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<title>DBO Forums - I&#039;d be down for that.</title>
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<title>I&#039;d be down for that. (reply)</title>
<content:encoded><![CDATA[<p>Not as punishing as D1 God Rolls while improving the current mod system. Sign me up!</p>
<p>I don't really care about the vault stuff... kiosks are nice, but I don't think everything needs to be a kiosk item.</p>
<p>I actually like how the vendors have armor and a rotation of weapons you can buy. Maybe just make those purchasable with glimmer instead of tokens (if you've already &quot;acquired&quot; the item?</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149523</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149523</guid>
<pubDate>Thu, 05 Apr 2018 19:59:18 +0000</pubDate>
<category>Destiny</category><dc:creator>breitzen</dc:creator>
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<title>Random rolls, ugh (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><p>Random Rolls would lead to combinations of perks that were fun, effective, and unique. </p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
I'll agree with the first and second adjectives. I will NOT agree with the third. When you have a huge pool of players, you very quickly determine which rolls are the most effective - 'effective' and 'unique' are actually mutually exclusive. (When a roll is effective, it quickly becomes super-sought-after, and when a roll is unique, it's usually because nobody can use it very well. ;) )</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
I believe my <a href="http://destiny.isnotcanon.net/movies/Master_Blaster_720.mp4">Purifier VIII</a> had both effective AND unique rolls judging by the amount of questions (and cursing) I got in messages after wrecking with it in PvP.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Heh - that's just as angering now as it was the first time I saw it. :) </p>
<p>(I've never been able to use Fusion Rifles effectively, so it's not something I would have ever tried to get... but I've played against enough of them to know that some of those kills were simply unreasonable. :) )</p>
</blockquote></blockquote><blockquote><p><br />
And to think during the Alpha you told me fusion rifles sucked…</p>
</blockquote><p>I still think that. Read the passage you just quoted again. Doesn't mean they don't suck for OTHER people... just that they don't work for me.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149517</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149517</guid>
<pubDate>Thu, 05 Apr 2018 17:53:05 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
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<title>+1 (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I fell down a bit of a Reddit-hole, and stumbled across <a href="https://www.reddit.com/r/DestinyTheGame/comments/89fk1r/the_grand_unification_theory_of_loot_combining/">this suggestion</a>.</p>
<p>It sounds quite interesting to me, for 3 main reasons. 1) I think I would really enjoy interacting with this version of a loot system. 2) It has the potential to solve several common complaints at the same time. And 3) It is based on relatively minor tweaks to the system that is already in place (in other words, it wouldn't require a complete massive redo of the current system, making it potentially feasible to implement). </p>
<p>I'll copy/paste the text below for those who can't open the link:</p>
<p>-----------------------------------</p>
<p><em>&quot;Three things are lacking in the current loot system: Variety, customization, and vault space. Gear variety and customization pair nicely, more customization automatically adds variety. More variety opens up more avenues for customization. But this leads to inevitable conflict with vault space, the more cool stuff we get, the bigger the vault space issue becomes. Kiosks help a lot but only for static items like exotics, custom gear can’t go there.</em></p>
<p><em>Fortunately, there is a solution that essentially uses systems we already have available in D2, no massive rework of the game required. I’ll be using the D1 favorite Doctrine of Passing as an example. Believe it or not, we can actually build a very similar gun using a combination of static rolls and the current mod/masterwork slots. (Edit: naturally this should just be a starting point, lots of good ideas about later improvements are coming from people below in the comments.)</em></p>
<p><em>Step 1: Mostly keep the static rolls we have now (no, seriously, hear me out). These serve as the “base model” (or frame) of the gun. The reason we need to keep them is for vault space – this makes it possible for legendary weapon kiosks to exist. Going back to the Doctrine, the “base frame” would be just the scopes and fixed perk. Exotics have a kiosk/collection because they are always the same. You can go grab one any time you want. Static legendaries should work the same way. Go to the kiosk, pull one out. The mod and masterwork slots would be empty, obviously, but at least there’s no more worrying about “do I keep this terrible gun? What if that archetype is OP someday?” (looking at you, pulse rifles). If that happens you can just go to the kiosk and use the base frame to build a new one, as we segue to the next step:</em></p>
