Vote for your favorite! I'll go over the old system for those that don't know/remember.
In year 1, "Light" was a separate stat found on Rare quality or better armor.
Once you hit max level (20), you needed to collect gear to get your level any higher (30, 32, and 34 were the caps for each expansion).
All legendary armor dropped at set light tiers. Normal legendary gear and vendor gear always dropped at a level slightly below raid gear, and raid gear always dropped at the current level cap.
In HoW, all legendary gear could be instantly upgraded to max light by using "Etheric Light," which is a guranteed drop from level 34 and 35 Prison of Elders each week.
Getting a legendary engram was exciting because it would decrypt into an item you could actually [i]use[/i], without RNG determining its level (unless Rahool gave you upgrade materials, which was not uncommon.)
A good drop could be the difference between level 29 and level 30.
You would [i]never[/i] decrypt a blue item that was outright better than the legendary you just decrypted. Item rarity actually [i]meant[/i] something.
Weapons did not contribute to your level, but their damage was directly linked to their attack stat.
Ghost Shells and Class Items were cosmetic items, as they should be.
Artifacts did not exist.
[i]I like the Year 1 system better. I would pay money to remove TTK from Destiny's history.[/i]
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#Destiny
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Why do you guys like yr1 better. I enjoy the current system better. Thing is its too easy to lvl up.
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1 commentaireI preferred HoW era. The problem is Bungo seem to think we like grinding for levels. We don't. In loot driven games it's al about pursuing loot to min/Max stats or change play style. Look at Diablo 3 - it takes about 10 mins to get to max level which is when the game actually begins. I want to be able to use anything, any time. At least HoW let me do that due to etheric light.
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Y2 is a better system imo. But it was poorly executed. What bungie needs to do instead of moldering shard giving you an extra drop on oryx, they should be a consumable (stack of 20) that instantly raises on peice of gear 3 light points. This way you are still rewarded from rng, and are not completely dependent on it.
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it's pretty much the exact same thing, they just want to act like they did something different. like COD every year
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More proof year 1 was way better
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19 commentairesHouse ofwolves era was best imo
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2 commentairesPeople are romanticizing Y1 anyone who played this game back then knows Y2 is vastly superior. Sure there are some things wrong like the decrease in rep gains, Kings fall raid drops, RNG drops far lower than your light level, and the nightfall being complete shite, but aside from that nearly everything else is an improvement.
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2 commentairesIn y1, every single top level guardian looked exactly the same, as the only way to get to top level was to equip the [b]one[/b] set of raid armour. The new infuse system is a lot better, as you can look different from everyone else, and still get to top level/light.
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1 commentaireModifié par Dezzie19 : 1/20/2016 11:02:28 AMYear 2s system was designed for the sole intention of artificially extending game time and is not fun or rewarding.
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you do realize year 1 did not allow anyone to look different. We all looked the -blam!-ing same. Year 2 is the best. Only which is annoying to obtain higher light lever gear due shit droprates in order to infuse them.
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It's essentially the same thing. Aside from the few 320 items you can get outside the raid everyone is still relying on the raid to get to the max level. They said they wanted to make things more streamlined and all that but then they just ended up having the same result. I wouldn't mind this "new" system if they made drops from other activities more relevant. Take exotics for example, it doesn't matter what I get anymore because I know it'll be a max of 310 light. There comes a point where everyone still needs to complete the raid in order to hit 320. I don't mind the raid but I thought they were trying to get away from this idea.
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HoW light system
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I M I S S C L O A K S
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I think the current system is fine on paper, but it needs some serious tweaks. For instance, once you get to around 290+ Light, anything you take to the Cryptarch is going to be either completely useless, will take some serious Infusion to actually be useful, or in rare cases will end up being Infusion fodder for something else. More often than not, any Legendary or Sublime engrams I turn in ultimately become Legendary Marks. Also, a return of Etheric Light, to at least bring year 1 gear up to the point where it can be Infused would be great.
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Vanilla and TDB had a better light level system, HoW etheric light system was not as good but still simple enough and a task to come by them in regular play. Year 2 ruined the light system completely it took all the fun out of the game and replaced it with a job no-one wanted.
