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Edited by TrueMoses: 12/22/2015 8:05:14 PM
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How to bring back old raids correctly.

I like that idea.

1575

I don't like that idea.

291

Results.

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How about we bring back old raids (VoG and CE) into year 2 but with a slight twist. I know that some people just want old guns (fatebringer to be more precise). The problem with fatebringer is that it was too good. The perks were perfect and it had an elemental burn that made it god-tier. After receiving fatebringer you won't find anything better. So how do we deal with that? 1) Make all perks on raid weapons random (or at least some of them like in KF). You will be able to get the same fatebringer (or whatever raid weapon) perks that it had in year 1 but you'll have to get really lucky. That will add some motivation to play the raid more. Didn't get the perks you wanted? Try again on other characters (or next week). 2) Remove elemental burn from all primary raid weapons. 3) Now that is where it gets interesting. Let's add a consumable item to the hard raid lootpool that will be able to apply an elemental burn to any primary (even non raid primary). So that will look like that: after beating atheon/crota/oryx you have a 10% (maybe not exactly 10 but it should be pretty low) chance to get a solar, arc or void consumable. So you don't know what elemental burn consumable you will get but when you do get one you can be confident that you apply the right burn to the right weapon (example: You go play hard mode vog and get nothing. After that you play hard mode ce and get lucky. You receive an arc consumable. Then you complete hard mode kf and get a solar consumable. So you want to make your suros pdx solar. You take your pdx and infuse it with solar consumable. Done). I think that will add a purpose to raid more and do different raids. Edit: Btw if you don't like my suggestion please explain why. Edit: Consumables [i]are[/i] permanent.

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  • Mythoclast definitely has to stay solar though

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    • I personally believe that the VOG was by far the best raid. It had the perfect mixture of action, jumping mazes, scenery, rewards, etc. CE came as a bit of a disappointment and it honestly has just gotten worse ever since. If Destiny wants to keep its radical players such as myself they need to make some major changes. The Burn drop idea is awesome and I've never given that much thought. It would be rather nice to be able to apply a burn to exotic primary and what not. I think that they should just make the drops 350 or so but make them infusible. This way, players still must stay committed to the new raid to get max level items. It just would open up such a new realm of destiny both PVE and PVP. One where you will be able to completely customize your gear load out and get your character to play/look exactly how you want. I don't think any changes should be made to the raids however, because new players beginning with year 3 destiny or year 2 for that matter have never experienced VOG, CE and maybe even KF. Gotta let them experience the same stuff us old timers have.

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    • I like this idea but make the drop chance for the solar, arc, or void consumable around 20 or 25 percent

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      • Why someone couldn't agree with that? Bring back old RAIDs and gear!!!!!!

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      • I don'the care how they bring back the old raids. I just want to have some thing else to do beside onew flipping raid a week.....think about it VoG was fun but nowe it's far too easy cause of the light lvl....CE same thing plus both of the drops in the raids are under leveled making them pointless to rerun or farm. Bring these back though and the replay ability of the game literally just tripled cause there would be 3 raids instead of one. I don't know about most of the gamers on here but me and my guys finish all weekly events the day they reset. After that if to a different game. Level the raids just so that there will more challenging events to do.

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      • Nah I'll just farm imago loop. Literally a fatebringer without the burn. It's even reskinned lol.

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      • I think the raids should be redone so it looks like the taken took over and all the things you had to do are twisted a little bit to fit in with bow the taken would do it

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      • great ideas id like to see the yr1 raids with a taken twist and then add a taken vex mythoclast and nechrocasm add quests to return to the raids to get exclusive loot

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      • There should only be 1 elemental exotic primary for each element. Say void necrocasm, supercell, and the vex.

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      • Bungie should sell those element infusing things for 1000 silver each

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        • I dislike re-adding elemental burns as a straight, always active bonus. I'd prefer if they were added as an artifact effect, perhaps a timed bonus to your primary after picking up an Orb of Light, chaining several super kills together (with the burn applied matching the super), or as a proc chance for a single primary mag when reloading after getting special/heavy kills. I personally don't like burn weapons always being active because they're just outright better. If reintroduced to be proc'd, (or kinetic is made to have some niche) then its power is better balanced imo.

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          • Too much work for Bungie, they'd never do it.

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            • Keep the elements, randomize the perks.

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            • Just let me copy & paste the VoG Warlock set look, onto my current gear...

