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1/18/2022 9:41:00 PM
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Since most the people I've dealt with on here like you are slow readers, or half-illiterate, or impatient children, or some combination of them all, there's a TL;DR at the bottom for you in case you fall into those categories. If not, then great! Maybe we can have a real discussion, like forums are meant to be used for. First off...they sunset content that is only played by a minority. Everyone angry about it is either in that minority, or is angry because nostalgia. Sunsetting content like Forsaken, which is so old the only people playing it anymore are New Lights, isn't a real problem. Paid money for it? Congrats, so did I. I don't care. I got my money's worth, I enjoyed the whole of that campaign 3 times and now I'm done with it. Why are you upset about losing content you've been through more times than you were ever meant to go through it? Second...Who cares if they sunset cosmetics? Like...actually who cares? They're cosmetics. Unless they were your main look and you can't use them anymore, why be upset at all? And if they were, why be THIS upset about it? Third, masterworking DOES still serve a purpose. Orbs weren't the only reason to masterwork a weapon. Masterworking gives a decent boost to one stat on the gun, and that's still worth the cheap cost of masterworking a gun. Cores and legendary shards aren't a high price to pay, you know. Fourth, Mod costs haven't really increased, and if they have it's still cheaper than it was. Armor mods are 100% free to swap now, and weapon mods are only 500 glimmer to swap, which btw, without a glimmer booster, ONE strike gets you PLENTY more glimmer than that. Fifth, complaining about the transmog system is a bit pointless. We didn't have transmog at all, and now we do. Is it perfect? Nope, not by a long shot. Is it a problem? Also no. The people stupid enough to pay money for transmog aren't hurting you by wasting their money, and two full armor sets of transmog per season is more than enough, especially given we got 4 full armor sets worth, 2 of which were 100% free and didn't even need grinding, when transmog was introduced. By now you should have a Forever Set, a set of universal ornaments you use as your primary look. Anything beyond that is a Want, and a low-priority one at that. So being upset over transmog is just childish. Sixth, if you're after QoL stuff, look no further than the fact they made orb generation easier, and since it's an armor mod it can be swapped at the drop of a hat for free. And it's on the helmet, so it's not like there's much of importance there anyways, so if they cause you to lose out on another mod, it's not much of a loss. Or how about the fact they DID make armor mods totally free and instant-swap? That was QoL. Or the weapon-crafting, so we can get the rolls we want more reliably? That's a significant QoL change, being able to pick and choose like that. Then there's the fact they're making it so Masterworked Armor can have its element changed for hardly anything, as opposed to costing ascendant shards, modules, prisms, and glimmer. They ARE making QoL changes, but you're so upset at them for basically nothing that you're ignoring all the QoL stuff. You're complaining about the symptoms of the situation, ignoring the situation, and the symptoms aren't even real issues. Seventh, your remark about more content...They are adding more content with every season, every dlc. Dares is content. DLC campaigns are content. When they say "more content", they don't mean "more in addition to", they just mean "new". They're sacking old content that either nobody plays anymore, or is old enough that everyone who does play it has played it enough to not need to anymore. That frees up space to add in new content, so that people who don't have a terabyte, or several terabytes, of space can still download the game without giving up any others, AND so that the game won't be so cluttered. Can you imagine how overwhelming and cluttered this game would be if they never got rid of ANYTHING? New Lights would have their heads spinning trying to figure out what to do and where it was and what order to do it in. Final Words: Ultimately, everything you're upset over is a non-issue or you simply don't understand enough to make comments on it. You really need to rethink this. And before you say I'm a bungie apologist, I'm really not. They've made a lot of mistakes in the past, and screwed a lot of things up. But I believe in acknowledging the good AND the bad, and when all you're doing is pointing out non-issues, I feel the need to remind you of all the good that came with those "problems". TL;DR You're upset over nothing, and need to pay more attention to things that actually make a difference rather than complaining about things that don't.
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  • I agree with everything you said except one thing, the orb generating mod should be a universal mod that should be slotted on any armor piece, not just the helmet. But besides that, you nailed it.

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  • While it wouldn't hurt to be universal, there's also no reason it HAS to be either, y'know? There's nothing on the helmet that is so critical that you can't give up one slot for it.

