This thread is inspired by another: view original post
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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1 ReplyEdited by SKILES85: 8/31/2016 11:34:42 PMBut 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.