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Edited by TheShadow: 10/17/2017 11:20:39 PM
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Incentive, Bungie's #1 problem with the entire D2. It's like they didn't even try. Lets just hurry up and slap this thing together and get out the door. If this is Luke smith vision of Destiny, this game is as good as dead.
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  • Raid weapon perks that are special but not op. Should be enough to make raid relevant and incentivized, but other than that I have no clue.

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  • If they're not OP, why get them at all? If the raid perks ONLY apply to the raid, why run the raid at all? The perks will ONLY be of use in the raid and won't help you in other phases of the game. This is why Bungie had it right in D1 to make elemental primaries a raid reward. They helped in the raid some (the raid specific perks helped) but OUTSIDE the raid, the elemental damage became a bigtime bonus, especially for higher end content. If they implemented that into our new system, it wouldn't be anything special because elemental primaries just occupy a different slot, and your still stuck with kinetic damage weapons. And since elemental primaries had no effect in PVP in D1 - they were CLEARLY a PVE-ONLY bonus. It was actually a good design. Unfortunately, a LOT of players bitching and whining is what lead to them changing the system in the first place.

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  • I agree.

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  • I never understood why they removed it in the first place :( Then they made flawless weapon with elemental dmg as if dedicated PVE players could go flawless smh

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  • Yeah it was a STUPID move IMO. I also think elemental primaries for Trials was a dumb idea. Not that I don't think there needs to be a worthy reward for going flawless, but elemental primaries? Those are purely a PVE thing so why give out that reward in PVP? The people who regularly go flawless don't play much PVE anyways. And if you think about it, elemental weapons can act like tracer rounds so is it REALLY the best thing to show off your PVP status? IMO, no.

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  • Because they still have higher light and that's where infusion comes in this new system is a piece of shit bungie needs to replace it

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  • Except light means nothing in the game. Its just a gatekeeper to certain content.

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  • I personally used to play destiny solely for the raids I leveled up for them and enjoyed playing them and the loot I got from them now the raid give shit for loot and is not fun to play what's the point of getting higher light public events bore the hell out of me

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  • If you run a full raid... that's on average 2 gear drop (since 1 from calus is guaranteed) and 40+ token which equates to another 2 random gear. So 4 raid pieces per full run...there's only 4 events in the raid so... the drops aren't the issue...are you talking more about the actual loot itself?

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  • Edited by Atomic: 10/19/2017 10:04:38 PM
    Yes I am the loot is not special not unique my worthy of the time spent the light on the loot also sucks

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  • Well considering leveling up is so easy, loot level doesn't matter but raid weapons are better than most legends I.e. Sins of the past as the best rocket, auto is decent, sword is great etc.

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  • My point is to me there is no purpose to playing destiny anymore if the raid loot isn't unique to a public event loot

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  • Well, a weapon with increased damage on Cabal enemies would be insanely helpful for the Arms Dealer quest. There’s a good start.

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  • It wouldn't be cabal in general though. Remember PoE weapons? The ones with "Shank Burn" and "Dreg Burn" etc.? It'd be like those weapons. Not anyones favorites. Nobody remembers those weapons fondly.

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  • Lol, increased damage to one-shot shanks. 😂 Those were ridiculous. Ones with increased damage to Cabal Majors or Ultras, that would be nice.

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  • Hey, they could add shank burn like Y1 lol

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  • Edited by awsomeness3210: 10/18/2017 11:19:24 AM
    [quote]If they're not OP, why get them at all? If the raid perks ONLY apply to the raid, why run the raid at all? The perks will ONLY be of use in the raid and won't help you in other phases of the game.[/quote] The thing is about the raid gear was that it gave very well perks and granted us an extra perk handy future raid playthrough or fases. encouraging players to play more and get that loot. Somewhere at TTK I started noticing they had an armor piece or two from the raid that activated outside the raid aswell. (for me as a warlock the gauntlets and the boots).

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  • [quote]If they're not OP, why get them at all?[/quote] This right here. Remember fatebringer? That thing was insanely OP. It kept me grinding for months and then when I did drop it, it was one of the things that helped keep me playing for years. That thing was fun in any task; and great fun in an arc omnigul nightfall! *sigh* fun! I remember that 😑

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  • Took me 38 completions to get the vex myth. I screamed like a five year old girl.

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  • lol

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  • and you bitched like a 70 year old grandma when the other 37 attempts lol.

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  • Guess I was lucky it took me four

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  • I finally got that gun AFTER the nerf. 😑

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  • [quote]This is why Bungie had it right in D1 to make elemental primaries a raid reward. They helped in the raid some (the raid specific perks helped) but OUTSIDE the raid, the elemental damage became a bigtime bonus, especially for higher end content.[/quote] D1 system is what made raid weapons one of the most sought-out weapons besides exotics like Mythoclast that you could use across the entire board. I'd say in y1 most weapons whether it be exotics or raid weapons were worth the time acquiring and even legendary weapons. [quote]It was actually a good design. Unfortunately, a LOT of players bitching and whining is what lead to them changing the system in the first place.[/quote] This is true, and since y1 so many things have changed in this game leaving this company not having any real direction on where this game is actually going. IMO I wish they would just go back top Ttk system and work from there. It worked well.

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  • People bitched about not having elemental primaries that helped out so much during nightfall ^^ But it's probably also because nightfall gradually became easier as people acquire these weapons and Bungo wanted to artificially gate that difficulty.

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