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This thread is inspired by another: view original post

8/31/2016 7:04:27 PM
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Sub-Class Mastery and Elemental Damage/Burn

I made this response to @Legend of Jordy original post [url=https://www.bungie.net/en/Forums/Post/212057228]Warlock sub-Class Mastery[/url], and added my own addition to it. Upon request, I have made that post its own related thread to further discussion. [quote]I like your ideas. Another idea: (I'll use Warlocks as a reference, since all I run are Warlocks...) Once a player achieves "Mastery" of an elemental sub-Class, have that element apply to Primary weapon damage, but only when that particular sub-Class is "equipped". Example: On my Main Warlock, I've got Voidwalker and Sunsinger Mastered, but have not yet Mastered Stormcaller. So when I have Voidwalker or Sunsinger equipped as my sub-Class, my Mastery of those elements would apply their respective Element to all my Primary Weapon Damage. However; I would not yet be able to have this happen with Stormcaller, as I have not yet Mastered the sub-Class. This would add a benefit to playing each sub-Class befitting a character who is a "Master" of those Elements, and would be fair for all now that each Class has a sub-Class for each Element. This would make players feel a bit more powerful, would be a creative workaround to reintroduce Elemental Damage to Primary Weapons, and would still allow Luke Smith and Wiesnewski to say that they still have "weapon diversity" without having to admit their obvious mistakes in this area. This would work the same for Hunters and Titans as well, and would very much make "The Grind" more fun. It wouldn't [i]reduce[/i] the grind in any way (Bungie doesn't go for that shit...), just make easier to swallow. Thoughts?[/quote] It is my hope (as described above), to offer an alternative solution to get the players their Elemental damage back onto their Primary Weapons, but still upholding the "Weapon Diversity" philosophy that Bungie so deeply believes in. I have made my point known in the past that I firmly believe that the removal of Elemental Damage from Primary weapons was a drastic mistake by Bungie. The removal of elemental damage [b]did not[/b] increase weapon diversity as Luke Smith thought that it would, the opposite occurred. Weapon diversity has become stagnant now that all Primary weapons are Kinetic damage. But I believe that I have found a good "middle-ground". By utilizing this idea, the "Mastery" of the three sub-Classes in each of the three Main Classes; Bungie can increase play time, increase sub-Class Diversity, maintain weapon diversity, and fully utilize Elemental damage on weapons again. So as I ended in the original thread, I ask: Thoughts?
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#Destiny #Classes

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  • Bump!! Great

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    • Bump.

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    • Genius!!!!

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      • I like the idea a lot, but I would still prefer if xur would sell an item to give exotic primaries elemental damage. It would be nice to have 3 first curses, each with a different element.

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      • #bringvoidburnback

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        I think that the primary elemental damage to subclass mastery should be granted by an exotic artifact.

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        • Exotic primaries should have an element. Some sort of item should be sold by Xur (strange coins)/another vendor (legendary marks) that adds an element to your legendary.

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          • *Equips Zhalo Supercell for dual burn*

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            • Ok so all of my damage would be void in PvE ( I only play it on my Titan and Hunter)

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            • [quote]but only when that particular sub-Class is "equipped"[/quote] Is that not implied in the original thread? You can't have a weapon with all three elements on it!

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              • How does this promote diversity in any way. If all weapons have burn the same weapons that where better before will still be better after.

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                • I feel like the burn should be applied to legendaries and the class exotics to start.

