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#Gear

Edited by AttilaTheNvn: 2/12/2016 8:13:39 AM
443

Give me a single good reason why we can't Infuse Year 1, Bungie.

-Don't compare it to other "MMOs." -Don't compare it to other Shooters. -Simply approach the issue within the confines of [i]this[/i] game, and this game [i]alone[/i], and try to find a good argument. It doesn't matter what OTHER games do, because this isn't OTHER games; this is [b]Destiny[/b]. ____________________________________ The #1 reason I hear as to why Year 1 should be left behind seems to be this: [b]"Year 1 is too powerful to compete with Year 2."[/b] Now, I see this posted [i]endlessly[/i] on the forums, despite these two problems with it: [b]1. It's a glaring, unfounded overgeneralization. 2. It implies that (assuming Year 1 gear [i]is[/i] overpowered) capping Light Levels will actually [i]fix that[/i].[/b] With these two points, I'm going to show exactly why cries of "overpowered gear" have no facts to support them, and how leaving Year 1 behind does nothing to address the issue [i]either way[/i] [b](TL;DR at the end)[/b] ____________________________________ [u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u] -The Devil You Know -Murmur -The Scholar -Low-Grade Humility -Praetorian Foil -Fang of Ir Yut -Vanquisher VIII -Atheon's Epilogue -Against All Odds -Gheleon's Demise -The Infinite Theorem Read through that list. Have you ever heard the term "overpowered" associated with any of them? Because, in full confidence, I'm willing to bet that you haven't, nor have you heard it associated with any of the [i]other 95% of the weapons in Year 1.[/i] Sure, many people swear by some of those weapons, and would even call them "great," but never [i]overpowered[/i]. In addition, if you still think Year 1 [i]perks[/i] are still to powerful to be brought forward, you should read the [url=https://www.bungie.net/7_Destiny-Update---09082015/en/News/News?aid=13474]extensive nerfing Bungie did to them in 2.0[/url] When people refer to "Year 1" as overpowered, I imagine these are usually the weapons they have in mind: -Fatebringer -The Last Word -Thorn -Felwinter's Lie/Matador 64/Etc. -The Messenger/Hopscotch Pilgrim/Etc. -Gjallarhorn Now, lets look at the state of these weapons as they exist after the 2.0 patch: [quote][b]Fatebringer:[/b] |NERFED| While still one of the best [i]handcannons[/i] for PvE, the overall HC nerf has brought it down to be more in line with other primaries [i]in general[/i]. And, let's be honest; it was [i]never[/i] viewed as being OP in PvP, and that hasn't changed. [b]TLW:[/b] |NERFED| Specifically addressed with a SEVERE nerf to stability, range, and accuracy in 2.0, it's still a capable weapon in skilled hands, but not at all on the level it was before. [b]Thorn:[/b] |NERFED| Also addressed with substantial nerf, leaving its DOT ability substantially re-tooled, which makes it a more standard 3-shot-kill, and prevents players from relying solely on poison damage. Still great, but no longer the ubiquitous choice for PvP that it was before. [b]Felwinter:[/b] |NERFED| As with all high-impact shotguns, the general consensus has been that the gun itself wasn't the underlying issue; the [i]perks[/i] were. With 2.0, Rangefinder's effectiveness was substantially reduced, and 2.0.1 straight-up removed Shotpackage [i]entirely[/i]. Because of that, the high-impact archetype is much more balanced across the board, with the low ROF becoming a more noticeable drawback in exchange for stopping power. [b]The Messenger:[/b] |NERFED| While not as glaringly "OP" as the other entries on this list, high-impact PRs were generally viewed as being slightly too capable in the HoW Meta. In 2.0, they received a slight, universal decrease in stability to help keep them from dominating PvP going forward, and have since been nerfed [u]even harder[/u]. [b]Gjallarhorn:[/b] |NERFED| Arguably the most notoriously "overpowered" weapon in any game [i]ever[/i], Ghorn's signature "Wolfpack Rounds" perk was given a noticeable damage decrease in 2.0, bringing it [i]somewhat[/i] in line with other Rocket Launchers. It's still arguably the hardest hitting launcher in the game, but it's no longer the boss-melter that it once was. [/quote] There are other examples, but, [i]again[/i], these are generally the most widely-accepted "overpowered" weapons in the game; however, as you can see, they've [i]already been balanced in 2.0.[/i] Not only has the [i]majority[/i] of Year 1 gear been perfectly balanced [i]to begin with[/i], but the small subset that [i]was[/i] overpower has, in large part, [i]already been dealt with.[/i] [b]Saying that "Year 1 is too powerful to compete with Year 2" is not only a glaring, unfounded overgeneralization, but is [i]demonstrably untrue [u]altogether[/u][/i] in the post-2.0 Meta.