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Edited by TotalDramaGamer: 10/7/2019 4:29:45 PM
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[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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