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                  • Edited by What I Look Like: 9/1/2016 7:34:08 PM
                    [quote]admit their obvious mistakes[/quote] Let me be the first to say that I've been begging for my VoC back, so I understand the want for elemental primaries. The above quote is something to watch out for, however. Your word choice makes you seem like you are trying to be professional, but the obvious layer of typical childish sarcasm beneath your attempt at polished penmanship takes away from your post IMO. You go from stating your opinion to outright taunting and implying there has been an actual mistake (to be clear, this directly undermines the multiple times you claim to be stating an opinion). As I said before, I agree with you on the coolness of your idea and the overall usefulness of elemental primaries. VoC is literally the only gun I kept from Y1. Easily amazing, that solar burn is life. You could tone it down a bit though, perhaps? If you want acknowledgement it is best to truly mean the professionalism you are attempting to convey. [spoiler]I'm no stranger to badmouthing aspects of this game. Hell, go in my recent history and I'm sure you'll find many instances of it lol. I'm JUST saying that if you really want this then you'll act like a grown up.. and I don't mean like Seth Rogen.[/spoiler]

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                    • Edited by SKILES85: 8/31/2016 11:34:42 PM
                      But that would make people want to play the game... Edit: Since you asked for opinions, I still think the original elemental weapons are better. The only reason I say that, is because I'd rather use whatever subclass I feel like using and have my elemental weapon of choice. Nightstalker is by far my favorite hunter subclass. So I'd either be stuck with void damage all the time (which doesn't sound that bad tbh), or I would probably just switch to my warlock or Titan for solar and arc. I think your idea is much better than being stuck with boring kinetic primary's we've had since day 1, but I've yet to see an idea that's better than the way the game was originally. I liked how raiding used to feel worth it when loot dropped, instead of being infusion materials every freaking time.

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                      • Stop

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                        • I love this

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                          • For anyone interested I am doing a raffle for followers on twitch every Friday at 10pm cst for a free rise of iron preorder and or cash value if already ordered. www.Twitch.tv/wrinkledcabals thanks for your time!

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                            • This would certainly promote diversity, not just in weapons, but also in subclasses. In that regard, I think it is a most excellent idea. However, as a STRONG proponent for elemental primaries, I don't think any "middle ground" needs to be reached on elemental primaries. You can have your cake and eat it too when it comes to weapon diversity and elemental primaries. You can simply make elemental damage cores that drop as rewards for endgame content. You put core into kinetic weapon, and magically, your gun shoots blue/orange/purple bullets. Fun ensues momentarily before Bungie decides to nerf it again. It puts weapon diversity and elemental damage in the control of the players rather than the game developers, who either choose what burns will apply, or who at least create the system for determining what burns will apply. After all, why should I have to play as a voidwalker on a void burn nightfall if I absolutely HATE my voidwalker? I could just as easily just switch to my Word of Crota and do just as well, while maintaining the core play of my chosen favorite subclass for that character.

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                              • Yes, or they could just reintroduce elemental primary

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                                • Zombie bump and it's hungry for more brains :)

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                                • Honestly I think the subclass mastery, while cool would break pvp so I'm not a fan. But this, this I can get behind because it is solely pve focused.

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                                  • I thought that Bungie could just implement a consumable similar to ammo synths that gives an element to a primary for like 10-15 minutes with a cooldown. It could cost glimmer, a resource is very easily capped out.

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                                  • I think the best way to reintroduce elemental primaries into the game would be to have an "Elemental Core" drop from endgame content at a low rate. It would be something you definitely wouldn't be getting more than one per account per week. You would receive a Solar/Arc/Void core that could be infused into any legendary primary weapon once it reaches the max light level. It would force you to make tough decisions with them, and create a lot more sandbox diversity. It would also add another item worth continuing play for.

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                                      only issue is subclass utilization. for instance- say heroic strikes are arc burn, and you want to run defender for the extra protection. well, void damage isn't going to help you out too much. well, there's only one weapon that isn't going to be void burn when your holding it- the zhalo. you see where I'm going with this? weapon diversity dwindles. It's a good idea, but infusable elemental items that add elements to your primary would open up a huge new range for weapon and character diversity. This method has been suggested numerous times, but I don't think this idea is any more likely to be implemented than the previous one.

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                                      • Use Secondary Weapon

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                                        • So like susanoo. Cool

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