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It's NOT Over (Destiny)

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 00:04 (3172 days ago)
edited by Cody Miller, Monday, June 20, 2016, 00:09

I watched a video recently where Datto posed a question to the community:

What did you like better in terms of weapons, Year One or Year Two? Year One had a handful of weapons that were really really good and sought after by the community, whereas Year Two had nothing that was head and shoulders above anything else, and so a lot more stuff was usable.

I prefer year two, and if it continues into Year Three then I think I can not want to kill myself while playing this game.

If Year Three is a time where:
1. Most of your Legendaries are viable on the tougher content
2. The truly unique weapons are available via quest and not RNG (Touch of Malice, Sleeper Simulant, Black Spindle, etc)
3. Said weapons are not universally overpowered.
4. There is no grinding to the raid.
5. There is no grinding to the Hard Mode raid.

Then I can probably find a way to live with that.

Destiny is full of time wasting and soul crushing design decisions, but there's also a small nugget of some of the best stuff I've seen from a game. If their systems let me ignore most of the idiocy, at the expense of getting cool gear / exotics / etc, and I can just focus on the challenges, then there might be hope for the next 7 years.

I'll never have a Jade Rabbit, and while that sucks, the alternative sucks even more. It's a sacrifice that I think I can make. If the game were designed properly, I would not have to make this choice. But it is.

I'm hoping to play the story, raid, hard raid, then be done till the next expansion. I don't intend to repeat anything unless for fun.

I look forward to seeing if this is possible in the fall and moving forward.

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It's NOT Over

by Xenos @, Shores of Time, Monday, June 20, 2016, 02:08 (3172 days ago) @ Cody Miller

I'll never have a Jade Rabbit

You never know, starting around September Xur should be able to sell it.

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Lol at 4 and 5.

by ProbablyLast, Monday, June 20, 2016, 02:17 (3172 days ago) @ Cody Miller

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Why lol? It's true.

by Kahzgul, Monday, June 20, 2016, 17:23 (3171 days ago) @ ProbablyLast

I almost never raid. I've run the whole thing, start to finish, once, in aggregate, since December. And I'm 335 with a whole bunch of loadout options, and into the 330's on both of my alts.

If you don't want to raid, you really don't have to to stay competitive in year 2, and I love that.

Yup +1

by Raflection, Monday, June 20, 2016, 17:26 (3171 days ago) @ Kahzgul

I have 2x 334s and one 330ish and I've also done the full raid fro! start to finish, once.

Trials, IB, strike specific loot, CoE, packages. All fantastic ways to get >330

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Not the reason I laughed.

by ProbablyLast, Monday, June 20, 2016, 17:43 (3171 days ago) @ Kahzgul

I laughed because Cody put those there so when he runs the raid once and doesn't get literally every drop he can still complain about the grind.

But how close were you to 320 before the update? I'm not trying to poke holes, just legitimately curious. I have only run the raid a few times and before the update I was only at 312. Which is more than enough to do anything, but still wasn't near max level.

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Not the reason I laughed.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 17:55 (3171 days ago) @ ProbablyLast

I laughed because Cody put those there so when he runs the raid once and doesn't get literally every drop he can still complain about the grind.

The raids are generally cool enough that I would play them again just for fun.

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Not the reason I laughed.

by Kahzgul, Tuesday, June 21, 2016, 06:06 (3171 days ago) @ ProbablyLast

I laughed because Cody put those there so when he runs the raid once and doesn't get literally every drop he can still complain about the grind.

But how close were you to 320 before the update? I'm not trying to poke holes, just legitimately curious. I have only run the raid a few times and before the update I was only at 312. Which is more than enough to do anything, but still wasn't near max level.

I was 318 before the update.

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Year One.

by cheapLEY @, Monday, June 20, 2016, 02:17 (3172 days ago) @ Cody Miller

I preferred Year One in terms of actual weapons. They were cool, overpowered, and fun to use. Year Two weapons are mostly boring by comparison. Fatebringer is still my favorite gun in the game--nothing else even comes close.

I prefer Year Two in the paths you can take to acquire weapons. It's just straight up better. More of that please.

I never play Crucible, so OP weapons don't matter to me. Bring 'em on. Separate PvE and PvP weapons if that needs to happen, but bring back my fun, interesting, OP guns for PvE, please.

+1

by someotherguy, Hertfordshire, England, Monday, June 20, 2016, 07:27 (3172 days ago) @ cheapLEY

Year One weapons were fun to use and felt unique. Year Two weapons are basically all the same to me.

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Absolutely!

by BlackstarBSP, Monday, June 20, 2016, 12:07 (3172 days ago) @ cheapLEY

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+1

by narcogen ⌂ @, Andover, Massachusetts, Monday, June 20, 2016, 12:28 (3172 days ago) @ cheapLEY

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 13:37 (3172 days ago) @ cheapLEY

I preferred Year One in terms of actual weapons. They were cool, overpowered, and fun to use. Year Two weapons are mostly boring by comparison. Fatebringer is still my favorite gun in the game--nothing else even comes close.

I prefer Year Two in the paths you can take to acquire weapons. It's just straight up better. More of that please.

I never play Crucible, so OP weapons don't matter to me. Bring 'em on. Separate PvE and PvP weapons if that needs to happen, but bring back my fun, interesting, OP guns for PvE, please.

I find the year 2 weapons dull, boring, and often frustrating compared to the year 1 weapons. Too many of the current perks are boring and/or useless, and too many of the year 2 weapons are dependant on specific perks to make them viable.

I do think PvP balance is better now than it was in year 1, but Bungie has achieved that balance by making the majority of the primary weapons worse. It's surprisingly difficult to find a primary weapon that allows my shots to land where I expect them to.

I've brought this up before, but I also believe removing elemental damage from primary weapons was a huge mistake. It added another layer to weapon selection, and gave Bungie a way to make weapons strong in PvE without making them overpowered for PvP.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 13:49 (3172 days ago) @ CruelLEGACEY

I played PvP last night with Cyber, and I did extremely well with my old Surros PDX. As for Hand canons, I tried out Imago Loop which had a large range buff and did fairly well with that. I did not experience much missing of shots at Range, but I did notice the damage reduction at distance was pretty severe.