<p><em>Step 2: The mod slot is where we make the big change - We use it to bring random rolls back. Instead of the worthless mods we have now, this becomes an actual random perk slot. Every legendary weapon will drop with a purple mod containing a random D1-level perk: firefly, perfect balance, shank burn (couldn’t resist), army of one, whatever. It’s on a mod, but otherwise not much different than D1; each weapon ideally would it’s own pool of possible perks so you know what to expect. Your 10th Better Devils is actually interesting now!</em></p>
<p><em>One random perk is better than we have now, but 2 is even more better. So what do we do with the masterwork slot? That could turn into whole big discussion of it’s own, so for the moment let’s just say we keep them the same in terms of the orb generation. However, if we also increase the size of the stat bonus to be more meaningful, that becomes another random node. Look at the middle perk slot for the Doctrine: masterworks do (sortof) the same thing - more ammo (extended mag), more range (we’ll call that smallbore), or more stability (braced frame). The only real difference is that the stat bonuses are currently smaller (that and you would have to re-roll the masterwork if you wanted extended mag instead of braced frame but in that case you are clinically insane and beyond my help). I now expertly segue once again to step 3:</em></p>
<p><em>Step 3: Gear customization. This is a big one for me. Random rolls are good. But being able to further customize the gear on top of it is great. It epitomizes what D2 should have been, an evolution of the systems we had before.</em></p>
<p><em>We also customize gear using these new and improved mods. Again, to keep it simple I’m not going to go in to a long winded discussion of the pros and cons of 15 different ways to do it, but just buying mods from the gunsmith is definitely one of the worst possible ways. The main source of mods should be from our gear. Dismantling gear should give you mod components.</em></p>
<p><em>It doesn’t have to be exactly like this, but as an example, let’s say you get a Bad News with firefly. That’s cool, I mean, everything’s better with firefly, right? But you know what would be fucking amazing with firefly? Midnight Coup, of course! But Calus is a dick and won’t give me one. RNG being RNG, I might never get one.</em></p>
<p><em>So I dismantle the Bad News and get a firefly mod component. Later on I get some other gun with firefly. Same thing. After I get X number of those components, I take them to the gunsmith, he makes a firefly mod for me. I then give him the gun I want to put in on, and bang, I just crafted a custom gun. It’s “my” Midnight Coup, just the way I want it.</em></p>
<p><em>How many mod components, what the gunsmith charges for it, do I need 2 Midnight Coups instead of 1 (I’d vote yes), that’s all up for discussion, feel free to put in your 2 cents below. We don’t want to make it so easy that we run out of stuff to do in a week because we already have a god roll everything. But the concept is the same, take a gun you don’t want and use it to improve a gun you do, without being 100% reliant on luck. You have just a tiny bit of control over the situation.</em></p>
<p><em>Unlike HoW-style reforging, no grinding for generic parts and praying to RNG as you pull the gunsmith slot machine. Instead, you have a specific thing to go after: I want firefly. I know that a gun that can roll with firefly drops from the flashpoint world boss on Io or whatever. So I can go farm that like you would have done with Omnigul if you wanted a Grasp. (But if you really like rerolling stuff there’s always the masterwork slot. Personally, I think I’d prefer it wasn’t completely random but acted more like the raid perks where you get to choose but I’m not married to that idea)</em></p>
<p><em>Even better, you can stockpile mods to use later. Mods stack in your inventory, so instead of using 37 vault spots for various guns that are either not quite perfect or “might not be terrible someday,” you keep a few stacks of high quality mods to use later, setting up yet another seamless transition to the next and final step:</em></p>
<p><em>Step 4: Enjoy all your newly freed up vault space! The legendary weapon kiosk holds modless base versions of every weapon you’ve ever found. Mods are stackable and take up less room. So you don’t need do the things we did in D1 like keep 16 different not-quite-God-roll Eyeaslunas, or hold on to those high impact pulses for 2 years “just in case.”&quot;</em></p>
</blockquote><p>Honestly, this is how I assumed D2 would work when they first announced mods.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149516</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149516</guid>
<pubDate>Thu, 05 Apr 2018 17:03:23 +0000</pubDate>
<category>Destiny</category><dc:creator>Robot Chickens</dc:creator>
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<title>No way!!! (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I play D1 about 2-4 times a month for funs.</p>
<p>I have three characters with just about every item they'd ever want.  </p>
