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#feedback

Edited by iDovahBear: 3/3/2018 1:08:48 PM
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Double Primary / Balanced Loadout Bad for Game Design

When I saw Osiris running around, barely plinking a few Vex in his cinematic... I felt a part of myself cringe. The most notorious Warlock in existence, brought low and forced to use a pea shooter... That guy should've been handling his Warlock space magic like a pro, and using weapons in a way that shows a certain elegance and adapted finesse; something you get from practicing no scopes and quickshots over a thousand lives... What we got was the death knell for our beloved franchise, as even the legends we once looked up to and revered purely based on tiny excerpts from Grimoire cards were brought to that same level of weakness this game is centered around. The game lost its spark, and they failed to even make the cinematic thrilling, though I guess at least it depicts the gameplay accurately: Slow, steady and boring as it were. That was... a horrible moment for the franchise. We realized then that not even an epic unveiling of a notorious figure of unparalleled wisdom, insight and purportedly [i]power[/i], could make a cinematic enticing to watch if he was forced to depict the game as it currently was. But what's worse? The Vex have to sit there and pretend marching is the most complicated thing. [i]Left foot, right foot, left foot- Guess I could probably loose a few shots at the old guy, but I'll miss even though I'm a hyper intelligent pseudo-artificial life form which just took the time to pace its shots and still completely missed.[/i] It's sad because the whole world feels like it had to slow down just so that this "balanced" sandbox didn't exacerbate the severely lacking enemy AI and attack strategies. They're kept weak because otherwise we'd see [i]we're[/i] the weak ones. It's just not good for this game, fundamentally or aesthetically. I used to love this game, even though I had rough patches. But as it is now, it's effectively fallen from grace harder or at least just as hard as Call of Duty did when they started peddling loot crates in BO3. But at least Black Ops 3 had the gameplay to keep people hooked, which Destiny 1 had too. Why did we give that up for this? What was the tradeoff? [i]Did Bungie seriously think [b]everyone[/b] was all aboard the nerf train, after months of them being roasted for the 0.07% Auto Rifles buff? Or the Hand Cannon accuracy "buffs" that ended up being pseudo-nerfs? Did they honestly think that people could go from one game to the next without questioning the obvious power gap that formed between the two releases?[/i] Did you seriously not have a conversation about it? Your entire team just threw their hands in the air and shrugged their shoulders, betting on a hope that nobody minded the imminent power flop? That they'd just smile and appreciate it blindly? [i]"At least it's balanced!"[/i] Maybe that's how it happened, but I doubt it. Next time, listen to the person who has concerns. People asked for buffs [i]and[/i] nerfs. Bungie pandered to nerfs, and we know why: It's easier to tweak values down than to try and spruce something up when you're smug that it doesn't need to be any better than it is without ruining your image of a "perfect" sandbox. Or maybe Bungie's developed a bad aversion to buffs out of a fear they'll create the next Thorn or Mythoclast and have their asses immediately reamed by rants. I don't know what their deal is, it is simply not for us to know. But the sooner they learn how to get over it and make some kickass guns/perks, the better for everyone.

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