Mybproblem with year one in retrospect was that because certain weapons were so powerful and dominant, you kind of had to get them to be competitive in places. And getting them meant doing boring shit over and over. If you didn't have them, you were at a definite disadvantage. For some content like Crotas end hard mode, it was extremely punishing even with the best gear. I can only imagine doing it if all you had were non raid legendaries.

In year two, you can make due with what you have, and the weapons that help a ton in certain situations are all quest weapons. For me, that's way better.

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+1, and then some.

by RaichuKFM @, Northeastern Ohio, Monday, June 20, 2016, 14:06 (3171 days ago) @ Cody Miller

Mybproblem with year one in retrospect was that because certain weapons were so powerful and dominant, you kind of had to get them to be competitive in places. [...] If you didn't have them, you were at a definite disadvantage. For some content like Crotas end hard mode, it was extremely punishing even with the best gear. I can only imagine doing it if all you had were non raid legendaries.

To reply seriously for a moment, I don't actually know what you're talking about, here? I can't speak for Trials, but I'd always done well, and everyone insulted my choice of gun for a reason.

You definitely have a point about Crota's End Hard Mode with only non-raid Legendaries, but doing it with two non-raid Legendaries and an Exotic worked out pretty well for me, the time I played it before the level cap raise. (Though we didn't get Crota, Ir Yut gave me a Gjallarhorn, that run.) They weren't even my preferred Legendaries, for that matter. Most of it was... Silimar's Wrath, whatever that Sniper whose flavor text was Closer Than You Think, and Dragon's Breath, I think.

The grind is definitely there, ohhh yes, I just don't know that the best weapons were really that important. But, that was just my experience, of course.

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+1, and then some.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 17:00 (3171 days ago) @ RaichuKFM

To reply seriously for a moment, I don't actually know what you're talking about, here? I can't speak for Trials, but I'd always done well, and everyone insulted my choice of gun for a reason.

They were bad compared to everything else :)

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 17:27 (3171 days ago) @ RaichuKFM

The grind is definitely there, ohhh yes, I just don't know that the best weapons were really that important. But, that was just my experience, of course.

They are even less important now. Removing elements from primaries helped so much in this regard.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 17:41 (3171 days ago) @ Cody Miller

The grind is definitely there, ohhh yes, I just don't know that the best weapons were really that important. But, that was just my experience, of course.


They are even less important now. Removing elements from primaries helped so much in this regard.

I still think you are crazy on this one :)

The elemental damage was never the problem. Take away arc damage and Fatebringer was still far and away the best PvE primary in year 1. Mythoclast was a beast not because of the solar damage, but because it is a fusion rifle that fires like an AR. The elemental damages were just icing on the cake.

On the flip side, look at the year 1 Trials Adept weapons. None of them were overpowered (Messenger in PvP aside), yet they were all effective and fun to use. Bungie gave them good but not godlike stats making them great for PvP, and the elemental damage helped make them worth using in PvE.

Look what we have now that elemental primaries are gone: The raid primaries suck. Bungie wanted to avoid another fatebringer (which is understandable) so they gave all the raid primaries mediocre stats and a couple good perks. If they still had elemental damage, they'd be worth using in specific scenarios. Same goes with the year 2 Trials weapons. But instead we are left with a selection of underwhelming weapons (unless you happen to get the perfect roll on a Doctrine of Passing).

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Yep.

by ProbablyLast, Monday, June 20, 2016, 17:45 (3171 days ago) @ CruelLEGACEY

There's a reason everyone spent entire weeks grinding the black garden nightfalls, and it was for a non-elemental Fatebringer.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 17:48 (3171 days ago) @ CruelLEGACEY
edited by Cody Miller, Monday, June 20, 2016, 17:53

The grind is definitely there, ohhh yes, I just don't know that the best weapons were really that important. But, that was just my experience, of course.


They are even less important now. Removing elements from primaries helped so much in this regard.


I still think you are crazy on this one :)

The elemental damage was never the problem. Take away arc damage and Fatebringer was still far and away the best PvE primary in year 1. Mythoclast was a beast not because of the solar damage, but because it is a fusion rifle that fires like an AR. The elemental damages were just icing on the cake.

On the flip side, look at the year 1 Trials Adept weapons. None of them were overpowered (Messenger in PvP aside), yet they were all effective and fun to use. Bungie gave them good but not godlike stats making them great for PvP, and the elemental damage helped make them worth using in PvE.

Look what we have now that elemental primaries are gone: The raid primaries suck. Bungie wanted to avoid another fatebringer (which is understandable) so they gave all the raid primaries mediocre stats and a couple good perks. If they still had elemental damage, they'd be worth using in specific scenarios. Same goes with the year 2 Trials weapons. But instead we are left with a selection of underwhelming weapons (unless you happen to get the perfect roll on a Doctrine of Passing).

Look at the Strike Primaries: they are meant to basically be the old raid weapons. Treads Upon Stars is straight up a Vision of Confluence without solar. But does it dominate the scout rifle metagame like VoC did? No… Imago loop is fatebringer, and even with the same perks it doesn't; dominate. These weapons still have much the same stats, yet aren't overpowered at all. That might have a little to do with the perks being nerfed (field scout), but I think lack of elemental damage has a lot to do with it.

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+1, and then some.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 18:06 (3171 days ago) @ Cody Miller

Look at the Strike Primaries: they are meant to basically be the old raid weapons. Treads Upon Stars is straight up a Vision of Confluence without solar. But does it dominate the scout rifle metagame like VoC did? No… Imago loop is fatebringer, and even with the same perks it doesn't; dominate. These weapons still have much the same stats, yet aren't overpowered at all. That might have a little to do with the perks being nerfed (field scout), but I think lack of elemental damage has a lot to do with it.

Vision was great because of the Full Auto, Field Scout & Zen Moment. Elemental damage was just a plus. Tread upon stars can be great with the right perks. But the fact that we have to grind and grind and grind in order to get those perks. It's not worth just not worth the grind typically.