<p>Nevertheless, every single time a legendary drops, I get that little excitement tickle to see what it is.  It's a familiar weapon, but what are the perks?  I miss that tickle in D2.</p>
<p>If one chooses to play the game as a &quot;god roll grind,&quot; I think that's fine, and I've done it, chasing a FateImagoLooperBringer.  It was fun, I never got it and I don't regret the chase.  If it's not fun, then don't do it.  I mean, if you can't ingest Crack responsibly, then is Crack really for you?</p>
<p>Having the little excitement from every legendary drop is a really wonderful element of D1 that I miss a lot.  I don't think it ever really broke the game -- PVPwise, you could buy Hacksaw, and PVEwise, well it was never game breaking.  </p>
<p>You'll still have to pull my Cryptic Dragon with Explosive Rounds, Firefly, and Crowd Control from my cold dead hands.</p>
</blockquote><p>That talk of a &quot;little excitement tickle&quot; sounds like something from a gambler's anonymous meeting. Are we going to have to have an intervention, nico? ;)</p>
<p>Just not my thing. (I've said before that I'd spend money on Eververse if it wasn't random. I feel like a sucker.) I know what you mean by the tickle, though. In my case it was countered by the anxiety I felt over vault space. I kept way too much because I was always anxious that I might dismantle the God roll of the next meta.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149515</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149515</guid>
<pubDate>Thu, 05 Apr 2018 15:56:13 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
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<title>Found this suggestion on Reddit... sounds interesting (reply)</title>
<content:encoded><![CDATA[<p>I fell down a bit of a Reddit-hole, and stumbled across <a href="https://www.reddit.com/r/DestinyTheGame/comments/89fk1r/the_grand_unification_theory_of_loot_combining/">this suggestion</a>.</p>
<p>It sounds quite interesting to me, for 3 main reasons. 1) I think I would really enjoy interacting with this version of a loot system. 2) It has the potential to solve several common complaints at the same time. And 3) It is based on relatively minor tweaks to the system that is already in place (in other words, it wouldn't require a complete massive redo of the current system, making it potentially feasible to implement). </p>
<p>I'll copy/paste the text below for those who can't open the link:</p>
<p>-----------------------------------</p>
<p><em>&quot;Three things are lacking in the current loot system: Variety, customization, and vault space. Gear variety and customization pair nicely, more customization automatically adds variety. More variety opens up more avenues for customization. But this leads to inevitable conflict with vault space, the more cool stuff we get, the bigger the vault space issue becomes. Kiosks help a lot but only for static items like exotics, custom gear can’t go there.</em></p>
<p><em>Fortunately, there is a solution that essentially uses systems we already have available in D2, no massive rework of the game required. I’ll be using the D1 favorite Doctrine of Passing as an example. Believe it or not, we can actually build a very similar gun using a combination of static rolls and the current mod/masterwork slots. (Edit: naturally this should just be a starting point, lots of good ideas about later improvements are coming from people below in the comments.)</em></p>
<p><em>Step 1: Mostly keep the static rolls we have now (no, seriously, hear me out). These serve as the “base model” (or frame) of the gun. The reason we need to keep them is for vault space – this makes it possible for legendary weapon kiosks to exist. Going back to the Doctrine, the “base frame” would be just the scopes and fixed perk. Exotics have a kiosk/collection because they are always the same. You can go grab one any time you want. Static legendaries should work the same way. Go to the kiosk, pull one out. The mod and masterwork slots would be empty, obviously, but at least there’s no more worrying about “do I keep this terrible gun? What if that archetype is OP someday?” (looking at you, pulse rifles). If that happens you can just go to the kiosk and use the base frame to build a new one, as we segue to the next step:</em></p>
<p><em>Step 2: The mod slot is where we make the big change - We use it to bring random rolls back. Instead of the worthless mods we have now, this becomes an actual random perk slot. Every legendary weapon will drop with a purple mod containing a random D1-level perk: firefly, perfect balance, shank burn (couldn’t resist), army of one, whatever. It’s on a mod, but otherwise not much different than D1; each weapon ideally would it’s own pool of possible perks so you know what to expect. Your 10th Better Devils is actually interesting now!</em></p>
<p><em>One random perk is better than we have now, but 2 is even more better. So what do we do with the masterwork slot? That could turn into whole big discussion of it’s own, so for the moment let’s just say we keep them the same in terms of the orb generation. However, if we also increase the size of the stat bonus to be more meaningful, that becomes another random node. Look at the middle perk slot for the Doctrine: masterworks do (sortof) the same thing - more ammo (extended mag), more range (we’ll call that smallbore), or more stability (braced frame). The only real difference is that the stat bonuses are currently smaller (that and you would have to re-roll the masterwork if you wanted extended mag instead of braced frame but in that case you are clinically insane and beyond my help). I now expertly segue once again to step 3:</em></p>
