-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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Edited by Swag: 10/15/2015 2:57:18 AMThe reason is obvious. In order for new content to be relevant, the old content has to become somewhat irrelevant, otherwise there will be no interest in exploring the new content; hence no motivation to invest any time or energy into the new content. This is a loot based game. Half the fun is getting new, and better loot. Take Fatebringer for example (arguably one of, if not the most popular PVE hand cannons prior to TTK). Say you could ascend Fatebringer to 310 Attack. The only way to make a [i]new[/i] hand cannon worth working for would be to make one that is more powerful than Fatebringer, and since Fatebringer can be ascended to the same respective Attack, the only way to make a more powerful hand cannon would be to give it better stats/perks/mag size, since the respective Attack stats would be equal. Let’s call this new hand cannon "Ass Kicker" for the sake of discussion. Now, Fatebringer was already insane enough as it is, and now you've got an [i]even more[/i] powerful hand cannon: Ass Kicker. Can you imagine how OP it would be? Then imagine year 3; how are you going to introduce a successor to Ass Kicker, when it too can be ascended to the new Attack cap? Well, of course, the only way would be to, again, introduce a hand cannon with more powerful stats/perks/mag size than Ass Kicker, otherwise you’ll just keep using Ass Kicker, won’t you? Why would you bother getting a new hand cannon if it isn’t any better (or more relevant) than your Ass Kicker? Why would you care about the new content if there wasn't any new weapons/armour/loot that wasn't worth getting, or in other words, any better than the stuff you already had? Half the fun would be lost. Again, this is a loot based game, folks. If Bungie allowed us to ascend everything in existence, at what point/year would the newest “bestest” hand cannon need to have full ROF, full impact, full range, full stability, full reload, 50 mag size, and insanely OP perks, just to tip it over the relevance of it's predecessor? At what point does it become ridiculous, and contradictory? Bungie would end up having to progressively boost the stats and perks of new weapons to a stupidly powerful point/brick wall, just so you can keep their predecessors relevant in terms of Attack damage, when the predecessors are just going to be abandoned for their successors anyway, because they will have inferior stats/perks/mag size, making the whole exercise of ascending them redundant anyway. Is it making sense now? Can you see the pointlessness in trying to hold onto Y1 content? Do you see the logical flaw? Can you see the conundrum? Extrapolate the same logic into every other weapon that was considered to be one of, if not the best of its class. Again, the only way to make the new content relevant is to make the old content irrelevant, and in Destiny, what's relevant is the attack/defence, weapon mag size, weapon/armour stats, and the perks. Bungie had to choose how to make Y2 weapons/armour more relevant than Y1, and they chose to leave Y1 behind by preventing them from being ascended to the new attack/defence cap. This was probably the smartest way to go because it keeps the game play style relatively similar, and it doesn’t depend on having to constantly introduce weapons/armour with better stats and perks, which would inevitably result in weapons/armour that would be stupidly OP and that would inevitably hit a brick wall where it would just become impossible to make more relevant weapons and armour, whilst also allowing your Y1 stuff to still be relevant in Crucible. There is really no arguing with this. There is no way around it. The old content has to be left behind to make way for the new content. Bungie executed it in a way that is pretty reasonable and at least keeps your Y1 stuff relevant in PVP. As for the nerfing of some weapons, in some cases I think it was necessary, like Thorn and TLR, they [i]were[/i] a bit OP, certainly in effective range at least. And that's coming from me who predominately used those weapons. I loved them just as much as anyone. I don't think Ghorn needed nerfing, but it ultimately doesn't matter anyway since it was a predominately PVE weapon and it's been left behind. That sort of sucks but then again, why would I bother exploring new rocket launchers if Ghorn was still relevant in PVE? I wouldn't bother. Look what happened when HoW dropped. What was the first thing everyone ascended? Ghorn, so they could burn Skolas. It would be nice if the one exception was you could ascend Y1 class items since class item perks are relatively trivial and the trend with class items has usually been you choose them based on personal taste.