Same situation with Fatebringer. The combination of set perks is just impossible to beat. RNG ruins the fun of trying to get that same weapon now.

Those primaries were just extremely solid rolls that were fairly easy to get. It was one layer of RNG compared to the two layers of RNG with the current strike specific versions. First is to get a drop, second is to get the right perks. The year one versions had an extremely high chance of dropping compared to the year two double rng versions.

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+1, and then some.

by dogcow @, Hiding from Bob, in the vent core., Monday, June 20, 2016, 18:15 (3171 days ago) @ unoudid
edited by dogcow, Monday, June 20, 2016, 18:19

Vision was great because of the Full Auto, Field Scout & Zen Moment. Elemental damage was just a plus. Tread upon stars can be great with the right perks. But the fact that we have to grind and grind and grind in order to get those perks. It's not worth just not worth the grind typically.

Same situation with Fatebringer. The combination of set perks is just impossible to beat. RNG ruins the fun of trying to get that same weapon now.

Those primaries were just extremely solid rolls that were fairly easy to get. It was one layer of RNG compared to the two layers of RNG with the current strike specific versions. First is to get a drop, second is to get the right perks. The year one versions had an extremely high chance of dropping compared to the year two double rng versions.

This is the perfect example illustrating why I hate random rolls. A weapon's name should be tied to the perks (IMHO). If Bungie wants there to be more variety to the weapons then they could simply add more either/or perks to the columns.

Edit: Oh, you got Imago Loop! That's a great gun! Oh, the roll you got is decent (it could be a lot better, but it's not bad...).
Or, Oh! I got Imago Loop! Sweet! Hey, is this roll any good for that weapon? I don't even know all the possible perks for this gun!

That's a let down. Way to spoil the fun investment team. :-P

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+1, and then some.

by slycrel ⌂, Monday, June 20, 2016, 18:21 (3171 days ago) @ dogcow

Yeah, I'm not sure I'd be looking forward to this...

[image]

I've been playing torchlight 2 over the weekend and am really reminded of the casino-like feel of all the random drops. It's very accelerated and click-y, so it feels basically like playing a slot machine, with similar "win" rewards. heh.

I'm not sure a new naming scheme would quite do what you think it would do for the game. They sort of did this with weapon companies, and it's had very mixed results.

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Completely agree

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 18:21 (3171 days ago) @ dogcow

I miss the raid and trials weapons feeling like "designed" rewards. Now they feel like yet another crap shoot :-/

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+1, and then some.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 18:24 (3171 days ago) @ dogcow

This is the perfect example illustrating why I hate random rolls. A weapon's name should be tied to the perks (IMHO). If Bungie wants there to be more variety to the weapons then they could simply add more either/or perks to the columns.

Chappy brought up a good idea while we were farming last night. If we were allowed to combine two different drops into one gun while choosing the perks to keep then this could eliminate some of the hassle of the current setup. In general, this is a great concept for how the game is currently built.

I'm a bigger fan of just getting rid of all the extra crap in the game. Just go back to having one weapon of each archetype, Make all of the perks available and let us build the weapons we want to use. What's the point of having a gunsmith that can't even really do anything?

In life I like the KISS method of keeping things simple. Our current version of Destiny is anything but simple.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 18:20 (3171 days ago) @ unoudid

Look at the Strike Primaries: they are meant to basically be the old raid weapons. Treads Upon Stars is straight up a Vision of Confluence without solar. But does it dominate the scout rifle metagame like VoC did? No… Imago loop is fatebringer, and even with the same perks it doesn't; dominate. These weapons still have much the same stats, yet aren't overpowered at all. That might have a little to do with the perks being nerfed (field scout), but I think lack of elemental damage has a lot to do with it.


Vision was great because of the Full Auto, Field Scout & Zen Moment. Elemental damage was just a plus. Tread upon stars can be great with the right perks. But the fact that we have to grind and grind and grind in order to get those perks. It's not worth just not worth the grind typically.

Same situation with Fatebringer. The combination of set perks is just impossible to beat. RNG ruins the fun of trying to get that same weapon now.

Those primaries were just extremely solid rolls that were fairly easy to get. It was one layer of RNG compared to the two layers of RNG with the current strike specific versions. First is to get a drop, second is to get the right perks. The year one versions had an extremely high chance of dropping compared to the year two double rng versions.

I'd add that year 2 brought in a triple-layer of RNG: will you get the gun you want (or any gun at all?), will it have the perks you want, and will it drop at a decent Light Level?

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+1, and then some.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 18:26 (3171 days ago) @ CruelLEGACEY

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.

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+1, and then some.

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Monday, June 20, 2016, 18:35 (3171 days ago) @ unoudid
edited by CyberKN, Monday, June 20, 2016, 18:41

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.

It really doesn't.

Just because the system is less idiotic now doesn't mean it isn't still triple RNG. For every gun I get from a faction package, I have to hope/pray for a 335 equivalent from some other activity to bring it up.

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+1, and then some.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 18:52 (3171 days ago) @ CyberKN

Just because the system is less idiotic now doesn't mean it isn't still triple RNG. For every gun I get from a faction package, I have to hope/pray for a 335 equivalent from some other activity to bring it up.

I completely agree that it's still triple RNG. I'm just saying that 330 is really no different then 335 these days. From a practical standpoint that is.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 19:05 (3171 days ago) @ CyberKN

Yup.

If they insist on having light values for guns, then either they need to allow infusing lower levels guns to level weapons up (like maybe an exp bar that fills faster the higher level the weapon you use for infusion), or else bring back the etheric light equivalent.

+1, and then some.

by Claude Errera @, Monday, June 20, 2016, 19:55 (3171 days ago) @ CyberKN

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.


It really doesn't.

Just because the system is less idiotic now doesn't mean it isn't still triple RNG. For every gun I get from a faction package, I have to hope/pray for a 335 equivalent from some other activity to bring it up.

Just the first time.

After that, I can use guns I'd previously infused to 335 to infuse into a new, better-perks gun that dropped at 285 or whatever. No cost at all, except the old gun (which is eclipsed by the new one anyway).

