[b]Elemental damage on primary weapons should be raid-exclusive.[/b] Every raid's gear has always had unique abilities/additional trait slots than your standard legendary gear, specifically traited for the raid's mechanics or just general PvE combat. [b]Trials doesn't need elemental damage on its weapons because it has no impact on PvP damage - therefore, it has no place being there. It should offer PvP perks instead![/b]
Trials should be offering unique/quasi-exotic abilities (just like the Raid) on gear like "gaining more super from headshots", "faster rez times when you're the last guy alive", or "multi-kills immediately reset cooldown on melee/grenade". Those abilities are much more useful to a PvP player than elemental damage. That's the type of Trials gear the PvP community should be focused on clamoring for - not irrelevant elemental damage in Crucible.
[b]The only place elemental damage matters is in PvE, so that's where those types of guns should drop.[/b] Being able to control the primary's elemental charge seems a bit too powerful - I could see Bungie perhaps allowing all raid weapons to roll any of the 3 elements at random. That would improve variety and make getting duplicate weapons (but with a different element) MUCH more useful. For example, having a machine gun for each type of enemy shield seems pretty nice and a great goal to strive for in a Raid. Bungie could go a step further and introduce Raid weapons that can switch between 2 different elements like Murmur. It was a unique mechanic that was actually useful - one I think people would like to see come back.
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Here's the problem. You said that raid exclusive weapons should be the only one with an element. And you also said that it would add variety if they could roll with a different element. So, in theory, if I have a bunch of primaries with all three burns, what would be the point of using literally anything else? It would make legendaries obsolete, and it would make exotics less exotic.
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Edited by Vercingetorix07: 8/9/2016 5:37:32 PMNo, it wouldn't devalue your exotics. Comparing an exotic to a legendary is a bad comparison. Exotic weapons have powerful, unique abilities that go a step further than Raid gear - that's why you can only have 1 equipped. An element does not compare to the poisonous DoT of Thorn or the Wolfpack Rounds of Gjallarhorn. Seriously, Gjallarhorn could have been void or heck, even KINETIC, and it STILL would have been the most powerful exotic weapon in Y1. The perk is what defines the weapon, not its elemental charge. As for your statement about the standard legendary gear: No, raid gear will no further "devalue" it than an exotic would. Thorn is a powerful Hand Cannon, but does it make Imago Loop less powerful? No, it doesn't. Feeling that legendaries are obsolete is solely up to YOU - the person. As the endgame gear of PvE, raid gear should outperform standard purple gear by a small margin - that's the reward/perk for finishing the hardest PvE content in the game.
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So you didn't like the fact that in HOW the best elemental primaries didn't come from Pve ? You thought that 10% of the community having access to the best elemental primaries was unfair?
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What he is trying to say is putting a Element on the Doctrine, Void for example doesn't mean you will do more damage to Voidwalkers, Defenders, and Nightstalkers so in pvp purposes it's completely irrelevant
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No, I think HoW was largely a disaster. I actually took a huge break from Destiny because of it, lol. In my post above, I list how the two sides of the community should have their gear perk out. I am a PvE player (seriously, my k/d is terrible LOL), but I still want both sides to have a relevant endgame experience. People don't need to like or play my preferred endgame to have cool endgame gear.
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Well said. Couldn't agree more with everything you wrote.