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Edited by AttilaTheNvn: 2/12/2016 8:13:39 AM
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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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  • Edited by Sideswipe: 10/16/2015 3:24:45 AM
    I was going to write a wall of text debating your points, but while doing so I came to realize that no one can give you what you're asking. You, like many others, are so entrenched in your desire for year 1 weapons that [i]any[/i] reason stated, will be met with resistance, bias, ignorance. You have lost what these games are really about. Fun, enjoyment, time sink (something to pass time, not grinding) . Your true desire is that feeling you get when you acquire that awesome new weapon. But you don't a [i]new[/i] feeling, you want the [i]old [/i] feeling, from last year. Like a young adult who refuses to grow up, you can't find the joys of what is around you now. For these reasons, nothing anybody says will satisfy you. Only you can satisfy you, by living in the present.

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    • They should have allowed you to nominate at least one weapon to take through to year two. So if, for example, fatebringer was your thing, you should have had a token or something to allow you to ascend it to year 2 levels (280). By only giving you one token it would restrict everyone running round with the same old weapons all the time.

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    • Simply put, it stagnates innovation. All you'd ever see is people running around with Fatebringer, black hammer/Jolder, and Gally. Might as well just go play halo if you want the same weapon again and again.

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      • The answer is simple...because the people that are still their fans keep throwing money at them. As long as there are people young and gullible enough that don't know any better...bungie and activision will not change. Only when we BOYCOTT them will they truly listen.

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      • agree, i understand why they would want people to back off of things that have always been popular in favor of giving other new or retooled items a chance but wholesale leaving them behind to rot and die just seems ridiculous. I miss my Nothing Manacles and would love to have them be viable for the raid without putting me at a huge light level disadvantage.

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      • Because I dismantled most of them based upon what Bungie was doing and locker space.

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      • To increase game time by forcing people to play new content to obtain and use new gear. It may not be a good reason but it is the truth. Look at black hammer "hey you know that sniper you like? Well we nerfed it but we will sell you an exotic version"

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        • The writing is on the wall, you will most likely be able to buy one. Seems like they are trying to move to a pay to win system and the big ticket Items will be out favs from first year that we already worked for. We are being Taken by bungieholes

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          • The only reason I think is that bungie is not creative enough to make really new weapons. They make year 2 versions. Why??? If they let us infuse the year 1 stuff they need put more new stuff on destiny. And that will cost money. They want money and not to pay for something. P.S. I stop playing 6 weeks ago. If you don't trust me my gt is bourbonkid86

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            • [b]*Turns into an Super Saiyan and bumps this post once again with a planet destroying energy blast*[/b] Err... Hmm. Maybe a bit too powerful? >>;;

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              • Odds are that at the end of year 2 they will allow us to infuse/ascend/upgrade any legendary in the game like they did at the end of year 1.

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              • Honestly I don't see why you can't infuse year one legendarys. Exotics,sure,maybe we will see new versions of them,but I thought for sure bungie said somewhere that I'd be taking my character,guns,and gear through all the future destiny games. New stuff is great,but sometimes people like sticking to their guns.

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              • Bump

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              • Edited by Lance_bruh: 10/15/2015 10:46:38 PM
                For the crucible weapons -Thorn -Mytho -Felwinters -Ghorn to an extent Iron banner is already one of the community's high points of whining, these weapons in y2 would make people whine even more [quote]Why can i get killed by a year one weapon? I didnt buy the expansion for Felwinter's to kill me. Waaah waaaah.[/quote] For pve elitist raid groups would never change, Ghorn was a problem. It allowed guardians to throw strategy out of the window. If it were still viable then people would'nt bother to detonate blights in kf they would just dps oryx into the ground. Reply if i forgot anything so i can reply and shut it down Edit: Oops this was supposed to be a reply to my earlier pose

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                • I mean I'm with you on this but are you really that mad about not being able to infuse the year ones? They didn't do that cause their overpowered or not they did that cause their transitioning into a new year of destiny

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                  • This is the answer... Because they don't want you to. They don't want you to have maxed out weapons and gear you've already obtained because that means you won't spend as much timing grinding for the new stuff. It really is that simple.