<p><em>Step 3: Gear customization. This is a big one for me. Random rolls are good. But being able to further customize the gear on top of it is great. It epitomizes what D2 should have been, an evolution of the systems we had before.</em></p>
<p><em>We also customize gear using these new and improved mods. Again, to keep it simple I’m not going to go in to a long winded discussion of the pros and cons of 15 different ways to do it, but just buying mods from the gunsmith is definitely one of the worst possible ways. The main source of mods should be from our gear. Dismantling gear should give you mod components.</em></p>
<p><em>It doesn’t have to be exactly like this, but as an example, let’s say you get a Bad News with firefly. That’s cool, I mean, everything’s better with firefly, right? But you know what would be fucking amazing with firefly? Midnight Coup, of course! But Calus is a dick and won’t give me one. RNG being RNG, I might never get one.</em></p>
<p><em>So I dismantle the Bad News and get a firefly mod component. Later on I get some other gun with firefly. Same thing. After I get X number of those components, I take them to the gunsmith, he makes a firefly mod for me. I then give him the gun I want to put in on, and bang, I just crafted a custom gun. It’s “my” Midnight Coup, just the way I want it.</em></p>
<p><em>How many mod components, what the gunsmith charges for it, do I need 2 Midnight Coups instead of 1 (I’d vote yes), that’s all up for discussion, feel free to put in your 2 cents below. We don’t want to make it so easy that we run out of stuff to do in a week because we already have a god roll everything. But the concept is the same, take a gun you don’t want and use it to improve a gun you do, without being 100% reliant on luck. You have just a tiny bit of control over the situation.</em></p>
<p><em>Unlike HoW-style reforging, no grinding for generic parts and praying to RNG as you pull the gunsmith slot machine. Instead, you have a specific thing to go after: I want firefly. I know that a gun that can roll with firefly drops from the flashpoint world boss on Io or whatever. So I can go farm that like you would have done with Omnigul if you wanted a Grasp. (But if you really like rerolling stuff there’s always the masterwork slot. Personally, I think I’d prefer it wasn’t completely random but acted more like the raid perks where you get to choose but I’m not married to that idea)</em></p>
<p><em>Even better, you can stockpile mods to use later. Mods stack in your inventory, so instead of using 37 vault spots for various guns that are either not quite perfect or “might not be terrible someday,” you keep a few stacks of high quality mods to use later, setting up yet another seamless transition to the next and final step:</em></p>
<p><em>Step 4: Enjoy all your newly freed up vault space! The legendary weapon kiosk holds modless base versions of every weapon you’ve ever found. Mods are stackable and take up less room. So you don’t need do the things we did in D1 like keep 16 different not-quite-God-roll Eyeaslunas, or hold on to those high impact pulses for 2 years “just in case.”&quot;</em></p>
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<link>https://destiny.bungie.org/forum/index.php?id=149513</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149513</guid>
<pubDate>Thu, 05 Apr 2018 15:06:35 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>Random rolls, ugh (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><blockquote><p>Random Rolls would lead to combinations of perks that were fun, effective, and unique. </p>
</blockquote></blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><blockquote><p><br />
I'll agree with the first and second adjectives. I will NOT agree with the third. When you have a huge pool of players, you very quickly determine which rolls are the most effective - 'effective' and 'unique' are actually mutually exclusive. (When a roll is effective, it quickly becomes super-sought-after, and when a roll is unique, it's usually because nobody can use it very well. ;) )</p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
I believe my <a href="http://destiny.isnotcanon.net/movies/Master_Blaster_720.mp4">Purifier VIII</a> had both effective AND unique rolls judging by the amount of questions (and cursing) I got in messages after wrecking with it in PvP.</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
Heh - that's just as angering now as it was the first time I saw it. :) </p>
<p>(I've never been able to use Fusion Rifles effectively, so it's not something I would have ever tried to get... but I've played against enough of them to know that some of those kills were simply unreasonable. :) )</p>
</blockquote></blockquote><blockquote><p><br />
And to think during the Alpha you told me fusion rifles sucked…</p>
