Remember when The Taken King made all gear from D1, Dark Below and House of Wolves useless because they didn't gain infusion? It seemed like with Age of Triumph that Bungie realized that leaving gear and content behind is a mistake, when they brought y1 raids up to 390 and reprinted y1 loot with infusion.
It's obvious now that they didn't learn, and have done it again. Y1 armor can accept new mods, but doesn't have any armor perks, so there's no point in spending the arm-and-leg to infuse them up to y2 levels. And y1 weapons have the opposite problem: not having random rolls is ok because the static rolls on a lot of y1 weapons are actually pretty good even by y2 standards, but they can't accept the new mods.
I'm sure rewriting y1 armor to create random roll sets is harder than it sounds, I'll give the benefit of the doubt to Bungie since I don't know how to code. But we already had modding abilities on weapons during y1, if y1 armor can have old mods replaced with new mods, why can't weapons?
RIP Hollow Earth, I'm gunna miss you buddy.
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Edited by Forest: 9/18/2018 6:11:36 PMAnother fact is Y1 weapons don't have the far superior Y2 weapons master works. Example Y2 sidearms can get +10 stability Y1 can only get +5. Y1 rifles only get +5 range Y2 rifles get +10 range. Not even counting in that Y2 weapons can get +10 IMPACT you know the stat that determines damage of a weapon. So that on top of the amazing weapon mods we have now such as ext magazine. So get a magazine master work plus mode you can give a 3 shot sniper like 5 or 6 shots now or a AR with a 35 round mag to like 50. You see the problem ? I love using Enigma's Draw cause it got high cal and zen moment but the new Translation Theory Anonymous Autumn (many already saying best sidearm in the game) can get zen moment and high cal too ALONG with a second trait and a weapon mod and the far better Y2 weapon masterworks. Like Y1 weapons don't need random rolls but the NEED Y2 weapon masterworks and their mod sockets back.