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  • [quote][quote]There's nothing on the helmet that is so critical that you can't give up one slot for it.[/quote] That’s completely subjective.[/quote]

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  • It isn't. The helmet-exclusive mods are ammo finders and targeting mods, as well as Hands-On. In PvE, finders are useful but not necessary, and in PvP, finder mods are, again, useful but not necessary. In PvE, targeting mods are ENTIRELY unnecessary, and in PvP targeting mods are helpful but not necessary. In PvE, Hands-On is useful but not necessary. In PvP, it's less useful and still not necessary. Not one single mod from the helmet lineup is so critical to a build that you can't handle losing it. And the combat style mods are universal: they can go on ANY armor slot. So you can put whatever was on your helmet somewhere else without issue. If you NEED all 5 combat style mods to be specific things, and changing ONE of them completely ruins the build, then your build is far too fragile to be worth running to begin with. Give me ONE example of a helmet mod being critical to a build in a way that relies ENTIRELY on the helmet mod, and MAYBE you'll have a point.

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  • [quote]There's nothing on the helmet that is so critical that you can't give up one slot for it.[/quote] That’s completely subjective.

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  • It isn't. The helmet-exclusive mods are ammo finders and targeting mods, as well as Hands-On. In PvE, finders are useful but not necessary, and in PvP, finder mods are, again, useful but not necessary. In PvE, targeting mods are ENTIRELY unnecessary, and in PvP targeting mods are helpful but not necessary. In PvE, Hands-On is useful but not necessary. In PvP, it's less useful and still not necessary. Not one single mod from the helmet lineup is so critical to a build that you can't handle losing it. And the combat style mods are universal: they can go on ANY armor slot. So you can put whatever was on your helmet somewhere else without issue. If you NEED all 5 combat style mods to be specific things, and changing ONE of them completely ruins the build, then your build is far too fragile to be worth running to begin with. Give me ONE example of a helmet mod being critical to a build in a way that relies ENTIRELY on the helmet mod, and MAYBE you'll have a point.

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  • That’s your opinion, which makes it entirely subjective.

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  • Don't tell me it's subjective without giving me even ONE objective statement proving the crucial nature of helmet mods. Nothing I said was subjective. "In PvE, targeting mods are ENTIRELY unnecessary, and in PvP targeting mods are helpful but not necessary. In PvE, Hands-On is useful but not necessary. In PvP, it's less useful and still not necessary." that is objective fact. Targeting mods are unnecessary in PvE, because at no point is it so difficult to aim at an enemy that you need the extra benefit from the mod, and in those situations, the benefit is small enough that it won't make a difference. Ammo finders are also unnecessary, because in any situation where you need ammo, there are finisher mods that generate ammo guaranteed, as opposed to ammo finders which simply increase the chance. "Give me ONE example of a helmet mod being critical to a build in a way that relies ENTIRELY on the helmet mod, and MAYBE you'll have a point." I love how the ONE simple thing I asked for that would change my tone instantly was ignored entirely, all so you could just reiterate the idiotic "that's subjective" crap instead of giving me even one example of objective need for helmet mods.

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  • [quote]Don't tell me it's subjective without giving me even ONE objective statement proving the crucial nature of helmet mods. Nothing I said was subjective. "In PvE, targeting mods are ENTIRELY unnecessary, and in PvP targeting mods are helpful but not necessary. In PvE, Hands-On is useful but not necessary. In PvP, it's less useful and still not necessary." that is objective fact. Targeting mods are unnecessary in PvE, because at no point is it so difficult to aim at an enemy that you need the extra benefit from the mod, and in those situations, the benefit is small enough that it won't make a difference. Ammo finders are also unnecessary, because in any situation where you need ammo, there are finisher mods that generate ammo guaranteed, as opposed to ammo finders which simply increase the chance. "Give me ONE example of a helmet mod being critical to a build in a way that relies ENTIRELY on the helmet mod, and MAYBE you'll have a point." I love how the ONE simple thing I asked for that would change my tone instantly was ignored entirely, all so you could just reiterate the idiotic "that's subjective" crap instead of giving me even one example of objective need for helmet mods.[/quote] Stating something that is “unnecessary” is entirely subjective, what may seem unnecessary to you is absolutely necessary to others, the fact you think your opinion is right over others shows how dense you are, i will not lower myself to such stupidity to beat you at your own game. It’s entirely subjective to the user.

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  • Give me one instance where targeting mods, Hands-On, or ammo finder mods are necessary, even subjectively.

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  • I as well as others feel it should be a mod for your ghost shell. Targeting mods honestly help a lot, plus there is a build on my helmet that helps my hunter be a bad -blam!-. But thats just my opinion. Other than that, you have valid points on the mods in general.