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I do like year two, but I feel like ghosts and artifacts should be cosmetic. It would lighten up the grind.
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1 commentaireThere's hardly a difference between vanilla days back in vault of glass and how it is now , it took most people up until dark belows expansion to reach level 30, but by then the cap was 32, atleast now you aren't obligated to be 320, being 315 is just as fine . But how it was in house of wolves made it so much easier with the etheric light system, it didn't take long to max out many different sets of armor , in the contrary year 2 the level difference gap is nowhere near as severe , you can hardly tell a difference in being 315 or 320 especially in PVP.
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Year 1 was simpler and just more fun
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TTK seemed awesome at first, but it really hurt the game more than anything. Etheric Light made all raids relevant, TTK shit on everything.
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I'd like a mixture of the two with an altered reward system. They're on the right track. I feel the 3 digit light level works better than the 2 digit one. Just because of the big difference 1 light level made in the old system. I think the ideal system would be the 3 digit light system with Ghosts and Class items removed from the calculation of the light level, let those be cosmetic items. Artifacts maybe as well, or at least let them have better perks and easier to obtain them. What I don't like about the new system is how the 3 digit light levels allows for shitty loot drops. Sure VoG it took months to get that last piece of gear, but at least it was LL30. Now you can get items ranging from 300-320 making the RNG more brutal. I mean my first hard raid gear drop was a 310 chest piece while I already had a 310 normal mode chest piece :P Sure those last light levels don't make much of a difference even in the highest level content, but I would still very much like the rewards to only give you an item of higher light than it was before. So say you get a 312 Defiance of Yasmin, after that you can only get a Defiance of Yasmin of 313 or higher. And equal chances for it being 313 or 320. Not weighing the RNG to the lower end so that there is not a bigger chance of going up 1 light level every time.
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The way light works in year 2 is better. Issue is, the -blam!-ed up loot system plus class items having light lead to it having a bad name.
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16 commentairesWtf people? Really? Year two is leaps and bounds better.
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1 commentaireI'm actually surprised votes are going towards year one. Year two adds way more customization. Infusion makes it so that it really doesn't matter what light level a blue or purple decrypt at. If it's got good perks I keep it and use the rest for infusion. Some downsides I see are the increased dependency in rng and lack of good loot. It is sort of made up by challenge mode rewards and infusion though.
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11 commentairesYear Two is a THOUSAND times better. 1. Power accumulation in year two is gradual. You no longer have those massive stair-step gains in power. So in year two there is basically no difference between a light 310 and a light 320. Whereas in Year One there was a MASSIVe difference between a Level 29 and a level 30. 2. The difference between Legendaries and Rares in Year two is that Legendaries have more perks...and are INFUSABLE. So the whole issue of getting caught up in the what the "light level" of a Lengedary that drops is MISSING THE POINT. The point is looking at the gear, and its perks...and then deciding if you want to make that piece of gear a permanent addition to your arsenal. IF no----dismantle it for marks. If you yes.....just infuse it. Up. The only places where its light level will make any significant difference is in the hard raid....and you really should be using either raid weapons or exotics like Black Spindle, ToM, etc...in the hard raid. 3. In Year One you could get legendary engrams that decrypted into RARE items that had light levels that were lower than ALL legendaries. 4. Weapons did contribute to your light level. Its just that the absolute NUMBER didn't have any impact on your character's power until it was high enough to put you up to the next character level. Which is why the gains were so massive...and why your characters performance was so dependant on getting one or two critical drops...which is no longer the case. 5. Ghost shells aren class items are no longer cosmetic because WE asked for them not to be. People who wanted more "min-max" options to optimize and customize their characters PERFORMANCE asked for them to have a function. Which is now pissing off those who want to use those items to customize appearance. 6. Artifacts are pretty standard in most action-RPG. In Diablo you had rings and amulets that were simply carriers of certain bonuses and modifiers. None of these things in Year Two are "problems" unless your only goal is to get to light-level cap....320. But other than saying "I did it"...there is no REWARD for doing it. Unlike in Year One where there was this massive 25% increase in your ability to withstand and dish out damage from going from level 29 to level 30. Which in turn made every aspect of playing the game easier.