Hey Guardians
Since the Light subclass reworks, there’s been a lingering thought at the back of my mind concerning the gameplay loops of each element, how they are a bit of a curated experience that only offers an illusion of customization.
Let’s take a look at Sunbreaker Titan as an example.
When taking a wide view of the aspects and fragments, as well as the way it is centered around “Scorch” and “Ignition,” the number of combinations possible become irrelevant since the desire to capitalize on the Solar “verbs” will naturally tend toward specific, tailored combinations. You want more effective Ignitions? You use Hammer Strike or the Aspect and equip Ignition-focused fragments. That’s it: you have a lock, here’s the key.
When looking at all Subclasses and Elements, you begin to see how they all more or less follow the same pattern. It’s a constriction of design possibility that manifests in the form of superficial differentiation and alternative color schemes.
But where it gets worse is when these verbs start to expand into weapons perks and exotic weapons, best exemplified in Collective Obligation 2: LMG Boogaloo or how unique effects such as Polaris Lance’s Burn become Scorch. By having verbs such as Jolt or Volatile form the core of an element’s identity, I fear that such design establishes boundaries wherein Arc or Solar or Void can [i]only[/i] be explored through a handful of specific functionalities.
And at that point, we might as well just return to premade Subclasses.
Just my two cents.
Be well, y’all.
<3 kaaphro
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