</blockquote><p>They DID suck during the Alpha. Final release, though, Bungie had over-corrected and made them glorious, and so the nerfing tradition began.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149511</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149511</guid>
<pubDate>Thu, 05 Apr 2018 13:26:37 +0000</pubDate>
<category>Destiny</category><dc:creator>Korny</dc:creator>
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<title>Random rolls, ugh (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><blockquote><blockquote><p>Random Rolls would lead to combinations of perks that were fun, effective, and unique. </p>
</blockquote></blockquote></blockquote></blockquote><blockquote><blockquote><blockquote><p><br />
I'll agree with the first and second adjectives. I will NOT agree with the third. When you have a huge pool of players, you very quickly determine which rolls are the most effective - 'effective' and 'unique' are actually mutually exclusive. (When a roll is effective, it quickly becomes super-sought-after, and when a roll is unique, it's usually because nobody can use it very well. ;) )</p>
</blockquote></blockquote></blockquote><blockquote><blockquote><p><br />
I believe my <a href="http://destiny.isnotcanon.net/movies/Master_Blaster_720.mp4">Purifier VIII</a> had both effective AND unique rolls judging by the amount of questions (and cursing) I got in messages after wrecking with it in PvP.</p>
</blockquote></blockquote><blockquote><p><br />
Heh - that's just as angering now as it was the first time I saw it. :) </p>
<p>(I've never been able to use Fusion Rifles effectively, so it's not something I would have ever tried to get... but I've played against enough of them to know that some of those kills were simply unreasonable. :) )</p>
</blockquote><p>And to think during the Alpha you told me fusion rifles sucked…</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149510</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149510</guid>
<pubDate>Thu, 05 Apr 2018 06:16:48 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>I’ve got a great Luke Skywalker quote for ya. (reply)</title>
<content:encoded><![CDATA[<p>It begins with “Amazing...”</p>
<blockquote><p>There's no dedicated (pvp) servers, so matchmaking is a p2p and vastly flawed as a result</p>
</blockquote><p><a href="index.php?id=132540" class="internal">THAB. Dedicated Server Edition.</a> You, yourself, said: “This is really good news, especially for pvp.” Your about face on this point is actually quite spectacular! How do you square away “In any case, this is all good news, and I support it!” with your quote above?</p>
<blockquote><p>The GOOD way to handle imbalance is to take the lesser performing design and buff it until it's just as desirable as the better performing design.</p>
</blockquote><p>Josh Hamrick, from the recent “Go Fast” YouTube video:</p>
<blockquote><p>...and so we, we went back to the board and looked at everything and just said like hey, here are a couple of weapons we feel like are in a really good spot. And by really good spot they’re kinda hot, right? They’re probably too hot for D2. In D1, people would have said, probably correctly, that means we would nerf those things. There are nails that are sticking up out of the board and we would have hammered them back in to be even with the board. Uh, for this update, we did the opposite, we said these things are hot, let’s bring everything else to them. And so we started raising each thing up whether it be in PVE or PVP. We’ve also learned the lesson: don’t sand the coolness down. Leave the jagged spikes of personality in there.</p>
</blockquote><p>Personally, I think this is a very good description of what this latest update did. My favorite weapon type, the High Impact Pulse Rifles got an 18.8% boost in the Crucible. Many other weapons got buffs. Various jumps got big, noticeable buffs. Multiple Supers got significant buffs as well.</p>
<p>On a recent livestream (I think it was today?) Josh was quoted as saying:</p>
<blockquote><p>You should absolutely see the average TtK get significantly faster, I don't want to spoil anything as I think you guys(to DeeJ) are going to talk about that over the next couple of weeks but there is some incredible stuff; if you saw the Sturm and Drang video from last week's TWAB, there's a lot of stuff like that that's pretty cool and pretty fast.</p>
</blockquote><p>So... what you were going on about... you know about Bungie preferring ‘the nail that stands up gets hammered down’ approach? Yeah, “...every word of what you just said was wrong.” </p>
<p>Not literally, of course. Your point about big updates vs more frequent balancing has merit, for instance. You also aren’t entirely wrong about Bungie’s past approach to balancing. But it <span style="font-size:large;"><strong><em>REALLY</em></strong></span> feels like you, a player who has moved on, are ranting about things that happened in the past. And that you are at least mildly out of touch with the present. I’m not out to get you or piss you off, but dude, Bungie has recently been saying the opposite and, more importantly, has been doing the opposite of what you claimed in your post. Hell, they even <em>specifically mentioned your hammer down approach in their video as something to avoid!</em></p>
