-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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What if I told you that for 500 silver you could upgrade any single piece of gear to 310 light level, is that something you might be interested in?
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agree 100%
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Agreed
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Because it's a new year and new things. People complain about redundancy all the time yet want to use the same old shit they've been using. I miss my VOG weapons but I also understand I'd never use anything else if I had a choice which would be boring. Cut the cord and find something you like in the new year...evolve.
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I miss my year one gear. Never letting go of the HOURS... Time wasted In grinding my face off ... To dismantle and let go? Move on? Big Kick in the face bungie.. Hope someone from your company reads this. Not that it matters. (Very salty lol).
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Yeah we tried all the new stuff out... Can we decide what to use now? Tired of my characters looking like somebody else's. It's not all bad in ttk, but we left way too much good stuff behind in year 1. It's been just as I expected. I'm stuck with using a small hand full of decent weapons. They know we liked things to change color. Fixed exotics so most of them do now. Then make raid cloaks and such a permanent color. Bungie is limiting us hard, for a reason. My guess, so you'll buy what you want from Tess....
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Exactly... I worked hard for a lot of great gear that is now collecting dust in my storage locker...
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Bump for truth. Fact is, Bungie had no clue what the hell they are doing or what direction they are going. But with the new real money micro transactions, i'm sure they will add something where we actually pay real currency to bring those forward.
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Because Year 1 is over. When Year 1 ended so did the Year 1 weapons. It is that simple. Why do you need your Year 1 weapons in Year 2?
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I like the points you've raised but I disagree. Obseletion is necessary for this game. Various interviews of Devs have given a large impression that they never intended us to be do attached to our gear. Difficulty to obtain, ability to craft to exactly how we want it to fit our style and the emergence of a few roll types that outclass other weapons by sheer performance. If you could use Y1 gear would you use the Y2 gear? Armor, I think so with what more they can do and the flexibility each peice has. Now we don't need various peices for a Strength/Intellect/Discipline build. The new weapon perks and various foundry styles, I'm still unsure on. Swords are fantastic I beleive. But would Bungie get any feedback on how the new stuff is and how to progress into the year with new gear if Gally was infusable? Stuff like that I'm sure Bungie was worried about and decided that as a new year it'll be the start of a new game of activities and gear. I have many found memories with my new gear. Silimar's Wrath, BTRD ect. To be honest I'm fine with Y1 being left behind. That way we can focus on moving forward and where the game will grow next.
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Some of the new weapons are pretty cool. Touch of Malice, Back Spindle, really nothing I would replace these with from year 1 guns. But what I do miss is primaries with elemental damage. And wolfpack rounds... sigh...
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Edited by HELP1NG HAND: 10/14/2015 4:05:46 PMGreat post, and solid points. I sure would love to use some of my old gear again. Many of the year two perks and abilities are great -and I love swords- but I don't want to be locked out of my entire year one experience. My old equipment pieces are the trophies of those victories, and I don't want to be forced from bearing them proudly. I don't think anything is ever going to replace my old Iron Banner armor.
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Bungie kinda has these brought back in strike specifics (treads upon stars etc) but I don't think this is sufficient. I totally agree with your point l. Why shouldn't we be able to infuse fate bringer! I need my baby back!
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Solid points, original poster. Very solid indeed. Personally, I feel way [i]less[/i] powerful now that TTK is out...which seems so backwards to me. I have decent gear (300+ light usually), but I just feel...gimped. Like the update wanted to just make bigger numbers(light levels, attack/armor) but actually reduce effectiveness of Guardians.
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Why you living in the past bro?
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The way I see it, Bungie left them behind for no other reason other than because they said so.
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Will be offered in the cash shop soon. Stay tuned Guardians.