So yes, the very first time you get a gun you like that you want to infuse to 335, you need to hope for a high-light drop somewhere else. At this point, though, that's become irrelevant for me, since I've got plenty of 335s I can use - usually one of the same type as I'm infusing, just with less-good stats.

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+1, and then some.

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Monday, June 20, 2016, 20:06 (3171 days ago) @ Claude Errera

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.


It really doesn't.

Just because the system is less idiotic now doesn't mean it isn't still triple RNG. For every gun I get from a faction package, I have to hope/pray for a 335 equivalent from some other activity to bring it up.


Just the first time.

After that, I can use guns I'd previously infused to 335 to infuse into a new, better-perks gun that dropped at 285 or whatever. No cost at all, except the old gun (which is eclipsed by the new one anyway).

So yes, the very first time you get a gun you like that you want to infuse to 335, you need to hope for a high-light drop somewhere else. At this point, though, that's become irrelevant for me, since I've got plenty of 335s I can use - usually one of the same type as I'm infusing, just with less-good stats.

I guess I just wish Bungie could come up with a more creative hook than "The numbers get bigger!"

If that's the best you've got, just cut it. Make everything the same light-level from the word go, HoW-style.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 20:18 (3171 days ago) @ CyberKN

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.


It really doesn't.

Just because the system is less idiotic now doesn't mean it isn't still triple RNG. For every gun I get from a faction package, I have to hope/pray for a 335 equivalent from some other activity to bring it up.


Just the first time.

After that, I can use guns I'd previously infused to 335 to infuse into a new, better-perks gun that dropped at 285 or whatever. No cost at all, except the old gun (which is eclipsed by the new one anyway).

So yes, the very first time you get a gun you like that you want to infuse to 335, you need to hope for a high-light drop somewhere else. At this point, though, that's become irrelevant for me, since I've got plenty of 335s I can use - usually one of the same type as I'm infusing, just with less-good stats.


I guess I just wish Bungie could come up with a more creative hook than "The numbers get bigger!"

If that's the best you've got, just cut it. Make everything the same light-level from the word go, HoW-style.

I've put enough time into the game that I have plenty of incoming infusion fodder... but the thing I still find myself running into is a strange kind of "neglect due to favoritism". It's been like this since TTK launched. I have a short list of favorite weapons that I prioritize for infusion. Meanwhile, I've got a vault full of legendries and exotics that are not my everyday go-to guns, so they're further down my "need to infuse" list. What starts to happen is that every now and then I get an urge to dust off No Land Beyond or Super Good Advice (often in the middle of a strike or crucible match), but I look at them and see they're still 310 and only half upgraded, so I leave them in the vault and forget about them again.

I'll eventually hit a point where all my favorite weapons are max level and I can turn my attention to upgrading the rest of my gear, but by then we'll probably be close to the launch of another new expansion and another new max light level and the whole climb starting all over again.

I just wish I could play the game without worrying about any of this stuff :-/

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 18:45 (3171 days ago) @ unoudid

I'd mostly agree with you. Yes, it's triple RNG. But the fact that we now have 100% infusion rate pretty much negates the issues. I'm fine with the way infusion works now.

Yes, right now it's not so bad. 1-to-1 infusion plus the plentiful access to high level drops are both a pleasant change of pace. I'm just not convinced that things will stay this way.

Not to sound overly pessimistic or jaded, but Bungie does not have a good track record when it comes to end-game loot and progression systems. Vanilla had the horrible 20-26 hump, followed by the VoG grind. They said they'd make things better with TDB, but that was just as bad. HoW finally seemed like a huge step forward (I'd argue it still stands as the best version of Destiny's loot and leveling systems). Then TTK came along and ruined all that for another couple months. Challenge mode finally helped us rank up a bit faster, but I'd argue that it ruined the raid for many of us in the process (because finding a group who simply wants to run the raid is surprisingly difficult to do now). The April update is again an improvement, but it reminds me of House of Wolves in that I feel like we're in the "let's just let the player base go nuts and have fun for a little while before we drop another expansion and reset the grind" zone.

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I hate how much I agree with this.

by ProbablyLast, Monday, June 20, 2016, 18:57 (3171 days ago) @ CruelLEGACEY

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It's bound to happen unfortunately.

by unoudid @, Somewhere over the rainbow, Monday, June 20, 2016, 18:58 (3171 days ago) @ ProbablyLast

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+1, and then some.

by Harmanimus @, Monday, June 20, 2016, 18:32 (3171 days ago) @ unoudid

I think this gets to the root of things more soundly when you think about it. Personally, after getting elemental primaries in Y1, I only used them for PvE content. Part of it was optimal rolls. Part of it was the damage type. Being able to have a weapon of each element meant I didn't need to select my subclass to allow flexibility.

TUS, even without FA/Zen/FS is still one of my favorite Y2 scout rifles. I actually used Vision for solar damage more than anything. I even shifted to using Abyss Defiant for solar damage, because I actually prefer autorifles, except when I needed extra range. And while I really like Word of Crota (it was my PvP main for the later part of Y1) I only used it in PvE when I needed Void damage in high bursts and steadily.

Personally, I think a better option for balancing would be to have established rolls that are available for weapons that can be balanced to not suck but also not be too amazing, and hand out those based on a dozen or so combos per archetype, take some of the frustration of roll-chasing out at the very least. But I don't think elemental legendaries is either icing or the cake, as it depends upon the weapons. However, I think Cody is right that elemental exotic primaries should be more of a thing. Not necessarily all of them, but more than the handful we have now. Zhalo is neat, but not overpowering. It works best against adds and when you need arc damage. There are definitely some less-spectacular weapons that could stand to have a boost as exotics (Such as Boolean Gemini for starters) where elemental damage wouldn't require a complete retooling and would instead provide that last nudge to make them more useful as exotics.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 18:52 (3171 days ago) @ Harmanimus

TUS, even without FA/Zen/FS is still one of my favorite Y2 scout rifles. I actually used Vision for solar damage more than anything. I even shifted to using Abyss Defiant for solar damage, because I actually prefer autorifles, except when I needed extra range. And while I really like Word of Crota (it was my PvP main for the later part of Y1) I only used it in PvE when I needed Void damage in high bursts and steadily.

