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10/7/2019 1:26:25 PM
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It’s not an arbitrary system, if it was I to would call them out as well. There is definitely a method to how it works. It’s like a perk tree system that’s tied to elemental types. The perks each element has, caters to that sub classes specific strengths. Idk of any good rpg where I get to pick any perk combo I want without needing to spec down a specific path first or having some sort of trade off in the process. This allows for multiple build possibilities down the line. My guess is some don’t like it because, you have to make choices between this good perk or that one. Or, want to simply not think about it as much so to make it easier. And finally, most of us don’t have all the mods we want yet (6 days into the new dlc) so it feels limiting in choice. Once we all have most of the mods I don’t see this being much of an issue. I’ve gone through most of this thread and no one seems able to come up with a compelling reason why it should change, aside from not liking it or thinking it doesn’t make sense. Articulate what you guys think is the inherent flaw in how it works now and the solution can’t just be “make them all universal” Someone had a good idea though, giving element mods the ability to slot into different element types but at a premium energy cost. It won’t break the system but make it a bit more flexible. The end game is build crafting and min maxing (like most rpgs) You can’t really expect all that to be available to us a week in? We all complained about no depth in the armor system and in the game in general. Bungie gives us that depth, then you guys want them to pull back ... wtf.
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  • Edited by TotalDramaGamer: 10/7/2019 4:29:45 PM
    [quote]It’s not an arbitrary system, if it was I to would call them out as well. There is definitely a method to how it works. It’s like a perk tree system that’s tied to elemental types. The perks each element has, caters to that sub classes specific strengths. [/quote] Lol, and how exactly is hand cannon reload attributed to void light? No, there is almost no way to determine which weapons correspond to what without just mindlessly searching around and then memorizing them. It's not intrinsic at all. The fact you say 'there's definitely a method here...' but you don't say what the actual method is, is already enough to show it's not intrinsic. Arc = auto, linears. Why? One is fast firing. One is the epitome of slow. How... wtf? Void = hand cannon, fusions. Why? I see no correlation. Solar = sniper, pulses. Why? Wouldn't it make more sense to at least have 'burst types' be together so that fusions and pulses were together... but they aren't. I can't tell you why something is what element besides 'it might be because of this... but I don't know'. [quote]the solution can’t just be “make them all universal”[/quote] Why not? Why is hand cannon reloader so hard to make universal? Why is faster 'very basic x weapon handling buff' so game breaking? When did that ever break anything in the history of destiny? (Auto reload is not a mod, btw.) It's not. A lot of these are divided up for the sake of dividing up... and not for any tangible reason. And clearly 'some' perks 'can' be universal... because some are. So why some and not others? What is the point in arbitraraly dividing them up when all it does is make the hunt to make a full set have all relevant perks [u]still possible[/u] but just harder. That's the biggest thing. It doesn't even stop these builds from existing. It, literally, just makes it longer. It doesn't prevent a build from existing, you just need multiple armor pieces to do it. So, then, why even make it like that? Then you can tack on exotics that have certain elements that do not correspond to the weapon type they're meant to support. Worst offender... that Titan Chest Piece that gradually auto reloads autos... is not arc based... so can't support auto mods... Tell me how that makes sense... [quote]We all complained about no depth in the armor system and in the game in general. Bungie gives us that depth, then you guys want them to pull back ... wtf.[/quote] What we got here was not depth... what we got was the same shallow puddle we had before... but [u]spread even further[/u] than before. It's 'bigger', sure, but not deeper at all. This is consistently what Bungie does with D2 for a long time. Every time we do ask for depth, and we do I agree, Bungie doesn't add depth... they spread it out even thinner... but now there's 'more of it', right? And I mean... if weapons mods can be universal... arguably way more important than armor... then I don't see why armor mods can't be universal.

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  • Let’s do this. How about we give it till the end of the season then I’ll revisit this post of yours and see if you are correct or if you maybe just jumped to conclusions a week into the system having been implemented. Time will tell which one of us is right. Allowing one elemental mod to work with a different element but at a premium could be something worth looking into.

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  • I wish they just laid out the rules for the system. I wish they hit to armor 1.0 wasn’t so steep. I get they want us to move to 2.0 but they made it rough on old gear.

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  • [quote] Articulate what you guys think is the inherent flaw in how it works now and the solution can’t just be “make them all universal”[/quote] The solution obviously can be that as it was pretty much that already for 5 years. And the inherent flaw is that it's exactly the opposite of [i]"More freedom"[/i], [i]"Play like you want"[/i], or whatever bs phrases they used to sell it. It doesn't give you any more freedom but rather introduces limitations/restrictions that weren't there before, and for the most part aren't even logical.

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  • Agree 100%

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  • Yup 👏

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