats the point of get all of these exotics or raid guns lol when the next dlc is gonna make them obsolete lol bc that's what they did in the first one n in ttk. Ttk just made all the work the I have been working my ass off on getting n crying bc they raid n rng was shitting on me what's the point lol. But I do still play this game I love it this game is my most played game right above dark souls love it I just wish that they will stop breaking my castle bc everytime I spend hours n hours on building it up making my castle "player" look cool n have the best items bungie runs along n kicks it down n makes me start from the beginning soo I'm starting to lose hope n trying the make the best castle "player" bc I'll end up restarting. :) :, ( :,)
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Edited by Agent Meow Meow: 10/15/2015 6:10:14 PMWhy let people be happy with just their year 1 stuff when you can force them to drop $40 for year 2? Nothing more to it than that. Bungie/Activision want money. And they'll do anything they can to get it.
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They spent a lot of time on these new weapons. They wanted us to give them a chance instead of just infusing everything into your fatebringer, black hammer, and Gjhallerhorn
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I haven't totally bonded with any year 2 weapons yet, especially scout rifles. The Hung Jury and the warlock's Tlaloc are nice, they are growing on me. The shotguns suck, no real personality. That's probably it in a nutshell, there is no real personality to the newer weapons.
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Because no one wants it obviously
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If you can't compare it to other games there is no reason. But that's an extremely one sided argument. It's like telling me to speak with duck tape on my mouth
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BUNGIE doesn't want people using vog weapons every dlc. You see this is what happens in MMO's get use to saying good bye to vision and other opweapons every year it normal
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Great post. Solid points. But this way they can remake old guns as exotics (looking at you black spindle and Ace of Spades) and sell us back our old exotics in future dlc. If they allow infusion, it eliminates potential avenues of revenue and increases work load. And if you have any weapons lying around from year one, pull up a year two weapon with similar stats. The year 1 weapon is always better. Last extremity is objectively worse than Badger CCL even though they are almost identical guns. Its subtle, but year 1 weapons are just better. Year 2 is about redefining the edges of the weapon sandbox. To do that, they had to make a call. Get rid of your favorite toys and cause a riot. Or get rid of all the toys and say its just a thing they are gonna do moving forward.
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They did it simply to increase the grind. The same thing will happen with year 2 weapons going into year 3.
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The main reason we can't infuse year 1 weapons is because of reforging. Everyone went and rolled their perfect gun so it practically ruined the point of most loot. Unfortunately some weapons that weren't reforgable have to suffer but overall it was probably the right call.