[/b] [i]Also, there are still SOME Year 1 weapons and armor that continue to drop at TTK levels, both as Crucible and Story drops, and in these cases, it [u]literally[/u] only serves as a way to artificially inflate playtimes, with no actual effect on the Meta.[/i] ____________________________________ [u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u] First off- It should be pointed out that overpowered gear has zero [i]negative effects[/i] on players in [i]Cooperative, PvE environments[/i]. As such, no weapon (such as Fatebringer or Ghorn) should ever be held back purely on the basis of being too good against [b]A.I. COMBATANTS[/b]. If Bungie wants to nerf overpowered PvE weapons, that's fine, but no one is being negatively impacted by them in the [i]mean time[/i]. Second- Given that Light Levels don't affect [i]90% of Crucible[/i], capping Year 1 gear almost [i]exclusively[/i] affects PvE players, which (as stated above) does nothing to [i]improve[/i] PvE players' experiences. Instead, it shits on every [u]minute[/u] of effort players have put into Year 1 by needlessly invalidating every [i]single[/i] piece of gear that they've earned; not just weapons and armor, but freaking ghosts and [i]COSMETIC ITEMS[/i] (seriously, WHY?). The only [i]true[/i] way to balance weapons (across both PvP [u]and[/u] PvE) is via [b]patches[/b], which, as I pointed out in Point #1, Bungie has [i]already done.[/i] As such, why the hell is Year 1 gear (that has already been balanced in 2.0) [i]still being held back?![/i] In the case of guns like Fatebringer and Ghorn (which were only ever OP in [i]PvE[/i], to begin with), capping them at 170 only serves to cripple them in the portion of the game they were [i]meant to shine in[/i]. Even if they WEREN'T nerfed in 2.0, these weapons never harmed anyone's experience [u]in the first place[/u], so what's the point? And, in the case of PvP; in addition to the fact that the MAJORITY of PvP has Light Levels disabled, all the most egregiously overpower PvP weapons have been [i]already been nerfed in 2.0[/i]. Seriously, though; standard PvP is clearly more balanced than it was before, which has EVERYTHING to do with the 2.0 patch, and NOTHING to do with capping Light Levels. So, again, if Year 1 weapons are balanced in regular Crucible [i]at the stat level[/i], there is no discernible reason to keep them out of Endgame PvP, and even LESS reason to keep them out of PvE where they never had any negative effect on players [i]IN THE FIRST PLACE![/i] ____________________________________ [b][u]So, Bungie; what gives?[/u][/b] If the groundwork has already been laid, and it isn't going to harm anyone's experience, [i]why isn't Year 1 Infusable?[/i] Seriously, even a simple confirmation that it's being [i]discussed[/i] would be a start. -[u][b]TL;DR[/b][/u]- [u][b]Point #1- Is Year 1 [i]actually[/i] overpowered?[/b][/u] [quote]1. No matter how many times people claim that Year 1 is "overpowered," that statement is demonstrably, [i]provably[/i] false. Since the 2.0 patch, Year 1 weapons have been thoroughly balanced alongside their Year 2 counterparts (both on the individual level, and by way of nerfs to the [i]entire[/i] Year 1 perk set). One look at the current state of the Crucible (which includes Year 1 [i]and[/i] Year 2, mind you), and it's easily apparent that the PvP meta has [i]never[/i] been more balanced- [i]ever[/i]. And, if it's balanced in PvP, then it's [i]definitely[/i] balanced for [i]co-operative[/i] environments.[/quote] [u][b]Point #2- Does capping Light Levels actually solve anything?[/b][/u] [quote]2. Leaving Year 1 behind by capping Light Levels does [i]nothing[/i] to improve player experience [i]in any way[/i]. And, it almost exclusively harm's [i]PvE[/i] players, because Year 1 gear is still perfectly competitive in 95% of PvP arenas, whereas Year 1 is now entirely [i]non-competitive[/i] for serious PvE environments (which, coincidentally, is the one environment where overpowered gear [i][b]doesn't[/b][/i] harm players... Go figure!). And, again, in that same mindset, regardless of how prevalently Elemental Primaries are used (which seems to be a big part of Bungle's reasoning), did that negatively affect [i]anyone?[/i] [b][u]No, it didn't[/u][/b]. As Endgame rewards, Elemental Primaries were prestigious, and accordingly difficult to obtain. As such, it would be weird if they [b]didn't[/b] offer something special to differentiate them from everything else! If the rewards weren't superior, how as many of us even ran HM Raids, at all? Or Skolas? Or Trials? Seriously, it's not rocket science; it's great game design, and I have no clue why Bungie decided to remove that system. [/quote]

