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10/16/2015 6:57:07 AM
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Dude, I can list you multiple examples of every weapon type that are equal to the ones I listed. Infact, I can list examples that are statistically [i]identical[/i]. Each weapon (in Year 1, at least) falls into one of a finite amount of class archetypes. For example, there are two archetypes of Snipers; High Impact/Low ROF, or Low Impact/High ROF. Low-Grade Humility happens to be one of the former, of which there are [i]many examples.[/i] Every DLC saw the rise in popularity in every class, but most of the time these were simply the newer, exciting version of [i]already existing[/i] ones.
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  • the weapons fit into the same arch type meaning they are simular, usually with identical impact and rate of fire, the weapons are not identical though each has unique reload speeds, aim assist, ready time, clip size, ect. and most importantly weapons all had specific perks they could roll with, these small thing is what made the difference from just another fast fire rate handcannon to the best fast firerate handcannon in the game.

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  • I get what your saying, but that doesn't make any of those guns [i]imbalanced[/i], because everything came with a trade off. Think of it like the S.P.E.C.I.A.L. system in Fallout; you can put as many of your points into any of the stats you want, but you still only have a [i]finite amount overall[/i]. You can be Jack of All Trades, but Master of none. Destiny weapons work the same way; a certain gun might have a slightly faster reload speed than an other, but at the sake of losing [i]other[/i] stats. The better one stat is, the worse [i]others[/i] are. It's called [i]balancing[/i]. Every gun has a sweet spot, and every [i]player[/i] uses different guns for different reasons and playstyles. Humility might be better for one application, while Praedyth's Revenge works better for another; neither one is better [i]overall[/i]. Dark isn't better than Light. Red isn't better than Green. Fast isn't better than Slow. Hard isn't better than Soft. Yin and Yang, man.

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