This right here is one of the reasons I loved elemental primaries. It gave me concrete reasons to use a variety of different primary weapons more often. Fang of Ir Yut was a great weapon, but never one of my favorites. I would never ever have used it if it weren't for the elemental damage, but from time to time I'd find myself in a situation where I really wanted a Scout Rifle with Arc damage. Same with Word of Crota, Atheon's Epilogue, Abyss Defiant... heck, ALL the raid primaries aside from Fatebringer.

In year 2, I've scrapped every single raid primary I've ever gotten except for a single pulse rifle (because it has firefly and I love the idea of a PR with firefly). Without elemental damage, there is nothing noteworthy about any of the King's Fall primaries. Nothing to set them apart of make them worth using in favor of the 20 or 30 other primaries I already have.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 19:12 (3171 days ago) @ CruelLEGACEY

I just see that as a good thing. At least for me. I mean, I spent a year chasing the best hand canon in the crucible. In year two, that hand canon is good, but others are very close in effectiveness. So in the future, I don't have to worry and can just use what I have.

When you have 20 choices as you say, another similar one isn't going to make much difference, which is why nothing you get excited you. It's entirely possible that moving forward Destiny just needs fewer guns which are more dissimilar to each other is style.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 19:23 (3171 days ago) @ Cody Miller

I just see that as a good thing. At least for me. I mean, I spent a year chasing the best hand canon in the crucible. In year two, that hand canon is good, but others are very close in effectiveness. So in the future, I don't have to worry and can just use what I have.

I get that side of it, all I'm saying is that I don't find most of the current primaries fun or satisfying to use. They're balanced because they're all equally crappy, if that makes sense. They just don't handle or function very well, aside from a few exceptions.


When you have 20 choices as you say, another similar one isn't going to make much difference, which is why nothing you get excited you. It's entirely possible that moving forward Destiny just needs fewer guns which are more dissimilar to each other is style.

Completely agree with that.

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+1, and then some.

by Harmanimus @, Monday, June 20, 2016, 19:33 (3171 days ago) @ CruelLEGACEY

I get that side of it, all I'm saying is that I don't find most of the current primaries fun or satisfying to use. They're balanced because they're all equally crappy, if that makes sense. They just don't handle or function very well, aside from a few exceptions.

And for the most part I don't feel I have this trouble with many primaries. I do focus on trying to use them in their intended ranges and tend not to have much trouble. There are definitely outliers that feel like they need certain perks to be viable, but most of the primaries I use are flexible and feel like they work where intended.

Maybe I run into a little bit of inconsistency, but that's more to do with the networking and not the weapons. Usually with hand cannons it is most noticeable. But sometimes I have it with MIDA even. I already feel that the damage and scale of risk-reward/ttk have been getting better and have more to do with the feeling of balance than everything just being made weak/inaccurate.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 20:09 (3171 days ago) @ Harmanimus

I get that side of it, all I'm saying is that I don't find most of the current primaries fun or satisfying to use. They're balanced because they're all equally crappy, if that makes sense. They just don't handle or function very well, aside from a few exceptions.


And for the most part I don't feel I have this trouble with many primaries. I do focus on trying to use them in their intended ranges and tend not to have much trouble. There are definitely outliers that feel like they need certain perks to be viable, but most of the primaries I use are flexible and feel like they work where intended.

Maybe I run into a little bit of inconsistency, but that's more to do with the networking and not the weapons. Usually with hand cannons it is most noticeable. But sometimes I have it with MIDA even. I already feel that the damage and scale of risk-reward/ttk have been getting better and have more to do with the feeling of balance than everything just being made weak/inaccurate.

My general feeling is that it is harder to hit targets with most primary weapons than it should be.

Most year 2 Pulse Rifles have a sideways-slant to their recoil pattern, making it fairly tricky to hit headshots without several rounds of each burst missing the target. I find I need multiple stability perks on a PR to make it usable in the crucible.

I find most auto rifles have a bit too much recoil. I'm ok with a certain lack of accuracy on ARs, but I tend to prefer the idea of wider bullet spread rather than having your aim climb around all over the place. I don't think ARs are generally powerful enough to warrant the amount of recoil they tend to have (recoil on a machine gun is a different story, IMO). Again, specific perks make a HUGE difference here. Meaning ARs with stability perks are always the ones that see the most use.

Scout Rifles are generally in a better place than most other primaries, IMO. I find them the best class of weapon when it comes to having your bullets land exactly where you want them to, at any range. So much so that I can get in close range with my Mida and often out-gun an enemy AR user, because my hip fire is so much more stable and controllable than his. And again, stability is the difference maker when it comes to the PvP side of things. I see Mida and Hung Jury getting used all over the place, game after game after game. Meanwhile I rarely see the Iron Banner or Trials scout rifles because they don't have the same level of accuracy.

Finally, hand cannons have been notoriously inaccurate since TTK launched. I find I can still do ok with them from time to time, but I really need to crank up the range stat as much as possible for the weapon to be useful. If I get a hand cannon without a high base range stat & a range perk on top of it, I don't even bother with it anymore.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 19:40 (3171 days ago) @ CruelLEGACEY

When you have 20 choices as you say, another similar one isn't going to make much difference, which is why nothing you get excited you. It's entirely possible that moving forward Destiny just needs fewer guns which are more dissimilar to each other is style.


Completely agree with that.

So the question becomes: How do you make it exciting for people to get stuff?

Getting a weapon that is way better than the one you have is exciting. Getting one a little better is not exciting. But if a gun is way better than anything else, that creates a problem where it's just too good. If you only get guns a little better than what you have, you don't feel good about using it.

The solution I think is to make guns that are locally overpowered, yet globally weak if that makes sense. Then, design situations where the overpowered element can be exploited, but make that a relatively narrow area, with large weaknesses. If the overall situations are such that you need to balance a lot of elements to succeed, then the gun is never going to totally dominate, yet still feel powerful. Add in some all round weapons that don't have weaknesses but also aren't quite as powerful, and you're good to go.