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  • Targeting mods don't help a lot unless your aim is just that bad.

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  • Not entirely, some people are aim impaired yes... but sometimes even when aiming at crits. I find certain guns just can't hit the mark. It assist subtly, but not by a great deal. Target acquisition I've noticed helps too. Otherwise they wouldn't of made the mods if every gun was perfect.

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  • If you're "aim impaired" to the point that you just can't hit your shots, FPS games aren't the thing for you to begin with. Granted, if you enjoy them, then that's fine and more power to you, but if your aim is THAT bad, targeting mods will not make up for it. And...If you're consistently off-the-mark by such a small amount that a targeting mod fixes it, you need to take off the targeting mods, practice against friends, figure out the corrections you need to make, and learn to stop shooting an inch too far left, right, up, or down. Cause the targeting mod buff is so small, that's about all it does, and you as a player can be better than that with just minimal practice.

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  • Its clear you didn't read my post correctly. I said some guns are not accurate enough to hit the mark. Not every gun is perfect in Destiny. Lol I myself am not a bad shot, which is why I use guns that don't require targeting mods to assist in its accuracy. But keep going with your tirade.... I'm not going to reply anymore, don't have the time nor the energy. There is no getting through to you my dude.

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  • Even in the real world, there are some situations where you just can't make the tool do it's job right. In those cases you can either get a new tool, or learn to compensate for it. In this case, getting a new tool isn't an option soooo... Practice with the guns that just "aren't accurate enough", and get good enough with them that you make up for that lack of mechanical accuracy. You didn't decide to stop replying because you don't think you can sway me, you decided to stop replying because you know the truth is that you're too lazy or too inaccurate to hit the mark with a gun that doesn't play for you.

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  • Thank you for putting together a series of words that, I'd imagine, the "silent majority" would think when looking over these forums. I mean, it depends on the day, but either way, I'm glad to see someone taking a no nonsense stand. ¯\_(ツ)_/¯

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  • Lack of new PvP content and maps is borderline inexcusable, imo. 800-plus days since the last new PvP map, and meanwhile, we’ve actually LOST several maps. Comp is a ghost town, with zero unique loot, and PvP loot drops in general are slim and stale. Bungie’s promises for “renewed focus on PvP” have thus far come up almost totally empty.

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  • I'm a PvP main. I would love some new maps, and even some PvP-exclusive weapons outside of Trials. But the fact of the matter is, Bungie still hasn't even shown that they're -capable- of making good maps anymore. They removed the good maps that had a balanced approach for every playstyle (Like Equinox, which had a little of everything, so ALL playstyles had an equal chance, it came down to personal ability and skill with your style, as well as your positioning) while leaving in the maps that heavily benefit one single playstyle (Like Midtown favoring snipers and scouts far and above more than anything else, and Anomaly giving shotgun apes a huge advantage). If they made a new map for PvP, they would be falling into one of three traps. 1. They would make a map that far and above favors one playstyle and punishes others, like most maps we currently have, which would disappoint players and leave us wishing they hadn't bothered at all. 2. They would make a map that punishes all playstyles (like Exodus Blue) with bad geometry and objectively disadvantageous angles regardless of positioning, which would leave players angry and wishing they wouldn't have bothered at all. 3. They would make a map that doesn't benefit or punish ANY playstyle, and then players who are used to relying on one or two, maybe three tricks to get them by are suddenly not as good as they thought they were, and now you've got forums flooded with people who were at 3.0+ KD because of gimmicks that can't win on the new map flooding us with angry posts about how bad the new map is, leading to more people thinking so without actually having any personal issue with it, leading to more complaints, and eventually mob mentality leads us to the end of 1 and 2: players angry and wishing they wouldn't have bothered at all. I would love a new PvP map. But they would have to make it in a way that actively benefits ALL playstyles, because if they make it so it benefits one, punishes one, or is entirely neutral, players will riot on here.

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  • Some people in life will accept mediocrity others will not.

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  • If it's so mediocre, go play something else. If it were half as awful as everyone says, the game wouldn't have as many players as it does. Every problem it has is subjective, and down to a clash with the players preferred playstyle.

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  • Ay thats a long @ss paragraph, i respect it cause i write long text too. 🙂👍

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  • It's several paragraphs, but yeah. I type as much as necessary to get my point across, plus a little more for personal flair. Most don't bother with it though, they want a two-sentence comment they can skim and rush-reply to.

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  • Respect 👍

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