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Edited by Killlerschaf: 9/1/2015 6:07:28 AM
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How do they say? The proof is in the pudding (Lemington?). In all of Y1, nothing was really able to beat the VoG weapons for PvE content. I mean yes, the Black Hammer especially was the king of snipers until the nerf, and the Hunger of Crota was a nice poor man's Gjallahorn, but in the end you'll probably run around with a FB, a Found Verdict and a Gjallahorn. House of wolves then brought us... Shank burn? Or rocket launchers with Dreg burn. That was probably the funniest thing (theoretically useful for the Kaliks Reborn strike I guess?). There were some good PvP weapons for ToO Osiris players though. Why is the FB/Gjallahorn such a prevalent setup? (with a FV or BH as a special weapon) Because of game design. What do I mean? Nearly every endgame encounter is designed around 2 things: 1) Mobs. Mobs everywhere. 2) Bullet sponge bosses/mini bosses (heavily shielded Knight/Witch on Arcburn Night). As long as this is the lead design, a weapon with the Fatebringer's perks (mind you, the explosive damage part of explosive rounds has no damage fall off) will always be favourable over the vast majority of other weapons. It deals high damage per shot, clears waves (which is ideal in a setup with lots of mobs), has very high sustained dps (if you can proc Outlaw) and is overall just an excellent weapon to counter the challenge of one pillar of the endgame design (Mobs. Mobs everywhere). Gjallahorn and FV/BH are the best suited weapons to deal with the second pillar of Endgame design. Bullet sponges and mini bosses. Gjallahorn is Gjallahorn. Next point. BH has the theoretically highest DPS in the game, if you can proc the passive. This is an integral part about the weapon amd makes it ideal for bosses/mini bosses. FV is better for the mini bosses (Captain's at Skolas for example) or hit and run tactics for bigger bosses (Valus from above). Of note: this is simply the case because of the perk combinations these weapons have. They allow the player to face the endgame challenges in the most efficient way 90% of the times (burns, ammo constraints and combat distance, giving about a 10% leeway. Beginning of Crota's end for example, you'll want an Ice Breaker. Oracles you'll want that one as well and a scout rifle with field scout). All of this implies one thing though: As long as Bungie doesn't decide to do a 180 in terms of game design, endgame content viability of weapons with the FB/BH/FV/HoC perk combinations will be huge. Of course Bungie could just go ultra crazy and use the most ridiculous perks with TTK. But then you have power creep and excitement issues for Destiny 2. In reality, an important part of Bungie's focus for the DLCs should be on how to change the game design/play patterns, in such a way that different perks will naturally make different guns obsolete for different Year X content. HoW was their big chance to do this and they blew it (in terms of weapons. The Armor options were quite solid, if used only in the PoE). HoW brought us Shank Burn... Nothing more needs to be said to understand how bad HoW was in that regard. HoW was another piece of content with the 2 endgame design pillars in place. Ads and Sponges. The weapons of the extension were soooooo bad, and TDB weapons were sooooo bad as well, that players would have lacked a massive amount of content in terms of replayability. So they gave us Ascension. So that we could at least grind the HoW content for our old stuff. Now we have seen TTK. Which is mostly the same old same old, at least in terms of fundamental game design. Sponges and mobs. So... Whom are you kidding when you say that you don't have proof?
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