<p>Govern yourself according.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149509</link>
<guid>https://destiny.bungie.org/forum/index.php?id=149509</guid>
<pubDate>Thu, 05 Apr 2018 04:31:05 +0000</pubDate>
<category>Destiny</category><dc:creator>Ragashingo</dc:creator>
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<title>I looooove the aesthetic of the D2 armor ¯\_(ツ)_/¯ (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>I main Titan and I'm sorry, but I would like an apology from whoever decided taking shoulders and increasing their size by 150%+ was the appropriate aesthetic choice. Or to give me a dozen different options of slightly different flat metal covered legs. </p>
</blockquote></blockquote><blockquote><p><br />
My Titan wears Kairos Function Greaves specifically because they're interesting at the top.(I'm with you 500% on the shoulder gripe.)</p>
</blockquote><blockquote><blockquote><p>As mentioned many Warlock sets are weird, almost-formal gowns. Like they are almost all for ceremony. Minus 3 sets with a +1 reskin to each (The Crucible homeless &quot;sleeping bag&quot; robes, the Vanguard &quot;that fur lining is warming nothing&quot; jacket, and the Wilwood jacket) most of them don't feel as grounded as the D1 gear did, or as aesthetically pleasing. Even when those looked more like space dresses.</p>
</blockquote></blockquote><blockquote><p><br />
I'm flabbergasted there isn't a simple leather duster option. I'd wear that all day every day, if there was. :( </p>
</blockquote><blockquote><blockquote><p>I will admit that I'm actually pretty happy with the gear I have on my Hunter in D2, though. But I spent 3 years trying to make my Hunter look as much like an ODST as I could in D1, and I could do it within a few months in D2. The toe socks are still unacceptable, though.</p>
</blockquote></blockquote><blockquote><p><br />
Toe-sock boots = instant shard. (I don't follow that rule for special boots - raid, faction - but for any regular boots, I don't even look at the stats, I just destroy 'em if they're split.)</p>
</blockquote><p>I’m still at the early end-game point with my Xbox hunter (y’know, that point where you keep the first legendary item you get in each slot, add a mod that you like, then infuse subsiquent drops into it to raise your light level). So for the time being, my Hunter is stuck with toe-boots and it drives me nuts, lol. But when I look at the few other legendary pants that have dropped for me, I don’t like the thighs. So half my hunter’s legs are going to look ugly, no matter what ¯\_(ツ)_/¯</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149508</link>
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<pubDate>Thu, 05 Apr 2018 00:07:40 +0000</pubDate>
<category>Destiny</category><dc:creator>CruelLEGACEY</dc:creator>
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<title>:-( (reply)</title>
<content:encoded><![CDATA[<blockquote><p>but I've seen no dress I dislike as much as this style in D1.</p>
<p><a rel="thumbnail" href="https://i.imgur.com/lb2KZNN.jpg"><img src="https://i.imgur.com/lb2KZNN.jpg" class="thumbnail" alt="[image]" /></a></p>
</blockquote><p>I love the collar, I love the asymmetric nature of the jacket, the color is on point. The bottom part is meh, but that's definitely in the direction of my style.</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149505</link>
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<pubDate>Wed, 04 Apr 2018 22:55:52 +0000</pubDate>
<category>Destiny</category><dc:creator>kidtsunami</dc:creator>
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<title>I&#039;m going to have to pull some fashion show screenshots... (reply)</title>
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<pubDate>Wed, 04 Apr 2018 22:54:45 +0000</pubDate>
<category>Destiny</category><dc:creator>kidtsunami</dc:creator>
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<title>That’s a good way to kill most of the player base. (reply)</title>
<content:encoded><![CDATA[<blockquote><p>Fighting games generally have the best approach to balance where not only do they not overcorrect, but they allow for local imbalance as a part of fun play.</p>
</blockquote><p>Fighting games, RTSes, most card games, they all have solid balance.</p>
<p>Games like FortniteBR are grossly imbalanced, but the player has total agency and starts on equal footing with every other player, so the imbalances are due to luck and play throughout the game, rather than poor design, which makes it waaaay more fun.</p>
<p>And then there's games like Destiny, where you can't easily switch classes due to the time sink required to bring up each class, and the specs within classes are almost totally devoid of choice.  Your character customization is limited at best, so you're at the mercy of the game devs who, in this case, have straight up admitted to not understanding high end play.</p>
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<pubDate>Wed, 04 Apr 2018 19:25:12 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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<title>I looooove the aesthetic of the D2 armor ¯\_(ツ)_/¯ (reply)</title>
