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Edited by proxima77: 4/10/2019 10:58:24 PM
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Dear Bungie Team, I fail to see how this is really a positive step. The access to Enhancement Cores is not the crux of the issue here, how painful they make infusion for most players is the crux of the issue. I appreciate that you are relaying what the community is saying to the teams and relaying their responses back to us, but their responses show a significant amount of desire not to truly hear what is being said. Please let me explain my point of view on this subject. Enhancement cores should have remained known as Masterwork Cores and used solely for Masterworking an item. Yes, infusion should have a cost associated and rooting that cost in Glimmer, Gunsmith Materials, and World Materials is costly enough. Glimmer is super easy to gain; Gunsmith Materials are easy to get, but require a bit of care to keep from running dry; and World Materials are easy to get, but require a bit of farming to maintain your stocks. If you would infuse every time you get an item with a one or two point Light increase, you would still find yourself burning through the materials you have. Thus, forcing you to go farm for more. By removing Enhancement Cores from infusion, it will open up the ability to invest in different sets of armor or weapon loadouts to suit different activities. This would allow the investment in a set for taking part in the Raid, a set to handle Arc Burn/Singe, a set for the Crucible, etc. versus making the grind longer by making it more difficult to invest in your primary set of armor, allows the players to go after and invest in the different sets of armor. For example, the Eververse sets are pretty unique and well-looking sets (in my opinion). However, the current system does not allow me to invest in these sets as the vast majority of my Enhancement Cores go into infusing one set of armor and my primary set of weapons for my primary character. This, also, leaves my other two characters with a hodge-podge of armor with whatever perks that happens to be rolled on them as long allows them to reach max Light and a single weapon in each slot at max. There is very few resources, the form of Enhancement Cores, left to invest more into my other two characters. With armor, now that the stat package is randomly rolled, the grind for the "right" set of armor that gives you the stats and perks you are looking for is considerably lengthened. Thus, in my estimation, the need for Enhancement Cores in infusion is not required. If you are looking for an idea at a role they could play in the infusion process, have them as an optional part of infusing if you wish for a new piece of gear to inherit the Masterwork Level of the item being infused into it. With this idea, the player would be allowed to decide if they wish a portion or all of the Masterwork Level of the item being used a infusion fuel to be inherited by the receiving item. Due to the way Exotics are Masterworked, they would not be allowed to infuse their Masterwork Level. Only like Legendary Masterworked Item would be eligible for this. By like I am referring to taking a Masterworked Tigerspite with what you consider a workable roll into another Tigerspite that you consider to by a god roll. However, fully Masterworking a new item by doing this would cost a slight be more than Masterworking it normally by costing. However, the cost would not be outrageously high when compared to the normal Masterworking process; but just enough to warrant a bit of consideration before you do it, say an additional two or three cores for the convenience of Masterworking as part of infusion. But, again, this additional cost would be completely optional. I do hope this helps the teams see the error of keeping Enhancement Cores in the infusion process as they currently exist in the game. Sincerely, Proxima77
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  • Considering their original design philosophy for D2 has being able to use or wear w/e gear you want to use without hassle, it almost feels like they are trying as hard as possible to do the exact opposite of what the game design philosphy was back then. Even in the face of player feedback. Which is nonsense since D2 in year 1, while it had it's problems, still had some good aspects.

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  • This is one of the reasons I feel opening up the gear investment paths significantly so you can invest in multiple sets for different looks or activities across multiple characters. Extend the grind too much and too much time and effort goes into a single character, for the vast majority of the player base. Folks who can play more will always get to max level, max Light, earn a pinnacle weapon, complete a quest, etc. faster. No amount of artificial grind will stop that. However, the teams at Bungie seem to be trying to slow these players down at all cost. This, unfortunately, is not impacting those players; it's affecting the average players. Until they change how they view things; they'll keep, unintentionally, harming the wrong group of players in a doomed effort to slow down a very small group of players that can put in 8 or more hours a day.

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