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10/18/2014 5:42:36 PM
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It's designed that way for longevity. If you get something for a hunter and you play as a Titan it is meant to encourage you to start a hunter and play through again. This will be not be changed and nor should it be, there are 3 character slots for a reason, try making 1 of each class not 3 of the same(not implying the OP, but a general comment)
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  • Great point. I do understand that, I'm just curious if you think by changing it , do you think people won't play through again? If someone played through and was able to get everything for their character wouldn't they want to complete the other two also?

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  • Again it's longevity, if you play on your Titan and get him to level 30 and have saved lots of legendary engrams and have bought loads of exotic engrams and saved them, as soon as your hunter hits 20 and you decode them all and your hunter is pretty much guaranteed to be level 29. With random you may only get 2 pieces for the hunter and some for a warlock and maybe even something new for your Titan. You then need to play a warlock to use your new gear, starting the cycle again, and you still need to play your hunter to get more legendary gear or raid gear. I don't think changing it would lower the replay value too much but it would make it a lot shorter. Do you agree?

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  • Edited by CapitainRusty: 10/18/2014 6:16:17 PM
    I definitely see your point of view on how it could shorten the process of reaching level 30 . However if we consider the average gamer who doesn't commit hours upon hours I don't see that play reaching 20 in 2 days like many gamers can. Maybe 1 1/2 weeks. So I don't necessarily think the process going much shorter if you look at the overall time. I can how once that person reaches 20 they would reach a higher level rapidly. However, with the current system my titan was a 23 almost 24 by the time it reached 20 and my hunter will be the same with the system currently in place. As I have pieces waiting in my inventory from engrams and drops. I guess I imagine the players this will help the most will be the ones who only play one character. I see opening a exotic or legendary engram and it turns out to be for the wrong class, as more of a deterrent. Shouldn't it be a reward when you reach 23 motes of light ( not how most people can reach it in less than a week but longer)? I would imagine that players would be excited to do the process again after reaching thirty because they were able to get exciting armor for the character they use. I honestly think both methods would take an equal amount of time. If the drops are at the same percent as they are now, I don't see much of a change. Still I completely get your point and think both ways are valid. Thats why it is a suggestion. More to aid all players since it won't hurt anyone. Maybe I'm overly optimistic.

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  • Again I understand your point but the game is meant to last 10 years (might need some drastic additions) so they need to try and keep players in the game. Like you said for a casual gamer it could take take weeks just to get to level 20 with one character. Multiply that by 3 and then get them all to 30 that's a lot of WEEKS now turned into MONTHS of playing and with the potential to increase the level cap and add other immersive content, by the time a casual gamer gets all 3 to level 30 the new cap could be 40 or higher?? I think it's about longevity for the casual at the moment and not the hardcore player. With no incentive at the moment to get the mythocast due to the nerf (I'm aware it looks like it's getting rebuffed in PVE) what do hardcore gamers have. Like the iron banner was a flop to hardcore players as bungie even said they didn't want to make it too hard for low levels. Hardcore players like to have the best weapons and armour to have an advantage over those who don't, what is the point if all weapons are pretty much equal. With all the complaints about PvP wanting nerfs, as far as I was aware this game was meant to be the first of its kind on console and start to venture into the MMO area of gaming as well as being a FPSRPG and that crucible seems to have been bolted on as an after thought to what should have (may still be) an amazing story and PVE experience where some gear should be better than others. The mythocast was perfect as it was, hardest thing in the game to get should be the best, but the problem was the stats carried over to PvP and made it OP. Like I have heard suggested before, why not just add an upgrade that increases damage (to pre-nerf standards) to non-guardians. I suppose that might be a different topic though. Thoughts??

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