I really don’t see why the lowest difficulty activities should be less accessible. ie playlist strikes
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How exactly are strikes less accessible?
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Less accessible compared to pre tfs because you are now under light. It really isn’t a problem with a good build but might be for newer players or less knowledgable ones c
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[quote]Less accessible compared to pre tfs because you are now under light. It really isn’t a problem with a good build but might be for newer players or less knowledgable ones c[/quote] Strikes are now easier than they were before final shape. They changed leveling scaling across the board.
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That’s true my bad and they did change rpls so
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Strikes are one of the easiest things in the game. If someone can't do those yet, then they should probably go do some of the other easy activities in the game to level up a little more. You don't need any form of build for the bottom end strikes. Unless someone is going into nightfalls like 40 under, then that's the only way there should be any problem. Doing basic strikes are meant to to get you towards the soft cap
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What are the easier activities. I thought that was the role of strikes.
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Public events, world bounties, normal lost sectors. Literally just doing patrols and ranking up the planetary vendors.
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Bearbeitet von jmann43b: 8/6/2024 5:53:55 AMThe strikes can be selected on the planets directly, giving newer players the opportunity to experience and practice them prior to going into the playlist proper. Edit: Forgive the alliteration, it was unintentional, lol.
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Except doing that grants no progress toward anything. It's dead calories man. Why would someone log in and spend time practicing a strike? Vanguard Ops shouldn't be that big of a deal lol.
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You're going to argue any point I make no matter how valid it may be so this conversation would be pointless; precisely why I didn't respond to you in the first place.
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How is wasting time in a grind-heavy looter shooter doing "practice" content for no rewards valid? Those nodes are there for missions / quests / etc, in case a person has to go back in to do a specific strike to get a specific quest step done. It's not there for "noobie practice."
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Okay, I'll try this again; pointless conversation, therefore I'm not interested.
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It was a little much, I realize. Still, I could've gone the "6 P's" route: "Proper preparation prevents piss-poor performance."
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Poopy preparation perpetuates piss poor performance
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That too, lol.
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[quote]I really don’t see why the lowest difficulty activities should be less accessible. ie playlist strikes[/quote] Me either. Like, people gotta start somewhere, and the whole "raising the floor" thing is BS. Like, a good game has a wide range of content, ranging from chill to actually hard. D2 used to have this, but now it doesn't anymore and it makes the game feel so same-y.
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Yeah at least the tough content should be sufficiently hard for the best of the best players (without just being tedious and unfun ie just making all the enemies have massive health) and should necessitate innovation to even have the possibility for low mans.
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The tough content is sufficiently hard for the best of the best players. Nothing is wrong with the high-end content of this game. It's the mid-tier content and low-tier content that sucks. Do you know how much more interest Salvation's Edge would have if we were +20 instead of -5? Like, in 4 out of 5 encounters, the "issue" middle-tier players are having is that it's extremely unforgiving, which wouldn't happen in a +20 environment. And then it's just teaching everyone Verity's, which they can do without -5 add Grim spam hitting them with suppression and then immediately killing them.
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I believe someone said it best when they stated "players who think they are hardcore are incapable of distinguishing between something challenging and something that is just tedious." Bungie has fallen into that trap, probably because much like altering the power level, it is likely easier to make and to be honest the engine probably is at fault here for the enemy behavior. Not sure how much more the enemies can become more difficult without making it with cheap tricks or perfect aim. The enemies hitting harder is honestly the best we have at increasing difficulty.