I understand there is a lot of pain and heartache with how Bungie are moved away from the industry-standard: primary/secondary/heavy. Hell, I miss it too. I've always enjoyed running a mid-range to long-range primary with a short-range secondary as back-up for those close encounters.
Bungie has removed that option by placing shotguns in the now-defunct "heavy" slot. That also messes up those who ran with a close-range primary and a long-range secondary (i.e. a sniper rifle). Honestly though, the primary/secondary/heavy load out did not mesh very will with Bungie's implementation of elemental damage. I may be wrong but, I do believe that the concept of adding elemental damage (and, for enemies, elemental shields) is a novel concept in FPS and I think the elemental damage aspect of the game necessitates a change to the standard weapons load out.
It seemed like I rarely used my elemental weapons for their specific purpose (in this case, taking out enemy shields) because, in order to do that, I'd have drastically alter my playing style when encountering, for example, a wizard. I'd be moving around the outskirts of the battlefield maintaining a medium-distance engagment when, all of a sudden, a wizard pops up. Now, in order to maximaze my shotgun's elemental damage boost, I'd have to run into the foray and play an up-close-and-personal game or... I could just say "-blam!- it" and stick with my primary. At this point, what's the point of having an elemental weapon?
This is why folks were so stoked when you could pick up an elemental primary from Vault of Glass. So, either Bungie focuses on the elemental aspect of the game or on the standard primary/secondary/heavy load out. I can't say one is better than the other but I always felt that adding the elemental aspect while sticking to primary/secondary/heavy was a non-committal effort that ultimately fell flat. Maybe this new style won't work but... damned if you do, damned if you don't.
For more similar feedback, read me first here:
[url]https://www.bungie.net/en/Forums/Post/230034961?page=0&sort=0&showBanned=0&path=0[/url]
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4 Antworten[quote]At this point, what's the point of having an elemental weapon?[/quote] * 'Burn' modifiers in strikes, if they exist still * Bonus damage against shields + bonus explosive shattering damage * Bonus damage against guardians using super abilities in Crucible
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Bearbeitet von Uncanny_Vale: 8/16/2017 9:13:48 AMThe thing that convinced me that the energy primary thing could be good was seeing that Coldheart reveal. If the game is full of interesting and different energy primaries like that, then it could be really exciting. I think guns like that could potentially be better than the same old shotgun/fusion/sniper combo we've all been using for the last three years. All this is contingent upon there being more unusual and unique weapons like Coldheart in the full game though.
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3 AntwortenYear 1 loadout system was the best. Elemental primaries were hard-earned rewards and granted a large advantage in hard content. Overall, Y1 core gameplay was the best this game ever had. Everything since TTK has been a letdown IMO. Y1 wasn't perfect, but the core gameplay made it fundamentally fun and addicting to play.
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12 AntwortenWe had elemental primaries in D1 then Bungie removed them because of PvP. In D 2 they have given back elemental primaries but all but robbed us of our kinetic and elemental special weapons by placing them in the power slot. It is impossible to get an answer from Bungie as to what possible benefit this has for PvE because it doesn't. I don't buy this nonsense about how great it is that using your elemental primary to take down shields will cause the enemy to explode taking out or damaging surrounding ads. Realistically how often would the placement of AI be such that that would happen. It's a sop to PvE players and not a very good one. I don't doubt that there are people who like two primaries and that's great. However I think it is also indisputable that plinking away at distance enemies with a scout rifle is more time consuming than a one shot kill with a sniper. How well Bungie address the paucity of ammo is unknown. It will be interesting to see if the amount of power ammo dropped is equal to the current drop rates for special and heavy.
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Plain n simple....too many "Power" weapon types, and elemental types to lump into those same 9 slots. Switch, when the load-out isn't locked, and lose the ammo, players "Hang on, I gotta move some stuff with DIM." Power ammo dropping from the guy you need the ammo to kill. What could possibly go wrong. All for the sake of PvP.
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1 AntwortenBearbeitet von SaltyJack591: 8/15/2017 4:38:24 PMI think they missed the big picture or should I say missed the boat. Vanilla enemy shields were very difficult to break without an elemental weapon. I remember running nightfalls where you would break a captain shield with a sniper which sometimes took 2 rounds and before you could switch back to your primary his shield had recharged. Add a burn to that and nightfalls were a nightmare and it was what we expected. Gaining elemental weapons from raids just made the event easier, gain a matching burn and it made it a cakewalk. Somewhere along the way enemy shields got much weaker and elemental weapons became less important. Even playing the beta I was able to easily take down shields with my kinetic primary. So where is the benefit or to what purpose do we have them anymore to take up a weapon slot. From what I played I cannot justify the change other than how they changed PvP. You can use your elemental weapon to break the Titan shield walls or bubbles providing you have the correct element.