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  • Year 1 weapons are overpowered: Fatebringer Found Verdict Praedyth's Revenge Praedyth's Timepiece The Messenger Felwinter's Lie Matador 64 Party Crashed +1 Gjallarhorn Ice Breaker Thorn Hunger of Crota (default tracking+clusters with good velocity and blast radius) Any of the "god roll" fusion rifles Any of the "god roll" shotguns Any of the "god roll" pulse rifles Pretty much everything that you wouldn't want back in competitive Crucible. The raid weapons really don't need explaining; they got them right this time around. It shouldn't be the case that you have no choice in the loadout that you choose.

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    • I miss elemental primaries. I miss hand cannons with reliable crit boxes. I miss not having enough time with a functional necrochasm. And I miss my mythoclast most of all. I know the exotics will make their way forward some day, but the legendaries might be gone forever. The game's changed. Infusion is a garbage system to me. I don't like having to hamster wheel my way up even after I've gotten the initial gear drops, and then again ad nauseum if I truly want multiple max level loadouts. I don't like the broken rng system that was never supposed to give me 4 zhalos in a row with no other exotic y2 primaries yet to drop from engrams. I hate that I'm back fighting stupid space ghouls again for ugly gear again when I should be killing vex for cooler looking stuff and more fascinating lore. And I hate, I hate, I hate Peter Pan! Ok, I feel better now.

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      • Here you go. Cause player we want you to spend countless hours playing our game for no reason

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      • I spend 300 motes of light and 900 weapons parts to reforge my skorri's revenge for my perfect roll, fuc%&$ing bungie

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      • Get'em! https://www.change.org/p/bungie-activision-bungie-activision-guardians-are-you-with-me-bungie-activision-enough-is-enough?recruiter=422428334&utm_source=share_petition&utm_medium=copylink

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      • Because they said so. That's why.

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      • Bump i want my Deadsinger's Mantle (warlock chest from Crota's raid) for year 2.

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      • I think they should allow us to ascend one year one non raid legendary to year 2 status and ascend all year 1 exotics to year 2.

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      • You took way too much time to write something. Leave year one alone.

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        • They are just holding back for when people decide to all leave. They'll bring back yr one to save the day. Imo

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          • And you forgot about the disregarded Mida multi tool. That's worse than a Nerf. That's a blatant removal

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            • Bump

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            • It's still frustrating that we can't do this. I like a lot of the new items, but the game would feel so much bigger with year 1 content and items still available. Why is my VOG cloak not acceptable anymore? Why is the wolf cloak stuck with a green cape and the raid one burgundy or black? All this time and my characters still look like a blind person picked out their gear. If they really want to scrap a years worth of awesome gear, at least allow stuff to change color.

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              • Because this community bitch that all guns are OP and ask for nerfs on everything

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              • They may wait until they have no new content to reintroduce year 1 weapons. Integrating them now doesn't make much business sense.

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                • I think a big reason they didn't bring them forward is elemental primaries. They wanted to make all primaries kinetic that way people could use any weapon in any game scenario. Bringing the old ones forward would make all the new gear useless.

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                  • Because they want you grinding and playing as they want you to play.

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                  • Currently Bungie doesn't want the Year 1 weapons (and their high base stats) to trump over the new balanced gear. The year 1 weapons were seen as too good in every department when Bungie wanted players to have strengths and weaknesses in their weapons. After all, most guns take skill to cover their weaknesses and harness their strengths. After Bungie gets the current META close to balanced again, there will be more skill play involved with weapons rather than "crutches." P.S. I realize I was confusing on the explanation, basically Bungie likes the idea of having high effectiveness in one category but giving up the strength of another. The year 1 weapons were more well rounded and didn't fit this type of weapon idea that they had in mind.

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                    • Here's one... We would have too much fun with the better year 1 weapons and we will tear through the content even with the 1/3 damage reduction on guardian damage that one one called for.

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                      • Bump

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                      • Money, thats the most honest answer you'll ever get. If Bungievision can't make money off of it. They wont do it.

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                      • bump!!!

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                      • I say we fix it like this... Once you find a year 1 exotic or some legendaries you make them available for purchase in year 2 in the kiosk. 75-100 marks. They come in at 250 and fully upgraded by giving 5 motes and 15 weapon parts. Take away the burns on all of them, heavy, special and primary. Cap the light level at 310 so ppl will still play with year 2 weapons. All weapons work the intended way in strikes and patrols, in raids, however you inflict a curse to the y1 weapon like Curse of Progress or something. It has a 35% chance to jam while reloading. This will make pve overpowered guns in y1 underpowered in y2 and maybe inflict notorious pve weapons like gally to have a 50% chance per rocket to accidentally kill a teammate or themself. In crucible you can keep pvp balanced by further giving y1 weapons a 50% chance to jam and give hidden curses to exotic weapons such as Mida having a chance of stunning you in place while running, snipers blinding the user for 3 sec after a shot, shotguns kickin you in the face taking you down to 5% health or mythoclast draining your supers. For y1 legendaries you can make them increase the time it takes to get your melee and grenade charge back.

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                        • Bump

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                        • Bump

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