JavaScript is required to use Bungie.net

Forums

8/7/2015 5:48:40 PM
7
Not letting us carry our old legendaries over is kind of a way to avoid power creep, if you think about it. At some point, you may have to ditch your Black Hammer for a sniper with higher damage, but with worthless perks. Tragic, but the alternative would be crafting weapons that exceed Black Hammer's power in perks alone...and that can get messy, especially when we're talking about an extra 20 base levels. And if they don't crank up their power, they may as well just drop as shards.
English

Posting in language:

 

Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Black Mammoth: 8/7/2015 9:09:38 PM
    It's not just higher damage that players look at though, it's also the stats too. Even if they offer weapons with a higher attack stat, they have a history of offering weapons with terrible stats. This isn't a fantasy game where there's a sword and it's got only the attack stat and whatever buffs it comes with; we have to look at things like range, stability, ammo count, etc. Bungie has tried to backtrack on weapon power and usefulness by giving poor stats AND perks, but that just makes people hold their guns more tightly, and DOESN'T encourage players to try new weapons. Retconning old weapons to be average while simultaneously offering bad weapons to replace them is just going to drive away a LOT of players. If Bungie worked on their "level balance" system where more attack power felt like dealing more damage then players might not be so hesitant to make the switch.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Quetz: 8/7/2015 11:02:58 PM
    At some point though, damage overrides all of that. I don't care how much you like the Stranger's Rifle, you're going to have to switch it out to face Skolas. You're going to have to experiment with something new instead of just pour materials into the same weapon you've been using since vanilla. Guns should be interesting, but if every drop has to compete with raid gear, we're going to run into some power creep and balance issues real quick. Also, have you played many RPGs? Weapons in Dragon Age and Diablo (especially endgame gear) have just as many stats go consider.....and they have no issue when higher level content becomes available.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • I question how much damage is going to matter when Bungie's level balancing for activities seems to lean toward difficulty over anything else. If enemies are 4+ levels above a player, they're invincible and one-shot the player, but if enemies are 10+ levels BELOW a player they take nearly the same amount of damage to kill as an enemy at the player's level. Even if Bungie REALLY increases the attack stat their balancing system is going to make it feel like a negligible difference. In Borderlands you can one-shot enemies at a certain level below you and they explode in a shower of blood and bits, letting you feel every bit as powerful as you've grown in comparison. Bungie doesn't need hilariously graphic violence to display a level difference, but they DO need to make players feel like upgrading their weaponry actually makes a difference. As for RPGs, no, haven't played Dragon Age, and only gotten through the beginning battles of Diablo. Last loot-based RPG I played through was probably Champions of Norrath for PS2, and things were pretty simple as far as I can remember. Maybe things are indeed more complicated in those games, but if that's the case then Bungie really needs to study them and work that design into Destiny.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • If the attack stat is so negligible, then why bother with ascension at all? According to you, Fatebringer will stay competitive with the new weapons, especially if they have piss poor perks. You may as well ask for the ability to marginally bump up it's range or impact, simply because some TTK rare outclasses it for both.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Black Mammoth: 8/8/2015 1:53:44 PM
    Well there may be some difference in damage output, especially if it's going to be a jump from Lv 20 required to Lv 40 required, but if the new max attack is only 400 then there's little reason for people to upgrade. If they make the new max to be 600 then we'll be able to see a difference.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Then we're back to the idea that a significant difference in damage will coerce people to drop old legendaries for weapons with less perks but higher damage simply out of necessity, thereby increasing variety, and preventing the power creep of perks and other stats. Even if they allow ascension, they would need to tread carefully. Weapons that don't hold up to raid weapons are just junk, and if they design weapons that are simply better perk and/or stat wise than raid weapons, then we run into this same problem. Then there comes the actual execution. Is it a one time upgrade? If it can be done early, how does that affect balance? If it's an endgame upgrade, what's the point when you've already gone up 20 levels and undoubtedly found better gear? Is it just another set of damage upgrades in the perk tree? Doesn't that add to the grinding problem and undo what Bungie was trying to do with HoW weapons?

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

  • Edited by Black Mammoth: 8/8/2015 4:57:18 PM
    I think that if Bungie wants people to switch then they'll have to bump that max attack stat to 600 since base level cap will be 40, but if it's only at 400 then players won't need to bother with upgrades. I find myself wondering why Bungie put a Raid in Dark Below when it was just DLC for the main game. From what I understand of MMOs, when they have a major expansion they'll add a Raid to be new end-game content because it can be a year or so between expansions, but with Dark Below and House of Wolves they're just DLC. It seems to me that Bungie is putting new end-game content with every moderate addition to the game, far too frequently for the type of game that Destiny is, especially when the gear is what increases player level. They shouldn't have even released the VoG in the vanilla version when they knew the gear would already be outdated for end-game content just 2 months later. This all screams of poor planning to me, where Bungie had all these ideas but didn't really sit down to think about mechanics, gear, and balance for the full 10-year plan. If Destiny expansions were done like a normal MMO, then the VoG gear would have been the highest-level equipment you could get until TTK comes out, but because they didn't think ahead we got crappy gear in the two DLC additions that couldn't compete.

    Posting in language:

     

    Play nice. Take a minute to review our Code of Conduct before submitting your post. Cancel Edit Create Fireteam Post

You are not allowed to view this content.
;
preload icon
preload icon
preload icon