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originally posted in: TTK subclasses confirmed in D2
8/24/2017 6:52:08 PM
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Whatever you linked, I can't see it or click on it. Everyone knew they would probably be in the game. The question is whether they'll be available at launch.
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  • They'll be paid DLC. Available for 50,000 silver. [spoiler]Each.[/spoiler]

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  • Available right away. Obtaining on patrol in EDZ

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  • That's shocking. But its still streamlined and I'm sure tweaked/reworked for the D2 system which is less appealing than eating a raw, rotten sardine at this point.

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  • Honestly simplicity is best. You can't even tell me the skill "trees" in destiny 1 offered much more variety. Everyone just set their skills and only ever changed grenade, or speced for armor/agility etc. both of which you can still adjust. People complain without even remembering how things used to be.

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  • Actually, they did offer variety. Streamlining something that was complicated is always welcome, but the old tree wasn't particularly complicated. The streamlining was only necessary to prevent people from stacking on perks/nodes that were synergistic, which caused issues in PVP (example, Sunsinger's DoT perks - can't remember them by name as I haven't played in forever). But THOSE perks were perfectly fine in PVE, creating yet another issue between PVE and PVP. If it was streamlined for the right reasons, I'd embrace it. But it wasn't. It was streamlined to make PVP easier to balance by limiting variables they had to account for. That's not progress in my mind, that's regression.

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  • Touch of flame and viking funeral

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  • My point is you're just exaggerating the effect that it will have on your experience with the game so that you have something to complain about.

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  • I'm not exaggerating. It's a legitimate complaint to have your skill selection be limited in PVE because someone can't handle being killed in PVP. I would be ALL for removal of the armor/recovery/agility stat if those were actually moved to armor AND they actually made a difference - I.e., a Titan with a TON of armor actually WAS the most tanky character in the game and a hunter with max agility was ACTUALLY the fastest character in the game. Having stats like that on Armor make Armor have more purpose than just a cosmetic that boosts your light total. But limiting perk choice/combinations in the fashion they did was not very fun or exciting in the beta. I don't think ANYONE really asked for a more streamline'd skill tree. In fact, I'm pretty sure there were people who actually asked for them to expand upon them.

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  • Regardless of what you say I don't believe you changed your skill tree very often. Any more than 'shoulder charge on/off'. There was honestly just as much variety in destiny 1 skill trees as there is in 2 clusters.

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  • Not really true. I may be in the minority on this one, but I used different perks in PVE vs. PVP. Limiting the perk choices in the way they did simply removes our ability to tune our characters precisely to our liking in PVE for the sake of making it easier to balance in PVP.

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  • I don't disagree, I enjoy variety too, what I'm saying is that people are pretending it's such a drastic change. 99% of people used the same skill nodes in D1. There were nodes that everyone knew were good for pve and others everyone knew were good for PvP. There weren't gamebreaking build changes outside of jumps and grenades.

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  • That is true this is why believed bungie is trying to add more variety to this game even if it means scrapping and starting over. One of the biggest mistakes bungie made in d1 was reforge perks. That took away variety. No easy task here for bungie or any other gaming company. We'll see if it makes a difference in this game when it goes live.

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