<content:encoded><![CDATA[<blockquote><p>I main Titan and I'm sorry, but I would like an apology from whoever decided taking shoulders and increasing their size by 150%+ was the appropriate aesthetic choice. Or to give me a dozen different options of slightly different flat metal covered legs. </p>
</blockquote><p>My Titan wears Kairos Function Greaves specifically because they're interesting at the top.(I'm with you 500% on the shoulder gripe.)</p>
<blockquote><p>As mentioned many Warlock sets are weird, almost-formal gowns. Like they are almost all for ceremony. Minus 3 sets with a +1 reskin to each (The Crucible homeless &quot;sleeping bag&quot; robes, the Vanguard &quot;that fur lining is warming nothing&quot; jacket, and the Wilwood jacket) most of them don't feel as grounded as the D1 gear did, or as aesthetically pleasing. Even when those looked more like space dresses.</p>
</blockquote><p>I'm flabbergasted there isn't a simple leather duster option. I'd wear that all day every day, if there was. :( </p>
<blockquote><p>I will admit that I'm actually pretty happy with the gear I have on my Hunter in D2, though. But I spent 3 years trying to make my Hunter look as much like an ODST as I could in D1, and I could do it within a few months in D2. The toe socks are still unacceptable, though.</p>
</blockquote><p>Toe-sock boots = instant shard. (I don't follow that rule for special boots - raid, faction - but for any regular boots, I don't even look at the stats, I just destroy 'em if they're split.)</p>
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<link>https://destiny.bungie.org/forum/index.php?id=149497</link>
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<pubDate>Wed, 04 Apr 2018 19:15:33 +0000</pubDate>
<category>Destiny</category><dc:creator>Claude Errera</dc:creator>
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<title>I looooove the aesthetic of the D2 armor ¯\_(ツ)_/¯ (reply)</title>
<content:encoded><![CDATA[<blockquote><p>. . . I honestly gave up on finding Warlock gear that I actually like.</p>
</blockquote><p>Most of the Warlock stuff in D2 is also awful. I used the Wildwood robes pretty much exclusively until someone I play with periodically asked me why I didn't mix it up. So I put on the homeless robes. Titan and Hunter stuff, too, though. A lot of it is nitpicking for me, because the designs are still executed really well and they fill the aesthetic of Destiny (in noting that they do fit for Destiny for folks who like D2 armor), but of all of the D1 armor that I liked? Basically none of it was brought aesthetically forward and the pieces I liked least were what we saw get brought to D2. I main Titan and I'm sorry, but I would like an apology from whoever decided taking shoulders and increasing their size by 150%+ was the appropriate aesthetic choice. Or to give me a dozen different options of slightly different flat metal covered legs. </p>
<p>As mentioned many Warlock sets are weird, almost-formal gowns. Like they are almost all for ceremony. Minus 3 sets with a +1 reskin to each (The Crucible homeless &quot;sleeping bag&quot; robes, the Vanguard &quot;that fur lining is warming nothing&quot; jacket, and the Wilwood jacket) most of them don't feel as grounded as the D1 gear did, or as aesthetically pleasing. Even when those looked more like space dresses.</p>
<p>I will admit that I'm actually pretty happy with the gear I have on my Hunter in D2, though. But I spent 3 years trying to make my Hunter look as much like an ODST as I could in D1, and I could do it within a few months in D2. The toe socks are still unacceptable, though.</p>
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<pubDate>Wed, 04 Apr 2018 07:33:19 +0000</pubDate>
<category>Destiny</category><dc:creator>Harmanimus</dc:creator>
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<title>I might agree with you... (reply)</title>
<content:encoded><![CDATA[<blockquote><p>but I've seen no dress I dislike as much as this style in D1.</p>
<p><a rel="thumbnail" href="https://i.imgur.com/lb2KZNN.jpg"><img src="https://i.imgur.com/lb2KZNN.jpg" class="thumbnail" alt="[image]" /></a></p>
</blockquote><p>I mean, that's not great, but that's miles better than 90% of the Warlock gear in D2.  At least it doesn't look like it was once a sleeping bag stolen from a homeless person in a dark alley of the Last City.</p>
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<pubDate>Tue, 03 Apr 2018 23:59:09 +0000</pubDate>
<category>Destiny</category><dc:creator>cheapLEY</dc:creator>
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<title>I might agree with you... (reply)</title>
<content:encoded><![CDATA[<p>but I've seen no dress I dislike as much as this style in D1.</p>
<p><a rel="thumbnail" href="https://i.imgur.com/lb2KZNN.jpg"><img src="https://i.imgur.com/lb2KZNN.jpg" class="thumbnail" alt="[image]" /></a></p>
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<pubDate>Tue, 03 Apr 2018 23:17:47 +0000</pubDate>
<category>Destiny</category><dc:creator>Kermit</dc:creator>
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<title>I looooove the aesthetic of the D2 armor ¯\_(ツ)_/¯ (reply)</title>
<content:encoded><![CDATA[<p>What do you play as?  </p>
<p>I think a lot of the Titan stuff is good, there’s some good Hunter stuff, but I main a Warlock and I liked the old duster look more than the robes and dresses we got in D2.   I honestly gave up on finding Warlock gear that I actually like.</p>
