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Edited by Slain: 4/5/2016 2:14:35 AM
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Slain

Removing Elemental Primaries Exemplifies Bungie's Lazy Approach to Solving Problems

In any game, issues arise which call for some form of change. Destiny is no exception. Throughout Destiny's life cycle, weapon balance and investment systems have seen several forms, each the result of a very basic means of solving problems: taking the lazy way out. Weapons aren't balanced? Something is being used more than everything else? [b]Nerf it![/b] Sunbreaker titans seem really powerful in comparison to some weak-ass subclasses? [b]Nerf it![/b] Elemental primaries alter the way players choose which weapons to use? [b]Get rid of them![/b] Problem solved, right? Almost every time an issue such as these has arisen in Destiny, the Bungie solution has been to nerf it or remove it from the game. While some balance is achieved in the process, what is also achieved is a scorched earth policy. Everything fun or useful in the game has always been and always will be targeted. Over three big weapons patches, the level of balance in the game has only increased slightly, if at all. What the weapon patches serve to do more than "balance" the game is to pick what people like to use and destroy it. Sure, weapons are somewhat more equal after a patch, but they are "equally shitty", as Draken Wolfe says. Why can't we have weapons that are equally good, equally useful, and equally fun to use? We could, if Jon Weisnewski and the Wrecking Crew didn't make the following [b]completely unnecessary[/b] moves: -nerfing almost every year 1 perk -replacing most middle tree nodes with useless tradeoffs which hinder use of the weapon rather than boost it, as the word "perk" would suggest -nerfing auto rifles because an Iron Banner bounty forced people to use them "too much" -nerfing hand cannons as a result of the meta shift following the auto rifle nerf -nerfing pulse rifles as a result of the meta shift following the hand cannon nerf - *inevitably* nerfing scout rifles as the result of the meta shift following the pulse rifle nerf -nerfing fusions over and over and over and over and over again because some guy in the studio knows how to use them -introducing perks like exhumed, replenish, icarus, surrounded, underdog, guerrilla fighter, last resort, army of one, etc in order to make good perks rare as shit -nerfing Gjallarhorn because your shitty boss design made it effective -nerfing Ice Breaker because your shitty boss design made it effective -nerfing Black Hammer because your shitty boss design made it effective Every one of these could have have been avoided, had you exercised a little brain power once in a while. Do you know why weapons like Ice Breaker and Black Hammer were really good? Because bosses in Destiny just stand there and beg you to shoot them in the head. But instead of making the enemies less -blam!-ing stupid, you make the weapon useless. Way to go, sandbox team. The same principle applies to Luke Smith's ass-hatted decision to remove elemental primaries from the game. [quote]They had the distinct and undesirable property of limiting a broad weapon sandbox to a few weapons[/quote] This is true. Having elements on primaries not only incentivized playing endgame activities, but also set those weapons apart from others. Playing these activities gave you a form of advantage when burns were active. Without endgame weapons having any quality that vendor weapons don't have, how does removing this added bonus achieve anything good? It makes raid weapons essentially just infusion trash, especially when you give them garbage perks and heavily randomize their quality. [quote]I strongly prefer the breadth of arsenal weapons, the potential of finding a better Legendary then you have to being stuck because of a damage color[/quote] First of all, having a "damage color" doesn't make you stuck with a weapon for 2 reasons: 1 - damage elements in destiny serve such a trivial purpose that having arc vs. kinetic on a weapon makes almost no difference 2 - because of this, what constitutes a "better" legendary is not an element, but the weapon's perks. Having an element vs. kinetic on a weapon, again, makes almost no difference when you take into account which perks one weapon has over the other. And, if you're frequently finding vendor weapons with better perks, that's not a good thing; endgame weapons are supposed to be the best in the game. [b]And[/b], exactly how does removing the element from one weapon make the "potentially better legendary" better? Answer: it doesn't; it's a move to create the illusion of weapons being better and having more variety instead of making actual improvements. It's -blam!-ing lazy. Additionally, this problem is easily solved by making primary elements not exclusive to endgame gear. If you could infuse any legendary weapon with an element using a material reward from some high level activity, how does this not solve the problem more than complete removal of elemental primaries does? [quote]No Legendary weapons with damage colors has the property of making secondaries ad heavies more important because of their damage color[/quote] This is where Luke really lost me. If there is a quality of primary weapons that would make specials and heavies less important, it sure as hell isn't damage elements. This is for the same reasons as above. The damage element system in Destiny is almost pointless. The only purpose elements serve is to do some bonus damage to enemy shields. If you honestly think the slight bonus damage to enemy shields trivializes special and heavy weapons in the presence of an elemental primary, you should play Destiny. You should do it some time. The problem is not the potential of primary weapons to fulfill the role of specials and heavies,; the problem is stupidity of the damage element system. There you have it, Bungie taking the easy way out on an issue once again. Instead of turning eyes to the flawed element system, you remove the thing "causing the problem." The thing you removed was an incentive to earn endgame weapons, a thing that gave people reason to use some otherwise garbage weapons, a thing that didn't harm the use of special and heavy weapons as your delusions lead you to believe. You see primaries with damage elements as harmful, but rather the fault lies with the flawed system. Give elements more of a purpose in Destiny. Give every enemy an elemental weakness and resistance. Make primary weapons infusable with weak elements that don't have an effect on weaknesses and resistances, but still provide an advantage with burn modifiers, and still give the player more of an incentive to earn endgame gear. Because as of now, there is [b]absolutely -blam!-ing ZERO[/b] incentive to earn endgame weapons. If there is a balance issue, fix it. Don't just nerf or remove whatever your excel spreadsheets tell you is a problem, because it has led to a boring and lifeless game which was once far more fun, and had far more variety and incentive to play. I can't believe the guy who made the masterpieces that are Destiny's raids is the same guy who strode lengths to remove every bit of fun and reward from them.
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  • It's just so obvious... They took the fun things out of the game. The removed the rewards from PVE which also removed any reason to play PVE.

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