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Destiny 2

Discuss all things Destiny 2.
Edited by Vampire Nox: 11/30/2017 4:51:45 PM
188

"Masterwork" Stats and not Perks is a Paper Tiger.

The problem with making a "crafting system" via Masterworks, that only allows you to affect the Weapons' Stats, and not the -PERKS- on the weapon is: Nowhere in that Blog Post did Bungie say or allude to a cap on the level scaling for the enemies you face. Regardless of what Planet/Moon/Centaur you're fighting on, the enemies directly and proportionately scale to your individual character level. Thus, it takes the same amount of time to kill any level-tier of enemy at Light 300 as it does at Light 100. If Bungie were to implement an upper-level-cap on how high the enemies scaled, then it might feel like your character is actually growing more powerful over the course of the game, and with the higher amount of time you spend in the game. If say... a Fallen Captain had a level scaling cap of say... 260; there would be challenge to defeating said Captain, all the way until you passed Light 260. Once you're past that point, enemy damage to your character becomes less, your damage to the enemy grows proportionately to the ever-widening gulf between your character light level, and the enemy that will never grow past Light 260. So you -FEEL- more powerful, and there will be a noticeable reduction in Time to Kill as your more powerful character has grown. So since Bungie failed to even mention placing a level cap on the enemies, it doesn't matter in the slightest how high you "Masterwork" any given weapon. The weapon power directly figures into the algorithm that decides your Light Level. The higher you "Masterwork" the weapon stats, the higher the power level of the weapon goes. The higher the power level of the weapon, the higher your Light Level averages. Then, the enemies you face directly scale to match your Light Level, thus keeping your Time to Kill exactly the same, as the game has now scaled damage and enemy health/defense in direct proportion to your higher Light Level due to the "Masterwork" higher stats of the weapon you've been slaving to upgrade. The "Masterwork" upgrades for Weapon Stats, and weapon stats only (we're all still stuck with Static Perks on all of our weapons, meaning that even after these updates, if you've received one Nameless Midnight, you've received every Nameless Midnight that it's possible to ever get...), is a [b]paper tiger[/b] update. The game itself, and the basic structure that Bungie built the mechanics around, cancels out any upgrades you will ever hope to apply to your weapons' base Stats. This new Blog Post was a whole lot of nothing. Nothing is going to improve in the game. They've used smoke and mirrors to make you -THINK- that they've added in weapon crafting, when the base mechanics of the game directly cancel out any upgrades that this crafting might apply to your weapons. The Blog Post and the coming updates are pure bullshit. Nothing will be changing beyond aesthetics, and the game will still play in the exact same boring manner that it does now. The game will still have the mind-numbing boring "Loot" that we've been suffering with since the game launched. Bungie outright lied, and used misdirection and false equivalencies yet again, in a feeble attempt to placate Player rage. But once you sit down, look at the planned updates, then actually apply the game mechanics to those updates, it's easily proven that these future "Updates" change nothing in the game. I for one, am not fooled; and I'd imagine that, if one were to sit down and take the time, this [b]Paper Tiger[/b] model of game management would be found to apply equally to every single aspect of Destiny 2. ---------------------------------------------------------------------------------------------- TL;DR: You guys at Bungie aren't fixing anything. In fact, I'd go so far as to say that the whole "Blog Post" was nothing more than what you had planned for the game any way, but due to Player anger, pushed it up in the development schedule. That does not, however; change the fact that none of your "changes" are anything more than thinly veiled aesthetic changes that will not affect the game in any meaningful manner.

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    HAPPYWOLFE
    HAPPYWOLFE

    333 - old

    You are a very intelligent Guardian and this is a very intelligent post and most of the people are not going to understand that. The most Salient point which is your main point, is that everything feels the same in combat no matter where you are in the game ... So weather doing the campaign missions, a strike or Patrols it all feels the same. This is what happens when people become enslaved to the idea that time to kill is the most important factor in a shooter. Instead of for example the feeling of progression. One of my favorite things from Destiny 1 is getting strong enough to go back and laboriously fight those hidden ??? Mark Having ass holes in the cosmodrome. Remember how we would fight them and no matter you hit them with a super or rocket launchers they took no f****** damage and killed you with one shot. Then you got stronger he hit Level 7 or 8 and you saw that these things were level 15 or 16 or 18 whatever it was and they could still kill you in one or two shots but you were doing damage now at as long as you could do some damage you knew you could kill it it hide and seek you're trying time you're super use up all your heavy in machine guns and rockets... But then you killed the stupid thing and yeah the reward was cheesy in terms of in Game Reward but in terms of fun and challenge it was badass. I like your suggestion that if I'm power 300 facing a captain that's 260 I should kill him faster than if I was power level 200 facing that same a captain. These are pretty basic rules and they were in effect at various points in destiny1. I don't know why people don't like this and by people I clearly mean Luke f****** Smith and Co.

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