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                    • 5 of the guns you listed as not over powered were in fact over powered lol

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                      • Edited by RaG nuh RocK: 10/16/2015 2:53:02 AM
                        Sorry bro, but Low Grade Humility is a Tier 1 sniper in pvp. It can have the max possible aim assist+unflinching+hidden hand perk together. The other guns you mentioned seemed reasonably underpowered. Although, in year 2, Atheons Epilogue isn't half bad in crucible. It has more stability, somehow. Bungie gave their reasons for nerfing G horn. You've gone and committed classic straw man fallacy. That is not their position on why they nerfed G horn. They said they did it because player fireteams were being restricted by the players to only those that had G horn. I can accept that. It's all idiocy anyway. Bungie doesn't want Raids or Nightfalls/Heroic Strikes/Trials to have matchmaking. I forget the reason they gave for this, but it was so poor and indefensible that I have forgotten it entirely. Still need to have matchmaking for Raids and other end game fireteam-required content. And DESPITE this position they have taken on matchmaking, they have undermined the website titled "destinylfg.net" by making their own looking-for-group website blatantly copying: "destinylfg.com" for people to find other people to play end game content. I don't know about you guys but that seems like a big fat -blam!-ing LIE on Bungies' part. Why don't they just add a matchmaking option for all end game, fireteam-mandatory content. People OBVIOUSLY want this, there are tons of people looking for other people to play with in game modes that don't have matchmaking. The whole thing is preposterous. I do agree that making all of year one gear completely useless in The Taken King is a despicable act. A lot of players (myself included) spent a good long -blam!-ing time getting all of that shit (I had every exotic item in the game before TTK released) only to have it all made -blam!-ing useless. And what's more, many of year one exotics are nerfed (170 cap) and bright back at TTK gear values so we can get them all again and level them all up, another -blam!-ing time. Why am I paying to do the exact same shit two times? Insanity.

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                        • Probably the fact that they wanted us to try something different for a change? Im not against the idea but not for it either... just doesn't seem that required.

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                        • #infusionforall #bump4truth

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                        • Because you can't just keep going back to year 1 all the time, it destroys the game what's the point of using same guns and gear over and over

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                          • Edited by Mega Geck0: 10/15/2015 10:14:09 AM
                            [quote]-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]. 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]solve anything[/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] ____________ [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. [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 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. For example; all the new Trials of Osiris gear seems to be statistically [u]identical[/u] to the originals, so there are NO reasons (from a balance standpoint) not to allow my original Trials gear to be infused, period. It's the same for most Year 1 gear, and in these cases, it [u]literally[/u] only serves as a way to artificially inflate playtimes, with no actual effect on the current 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;[/u][/b] Can you prove to me, and the rest of the community, that leaving Year 1 behind was anything more than a cash-grab? Because, even if it [i]IS[/i] a cash-grab, it doesn't make any goddamned sense, because players would still have to [b]buy[/b] and [b]play[/b] TTK in order to Infuse their gear to max levels [i]in the first place![/i] Now, to be clear, I think this game has incredible potential, and the experiences I've had in Year 1 were- hands-down- some of the best memories I've had in a videogame, EVER. My first Exotic drop, my first time through the Vault of Glass, my first time dropping into the Hellmouth, my first time going flawless in Trials with a couple of mates from across the Atlantic Ocean that I had met [i]that night[/i]; these are the kinds of awe-inspiring and unique moments that most games can only DREAM of providing, and all the gear I've acquired from them over the past year [i]MEANS SOMETHING[/i] because of that. I'm [i]invested[/i] in [b][i]my[/i][/b] guardian, and the gear I've used is just as much a part of my "Legend" as any of the enemies I've killed, or the challenges I've accomplished. And, correct me if I'm wrong, but I thought that's what developers [i]wanted[/i] from their players; commitment. But now, that's all gone; none of MY experiences matter in this game, anymore. And I want them back.[/quote] Maybe Bungie should do a poll on what Year One weapons they want excluding the op weapons but including TDB and Vanilla Destiny legendaries.I really REALLY want a Year Two version of Shadow Price or Light/Beware

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                            • I didn't bother reading all this. Try treating this as a new game. Time to try and move on

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                              • OP was a hardcore Thorn Ghally noob.

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                                • Its year 1 time to move on dumbass

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                                  • If all the year one guns are bad then why even infuse them up?

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