I want the catalyst but I can't get a team together...I hate that all new exotics are only half a gun without the catalyst...the catalyst were introduced to fix or to expand the function of the weapon not be the better functioning half of it or a basic function that it should start with ...
English
-
Locking the catalyst behind the grandmaster version of one of the buggiest trainwrecks they ever cobbled together will forever baffle me. My team went through within the first 3 days and we struggled to find people to try, let alone stay to complete it. Devs have absolutely no clue what they are doing or are intentionally making these idiotic decisions at every step possible. Its crazy.
-
It's like they don't play test anything and if they do they got mod privileges on or... designer loot to start already in inventory... the detachment from realistic players and what they bring to the missions is not lining up or even worse they play on "normal" then scale it up without even considering the player
-
Worst part to me with that is they locked the catalyst behind an unbalanced activity. My first and only attempt at that mission, we were getting instakilled by the champ and other mobs that were spawn camping us.
-
An over reliance on multiplayer is showing it's fangs...a good multiplayer game builds off of great single player experiences...and corporate minded studios seem to have forgotten this in favor of chasing trends and "cost saving" lazy decision making...all just to look good for investors that don't care about or know anything about games it's all exponential cash flow or they bail...
-
I somewhat agree on the over reliance on multiplayer. While I do think that raids/dungeons and that mission should be more multiplayer built, I feel the problem there is Bungie just not knowing how to properly balance the game at this point. Example would be basically the factor of Bungie locking drop rate increases for dungeon exotics behind stuff like solo flawless. Now I know there are people that can do it, but not everyone can solo a dungeon, let alone do it flawlessly. Flawless can be fine as you just go a bit slower and be more careful in encounters, but then Bungie introduced -5 power to dungeons making you deal less damage and enemies do more damage. Not everyone has that much time for a game like this and increasing that time required to do these activities when before you were allowed to go up to 20 power over. Being able to go over in power was helpful to players and if you wanted to put yourself lower in power, that was your choice before. Not anymore. The fact Bungie wants to basically force players to solo a 3 man activity without balancing it to smaller squads is where the over reliance on multiplayer comes in and ruins what could have been a good experience. Not to mention all the bugs in the game that can make that solo experience worse for players or Bungie just refusing to fix an issue they caused like the fact Tether was disabled for 94 days in Vespers, only to have the second encounter be worse by not adjusting the health of the boss to go with the fact they removed 4 servitors and in turn made AoE less effective.
-
Yup all valid... balance is the hardest part in a game where PVP and pve exist in tandem and making drops and encounters intentionally time consuming for the sake of engagement metrics is exactly the problem it's a focus on "numbers" that look good on paper for meetings not the fun of the game...I don't understand why it's so hard...it's been proven time and time again just make a fun game and people will happily play it for the duration...it's not rocket science...
-
To go with that for the PvP and PvE thing, that has been an issue I have had with Bungie since Season of the Deep. Hell, even before that with my second point. Back in Season of the Deep, Bungie decided it would be an amazing thing to nerf YAS accross the board. As such, not only was it killed in PvP (which I guess is fine since that was the whole point of the nerf and I could care less about PvP to begin with), but they killed it in PvE as well. You could spam throw tripmines at yellow bar enemies and it would give you back a full charge. After the nerf, no one used YAS ever again. Then there is the factor of super refund exotics. Personally, I feel the reason for this nerf was due to Blade Barrage in Crucible but I can't confirm. Super refund exotics should have only been limited to the 50% refund nerf in PvP. Nerfing it in PvE made them honestly terrible as any orbs picked up before the refund hits just become useless. As well, things like Tether should be allowed to be spammed because their whole point is dealing with crowds of enemies. I mean for crying out loud, Blade Barrage doesn't even reach Celestial damage. Sure it would out dps it, but that is the point between a single large hit and many hits at once. It's like comparing an smg and a sniper. One hits hard with a slow rate of fire while the other is basically death by a thousand cuts.
-
Edited by Dragokin: 5/27/2025 1:21:21 AMYup and order exotic gear is forgotten entirely being out performed by legends or is rendered worthless with the new additions...sandbox changes that cause "collateral damage" in regards for tuning or artifact perks artificially boosting it's usefulness rendering it useless after the artifact changes...it's a constant game of catching up and it's wareing everyone out
-
The artifact point there is another problem for me. Look at Bolt Charge right now. If it wasn't for that perk increasing its damage by 150% right now, no one would be using it. The damage it is doing with that artifact perk should be its base. Maybe less so in PvP as that can be oppressive, but still. And then there is the whole reason it was added basically other than changing the meta, which I say metas shouldn't even be a thing to be honest. Champs, ever since Shadowkeep have been the worst addition to the game. Anti-Barrier champs are so annoying with their immune shields being able to deflect projectiles (should just eat the shot instead of Ward of Dawn isn't allowed to deflect) and both then and Overload being able to heal takes away fun from the game as an enemy that heals makes players feel like they wasted their time even trying. If it is a scripted heal, that is a different story, but healing while being basically immune is just degrading. At least Unstoppables have the decency to not heal while being basically CC immune. Due to those enemies, the artifact was introduced as a way to counter them due to the anti-champ mods. Problem, those mods limit weapons to whatever anti-champ mods are available that season or weapons that have perks with an anti-champ effect despite the fact those perks are situational. Not to mention the fact Bungie basically won't fix this glitch that was introduced with the champ system back in 2019 in which projectile weapons (rockets, rocket sidearms, even things like Final Warning) have their projectile become a dud when they come in contact with a Hydra/Phalanx shield or when it hits a Hobgoblin while they are crouched. The shot will still pass through the shield, but then will lose collision except against terrain.
-
That and the fact that Bungie favors the lazy "SnK Boss Syndrome" style of difficulty.