The more overpowered the gun is, the thinner the razor's edge of using it should be.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 20:20 (3171 days ago) @ Cody Miller

When you have 20 choices as you say, another similar one isn't going to make much difference, which is why nothing you get excited you. It's entirely possible that moving forward Destiny just needs fewer guns which are more dissimilar to each other is style.


Completely agree with that.


So the question becomes: How do you make it exciting for people to get stuff?

Getting a weapon that is way better than the one you have is exciting. Getting one a little better is not exciting. But if a gun is way better than anything else, that creates a problem where it's just too good. If you only get guns a little better than what you have, you don't feel good about using it.

The solution I think is to make guns that are locally overpowered, yet globally weak if that makes sense. Then, design situations where the overpowered element can be exploited, but make that a relatively narrow area, with large weaknesses. If the overall situations are such that you need to balance a lot of elements to succeed, then the gun is never going to totally dominate, yet still feel powerful. Add in some all round weapons that don't have weaknesses but also aren't quite as powerful, and you're good to go.

The more overpowered the gun is, the thinner the razor's edge of using it should be.

What you're describing is almost exactly what I've been saying is so great about elemental primaries. Atheon's Epilogue was NOT an overpowered weapon... but there were times when it was the absolute best thing to use. Same goes for many of the year 1 elemental primaries. Fatebringer and possible Vision of Confluence really were the only "overpowered" elementals. All the rest were totally average outside of select scenarios.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 21:11 (3171 days ago) @ CruelLEGACEY

When you have 20 choices as you say, another similar one isn't going to make much difference, which is why nothing you get excited you. It's entirely possible that moving forward Destiny just needs fewer guns which are more dissimilar to each other is style.


Completely agree with that.


So the question becomes: How do you make it exciting for people to get stuff?

Getting a weapon that is way better than the one you have is exciting. Getting one a little better is not exciting. But if a gun is way better than anything else, that creates a problem where it's just too good. If you only get guns a little better than what you have, you don't feel good about using it.

The solution I think is to make guns that are locally overpowered, yet globally weak if that makes sense. Then, design situations where the overpowered element can be exploited, but make that a relatively narrow area, with large weaknesses. If the overall situations are such that you need to balance a lot of elements to succeed, then the gun is never going to totally dominate, yet still feel powerful. Add in some all round weapons that don't have weaknesses but also aren't quite as powerful, and you're good to go.

The more overpowered the gun is, the thinner the razor's edge of using it should be.


What you're describing is almost exactly what I've been saying is so great about elemental primaries. Atheon's Epilogue was NOT an overpowered weapon... but there were times when it was the absolute best thing to use. Same goes for many of the year 1 elemental primaries. Fatebringer and possible Vision of Confluence really were the only "overpowered" elementals. All the rest were totally average outside of select scenarios.

An elemental primary would have to be otherwise extremely weak to fit into that design philosophy. Most of them were otherwise very strong.

And Atheon's Epilogue was never the best weapon to use. Ever. :-p

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I had a different KF Primary experience.

by Harmanimus @, Monday, June 20, 2016, 19:12 (3171 days ago) @ CruelLEGACEY

Humorously enough, I actually keep a full-auto Doom of Chelchis around on the Xbox (not enough people on PS for frequent raiding) because I love how it handles. Same reason I mained a Smite of Merain in PvP through most of the fall. Most of the weapons I use are first for handling characteristics, second for perks. Same reason I like the two Challenge of Elders primaries I've grabbed. Still no AR though.

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I had a different KF Primary experience.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 19:39 (3171 days ago) @ Harmanimus

Humorously enough, I actually keep a full-auto Doom of Chelchis around on the Xbox (not enough people on PS for frequent raiding) because I love how it handles. Same reason I mained a Smite of Merain in PvP through most of the fall. Most of the weapons I use are first for handling characteristics, second for perks. Same reason I like the two Challenge of Elders primaries I've grabbed. Still no AR though.

I'm sure this is one of those situations where the insane amount of time I spend playing this game puts me way off to one side of spectrum :) I should also say I'm all for using whatever weapons we all like and have fun with for whatever reason (I used to run strikes with Monte Carlo for no other reason than I liked the way it looked). Personally, my favorite Destiny activities tend to be the most demanding activities in the game (Hard mode raids, Trials of Osiris). I'm not a good enough player to go into these activities using whatever I feel like and still do well... I need to select gear that gives me the absolute best performance possible. So that narrows the list of weapons that I consider "usable" for a lot of my playtime :)

With that in mind...

Because I sink so many hours into Destiny, I have a very good selection of weapons to choose from. As such, any new weapon I get needs to be very good for me to get excited about it. I've gotten several of each raid primary over the past 6 months, and I've tried out every single one of them (fully upgraded them and everything). Each time, I found I already had other weapons that performed better in every single way (boo hoo, right? lol). That's not to say they can't still be fun, or there is no reason to like them... but I do think it is fair to say that none of the raid primaries are "top tier" within the current year 2 selection. And I find that disappointing. The raid is such an epic challenge, the culmination of so much effort and teamwork, it feels a bit anti climactic to get to the end and be given a prize that isn't as good as the guns I used to get there... does that make sense?

I was in the same boat back in year 1 (spent a lot of time playing, had a crazy amount of weapons to choose from), but each and every raid primary I got from VoG or CE was exciting and worth keeping, due in no small part to the elemental damages they all did.

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I had a different KF Primary experience.

by CyberKN ⌂ @, Oh no, Destiny 2 is bad, Monday, June 20, 2016, 19:45 (3171 days ago) @ CruelLEGACEY

The raid is such an epic challenge, the culmination of so much effort and teamwork, it feels a bit anti climactic to get to the end and be given a prize that isn't as good as the guns I used to get there... does that make sense?