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<pubDate>Tue, 03 Apr 2018 21:22:00 +0000</pubDate>
<category>Destiny</category><dc:creator>cheapLEY</dc:creator>
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<title>I looooove the aesthetic of the D2 armor ¯\_(ツ)_/¯ (reply)</title>
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<pubDate>Tue, 03 Apr 2018 20:47:11 +0000</pubDate>
<category>Destiny</category><dc:creator>kidtsunami</dc:creator>
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<title>That’s a good way to kill most of the player base. (reply)</title>
<content:encoded><![CDATA[<p>Fighting games generally have the best approach to balance where not only do they not overcorrect, but they allow for local imbalance as a part of fun play.</p>
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<pubDate>Tue, 03 Apr 2018 20:18:38 +0000</pubDate>
<category>Destiny</category><dc:creator>Cody Miller</dc:creator>
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<title>That’s a good way to kill most of the player base. (reply)</title>
<content:encoded><![CDATA[<blockquote><blockquote><p>If you have fun until you stop playing… what's the problem? </p>
<p>How many concurrent players are there on Until Dawn right now? Does that make it a bad game?</p>
</blockquote></blockquote><blockquote><p><br />
Until Dawn doesn’t suffer if you’re literally the only person playing it.  Low player counts would actively make Destiny less fun.</p>
</blockquote><p>Even with high player counts Destiny took 2-6 minutes to matchmake one premade 4 man team against another.  With low player counts I can only imagine that number will go WAY up.</p>
<p>The core problems of Destiny 2 are the fundamental pillars of design:  There's no nimble backend, so changes take forever.  There's no dedicated (pvp) servers, so matchmaking is a p2p and vastly flawed as a result.  There's no strong leader with a true vision for destiny's design, and everything feels like it's designed by a committee of 100 as a result.</p>
<p>There's a really basic philosophical issue at the core of all of this, which is what to do about imbalance in your game.</p>
<p>The GOOD way to handle imbalance is to take the lesser performing design and buff it until it's just as desirable as the better performing design.  Your benchmark should be the best performing thing in the game that is also the most fun to use.  Occasionally you will take something down a peg because it's blatantly broken, but by and large &quot;make it better&quot; should be the driving mantra.  This is, of course, scary as fuck to control freak game designers because it often leads to emergent and incredibly powerful gameplay that needs to be reigned in quickly due to its brokenness, and it also means the game will start spiraling out of the constraints of your neat and tidy design spreadsheets very very quickly.  We can call this approach &quot;the squeaky wheel gets the grease.&quot;</p>
<p>The BUNGIE way to handle imbalance seems to be to nerf the heck out of whatever is currently fun to use in order to bring it back down to a rigidly constrained pre-determined spreadsheet level of game effectiveness.  They're also combining that with a really habitual problem of misinterpreting data in the worst possible way.  If you told them your car window wouldn't roll down, they'd take the door off the car to &quot;solve&quot; the issue.  People seemed to play until endgame, and rather than making endgame more fun, they made the grind to reach endgame more frustrating so it would take longer.  They seem to have a very hard time separating knee jerk internet reactions from well considered design theory, don't seem to understand the core of why D1 was fun in the first place, and are completely married to overcorrecting any and all changes in rare and massive updates rather than performing weekly balance tweaks or feature adds.  We can call this approach &quot;the nail that stands up gets hammered down.&quot;</p>
<p>I really strongly feel that game design benefits most from applying grease to poorly performing elements, rather than by hammering down the more exceptional parts of your product.  The first method leads to many varied and complicated systems that are at first confusing, but ultimately very fun and interesting, while the second leads to homogeneity and boring, simplistic interactions.</p>
<p>Ultimately, I stopped playing because the whole game became far too predictable and boring without any opportunity for emergent play, clutch play, skill plays, etc etc.  Sadly, I don't see Bungie changing that any time soon, especially given their published road maps, because - ultimately - the same people are in charge over there making the same flawed decisions to hammer down nails rather than risk letting the game grow into something other than their spreadsheet's perfect angel.</p>
<p>And now a shameless plug here:  Fortnite has the squeaky wheel philosophy on full display and it's HELLA fun.</p>
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<pubDate>Tue, 03 Apr 2018 19:35:47 +0000</pubDate>
<category>Destiny</category><dc:creator>Kahzgul</dc:creator>
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