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            • I think a set of non-infusable armor(NOT WEAPONS) would work best

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            • Bump

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            • No i only want one raid at a time because if there were more i would need to worry about more.

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            • Edited by K1NT4R027: 12/24/2015 11:51:40 PM
              We need old raids! and maybe POE. we are just missing like over 3/4 of end game content because all we play is the 3rd dlc raid. i miss playing the vault. now no body wants to play it cause theres no reason to.

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            • Sounds like a great idea. The only thing I would change though is the elemental infusion, leave elemental primaries in Y1, but still a great idea.

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            • I think a weekly raid challenge spanning across all three raids would be cool. I would like to visit the vault once a month or so with a ranked up difficulty and decent loot. They could just add one challenge for both the other two raids to make five in total.

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              • I had 3) as an idea 10 minutes before I saw this,

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              • I don't think the random perks are necessary. I like the idea of taking away elemental damage from the primaries. The consumables I also like, although I think the chances of them dropping should be higher.

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              • I'm assuming the elemental consumable would be like the crux drop rate right? If it's something that your not going to get every raid then I like the idea

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                • You could even add more variety to the raids, have it so that the element you get is random. You get a Praedeths Timepiece with void as opposed to arc or Word of Crota dropping with solar instead of void. The idea of removing elements could be applied to normal mode but remain in for hard mode. Perhaps you fully upgrade a raid weapon and then dismantling it has a chance to drop an elemental core that can be used on other legendary weapons. The chances of a elemental core dropping idea works but I can see people get too frustrated with it to work on its own. Either way, completely exclude elemental primaries, like what they're trying to do, or make it so that all legendary primaries could have an element. One other thought for raids is giving us a choice between a raid weapon or a raid armor piece. Have two chests appear, one being a weapon cache while the other being a armor cache (make it so that before we open it we can see which cache it is). We chose one cache then the other cache locks for us. This gives us some control over what we get, keep what armor/weapon we get random but we can at least choose to get a weapon or an armor piece. These are just little ideas, some that could be accepted while others rejected. Whats more it would give further variability with a guardian's design. Imagine having the Vault helmet, with the CE chest plate and class item, and the KF arms and legs. This game is built upon the idea of variability and the options are here for having that to a new degree. It would make old content relevant again, which a lot of people want.

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                • Edited by Malacite: 12/24/2015 4:51:41 PM
                  I'm probably in the minority in believing that Fatebringer was just fine. *All* of the vault weapons felt like an adequate reward for the effort and gave real incentive to do the Raid. They've just been underwhelming ever since sadly. The Crota weapons actually had the right idea, but were just implemented badly (the extra damage to Hive majors should have been a static percentile increase to all shots). Really the only year 1 gun they screwed up in my view was Gjallarhorn, and they addressed that (though it feels like they toned down the wolfpack rounds too hard in PvP). OK the Vex and Nechro as well to a degree, but they both just need small adjustments their overall designs are solid. What I'd like to see happen going forward though (since I do agree about the elemental primary thing) would be 1 of 2 things: Either raise the quality of raid gear overall but also make it harder to obtain to justify that power (and really, Raid/Trials gear should be incomparable to anything else that's whole goddamn point) OR make the raid gear extremely powerful but within a specific niche; Using fatebringer again, I get that it was too strong in a general sense and it was pretty damn beastly. I maintain a big part of the problem was lack of other competitive choices, but then you have to worry about power creep. But then you get something like Abyss Defiant, which wasn't nearly as good as other auto rifles but had solar damage and was handy (not great) vs Wizards. I'd like to see more raid gear (weapons AND armor) done like that, but with stronger perks to make them a clear advantage over non-raid options [b]within the confines of that niche.[/b] So for example, a machine gun that deals 25% more damage to Hive in general or an artifact that guarantees Orbs when killing Fallen. It's either that or give the endgame gear unique weapon stats that are just plain better which while justified, would upset PvP balance quite a bit and limit player choice (though Bungie's already limited our choice by obsoleting content and older gear anyway). EDIT: Forgot to mention this and I feel it's too late to do it in this game, but in Destiny 2 it'd be cool to see more abilities for each class including ways to enable specific damage types for party members e.g. give warlocks an ability that changes all damage dealt to solar for the duration for nearby fireteam members.

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                • Every single vog weapon had a perfect roll for what they were used for, not just Fatebringer

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