Better than what we used to get ;)

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I had a different KF Primary experience.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 19:47 (3171 days ago) @ CyberKN

The raid is such an epic challenge, the culmination of so much effort and teamwork, it feels a bit anti climactic to get to the end and be given a prize that isn't as good as the guns I used to get there... does that make sense?


Better than what we used to get ;)

I know the feeling.

[image]

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I had a different KF Primary experience.

by Harmanimus @, Monday, June 20, 2016, 20:57 (3171 days ago) @ CruelLEGACEY

Hey. You don't have that many more hours clocked than I do. So I can't make that much fuss there on the difference.

However, even in high level play "feel" is really important. That is why I like Doom of Chelchis. I hit with it more often, more reliably, and more frequently than most Scouts I use. And that's why I keep any weapon. Other than Quillim' Terminus none of the KF Raid weapons scream amazing, but I have good luck with using them because they "feel" right. Same reason I rocked Atheon's Epilogue and Dr. Nope for so long in Year one.

A lot of the metagaming doesn't impact me. Even if I'm playing the higher tier activities. Usually because I perform better with weapons that have the right feel compared to the numerically superior ones. (Doom of Chelchis/Conviction II made for the last "fun" Trials I played)

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I had a different KF Primary experience.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 21:24 (3171 days ago) @ Harmanimus

However, even in high level play "feel" is really important. That is why I like Doom of Chelchis. I hit with it more often, more reliably, and more frequently than most Scouts I use. And that's why I keep any weapon. Other than Quillim' Terminus none of the KF Raid weapons scream amazing, but I have good luck with using them because they "feel" right. Same reason I rocked Atheon's Epilogue and Dr. Nope for so long in Year one.

A lot of the metagaming doesn't impact me. Even if I'm playing the higher tier activities. Usually because I perform better with weapons that have the right feel compared to the numerically superior ones. (Doom of Chelchis/Conviction II made for the last "fun" Trials I played)

I'm totally with you when it comes to "feel", up to a point. I think finding a weapon that suits your personal timing and rhythm is a big part of any shooter. But I also find I eventually hit a wall while taking that approach.

Maybe it's just luck, maybe my perception is skewed, or maybe I'm in an awkward spot on the SBMM curve, but I frequently find myself going up against VERY GOOD PvP players in the crucible. Players who have min-maxed the heck out of their gear and subclass, and play with lethal efficiency. At a point, "feel" just isn't enough against those players. I'm not speaking hypothetically, it has literally been my experience with the game. I played for ages using the guns I felt most comfortable with, and then Thorn & Hawkmoon happened. It didn't matter how good I was with my favorite guns; My enemy and I would start firing at the same time, I'd land every shot, and then I'd die before I could finish them off. Unfortunately, Destiny still has a short list of primary weapons that will kill you faster than any other primary weapons. The difference might be slim, but against highly skilled players that slim difference can feel insurmountable.

Fortunately, we have a bit more diversity in what I would consider "top tier" primaries at this point than we did in year 1. If I feel like playing aggressively I'll use my DoP or Last Word. If I want to keep my distance I'll use Mida or one of my favorite pulse rifles. But I do generally feel limited to a few options when the going gets tough.

Of course, my best game ever was with my Titan (statistically my worst PvP character) and Phinalla's Peril (a gun I usually suck with) so maybe I'm just all over the place lol

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I had a different KF Primary experience.

by Harmanimus @, Monday, June 20, 2016, 22:00 (3171 days ago) @ CruelLEGACEY

Well, in Y1 Thorn was one of the guns that had the right feel for me. Even back when it was a 6-Shot Sloth. My use of Word of Crota was because the feel was similar enough that I could swap between them. Usually because I wanted Thunderlord. (Speaking of weapons that just feel right for me)

Honestly though, the spread of weapons used is much wider than it used to be, and most of the people I play with who are playing to the meta are usually looking to pull past in a competitive sense. I perform better when I just play to "do neat things" and so actually usually do worse when I try to play to the meta. Which has led to some abysmal performances.

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I love my full-auto Doom of Chelchis

by Kermit @, Raleigh, NC, Tuesday, June 21, 2016, 12:28 (3171 days ago) @ Harmanimus

I agree with Cruel, though, in that I miss having an array of elemental primaries. Supercell is cool but limited.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 14:11 (3171 days ago) @ Cody Miller

I played PvP last night with Cyber, and I did extremely well with my old Surros PDX. As for Hand canons, I tried out Imago Loop which had a large range buff and did fairly well with that. I did not experience much missing of shots at Range, but I did notice the damage reduction at distance was pretty severe.

Mybproblem with year one in retrospect was that because certain weapons were so powerful and dominant, you kind of had to get them to be competitive in places. And getting them meant doing boring shit over and over. If you didn't have them, you were at a definite disadvantage. For some content like Crotas end hard mode, it was extremely punishing even with the best gear. I can only imagine doing it if all you had were non raid legendaries.

In year two, you can make due with what you have, and the weapons that help a ton in certain situations are all quest weapons. For me, that's way better.

Yeah I'm with you in terms of year 2 being less grindy and I'm all for that. And you're right that it is easier to "get by" in PvP with less than ideal weapons now than it was in year 1... I'm just not thrilled with how Bungie achieved this balance. Rather than bringing more weapons up to match the most effective guns in the game, they've brought most weapons down to "mediocre" status with very few exceptions. I would much rather have all primaries brought up to the effectiveness of year 1 Hawkmoon or Thorn in terms of their ability to fire accurately and predictably at mid-long range. If that makes time-to-kill too fast, then lower damage values. That's fine. I just don't like it when they extend time-to-kill by making the weapons less accurate or predictable. I don't like feeling like I'm fighting against my weapon the whole time. But that's exactly how I feel with most of the year 2 primaries.

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 14:28 (3171 days ago) @ CruelLEGACEY

I would much rather have all primaries brought up to the effectiveness of year 1 Hawkmoon or Thorn in terms of their ability to fire accurately and predictably at mid-long range. If that makes time-to-kill too fast, then lower damage values. That's fine.

It doesn't work that way with hand canons. You can't just lower damage values. They do all their damage at once, in few shots. If you lower the damage values and you can kill with the same number of shots, it's pointless. If you do it such that you take one more shot, then now you have lowered the time to kill by a whopping 25%.

I think the damage falloff change actually makes sense. Again, last night I had no problem hitting at range, but the shots weren't as damaging. This keeps hand canons powerful enough in mid range, and still able to work long range but just not as effectively.

My experience isn't matching everyone else's when it comes to distance shots.

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+1, and then some.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 14:45 (3171 days ago) @ Cody Miller

I would much rather have all primaries brought up to the effectiveness of year 1 Hawkmoon or Thorn in terms of their ability to fire accurately and predictably at mid-long range. If that makes time-to-kill too fast, then lower damage values. That's fine.


It doesn't work that way with hand canons. You can't just lower damage values. They do all their damage at once, in few shots. If you lower the damage values and you can kill with the same number of shots, it's pointless. If you do it such that you take one more shot, then now you have lowered the time to kill by a whopping 25%.

I think the damage falloff change actually makes sense. Again, last night I had no problem hitting at range, but the shots weren't as damaging. This keeps hand canons powerful enough in mid range, and still able to work long range but just not as effectively.

My experience isn't matching everyone else's when it comes to distance shots.

I'm also not specifically thinking about hand cannons. I haven't even tried them since last week's update, so I can't speak to how they're doing right now. Most pulse, scout, and auto rifles suffer from a general lack of range and stability unless you happen to get a very specific perk combos. That's why we saw a sudden explosion of Mida Multitool usage: it's one of the few primaries in the game who's shots land exactly where you expect them to, every single time.

I also agree that damage fall-off is a great way to keep hand cannons in check with the rest of the sandbox... I just don't like how squirmy and unpredictable they've been since TTK launched.

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+1, and then some.

by slycrel ⌂, Monday, June 20, 2016, 16:28 (3171 days ago) @ Cody Miller

It makes sense I guess, but definitely nerfs my playstyle.

I am (was?) at my best in the solid mid-range. I generally used high impact hand cannons to 3 or 4 shot people in that arena, while having a viable primary for short range encounters (which is probably 70% of destiny in the IB/Trials arena). Contenders for this setup were few and far between. That's why I like the Vacancy so much, it holds the mid-range well while being okay at short range. This range is closer than snipers like, while being far enough that someone can't run in and one shot you with a shotgun without serious trouble.

Note that I would prefer to use scouts for this, but scouts seem to be inherently poor at both short and even often at medium range.

I am now often needing an additional shot in this range, making this a substantial nerf for me. Almost killing people is happening more and more. It's becoming more about knowing the maps inside and out and having a buddy right there with you. I think everything is starting to swing more towards non-1v1 play, and that's probably intentional. It used to be on a 2v1 encounter you could almost always take out one person, and if you were good, both of them. Now it seems like you have to be good to take out one person before the team of 2 brings you down.

So maybe I'm just fighting the inevitable... but the polarization of extreme long range with snipers and extreme short range with shotguns leaves a lot of long TTK happening in the middle. Nothing really seems to shine there, it's a sea of non-optimal options.

Or maybe I just can't play. ;)

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Also, sorry I missed you last night. =)

by slycrel ⌂, Monday, June 20, 2016, 16:28 (3171 days ago) @ slycrel

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+1, and then some.

by Cody Miller @, Music of the Spheres - Never Forgot, Monday, June 20, 2016, 17:26 (3171 days ago) @ slycrel

So maybe I'm just fighting the inevitable... but the polarization of extreme long range with snipers and extreme short range with shotguns leaves a lot of long TTK happening in the middle. Nothing really seems to shine there, it's a sea of non-optimal options.

Or maybe I just can't play. ;)

First I was an Auto Rifle player, then Hand Canon, and now Pulse / Hand Canon. You really do have to keep adapting to all these switches and find what works for you.

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Yep. It really isn't even close.

by ProbablyLast, Monday, June 20, 2016, 14:03 (3172 days ago) @ cheapLEY

Year one weapons are so good and fun that they had to both make them irrelevant in terms attack power and nerf all of the good perks.


The only real positive Year 2 has is swords, which are very fun. Too bad that the quest to get them is soul-draining.

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Yep. It really isn't even close.

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 14:14 (3171 days ago) @ ProbablyLast

Year one weapons are so good and fun that they had to both make them irrelevant in terms attack power and nerf all of the good perks.


The only real positive Year 2 has is swords, which are very fun. Too bad that the quest to get them is soul-draining.

Yeah I really love what Swords add to the game. I'm with you on the exotic sword quest, too; it's total bullshit. But ultimately worth it, IMO, given how insanely fun all 3 Exotic swords are :)

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Fire Sword is undoubtedly the most fun I've had this year.

by ProbablyLast, Monday, June 20, 2016, 15:59 (3171 days ago) @ CruelLEGACEY

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Sword Quest, ugh.

by marmot 1333 @, Monday, June 20, 2016, 14:42 (3171 days ago) @ ProbablyLast

Finding those materials on the destinations is the most boring and frustrating thing I've done in Destiny, I think. I got enough for one sword. I only have 1/10 and 2/10 of the materials collected for the other two, despite a few hours spent wandering around looking for them.

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Which step is 'bargaining' again?

by narcogen ⌂ @, Andover, Massachusetts, Monday, June 20, 2016, 12:28 (3172 days ago) @ Cody Miller

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lol

by CruelLEGACEY @, Toronto, Monday, June 20, 2016, 13:48 (3172 days ago) @ narcogen

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Can Saharas get Third Eye again yet?

by RaichuKFM @, Northeastern Ohio, Monday, June 20, 2016, 13:54 (3172 days ago) @ Cody Miller

Best gun came at launch, I say.

"Raichu you haven't even played in Year 2."

Damn, I've been caught.

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Year 2 has really done it for me

by SonofMacPhisto @, Tuesday, June 21, 2016, 10:07 (3171 days ago) @ Cody Miller

ZHalo, new Dragon's Breath, swords, Immobius, Fabian Strategy, that one Suros scout rifle I love, and now Grasp of Malok.

They've been mighty fun shooting.

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