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This thread is inspired by another: view original post

8/31/2016 7:04:27 PM
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Sub-Class Mastery and Elemental Damage/Burn

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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  • This would certainly promote diversity, not just in weapons, but also in subclasses. In that regard, I think it is a most excellent idea. However, as a STRONG proponent for elemental primaries, I don't think any "middle ground" needs to be reached on elemental primaries. You can have your cake and eat it too when it comes to weapon diversity and elemental primaries. You can simply make elemental damage cores that drop as rewards for endgame content. You put core into kinetic weapon, and magically, your gun shoots blue/orange/purple bullets. Fun ensues momentarily before Bungie decides to nerf it again. It puts weapon diversity and elemental damage in the control of the players rather than the game developers, who either choose what burns will apply, or who at least create the system for determining what burns will apply. After all, why should I have to play as a voidwalker on a void burn nightfall if I absolutely HATE my voidwalker? I could just as easily just switch to my Word of Crota and do just as well, while maintaining the core play of my chosen favorite subclass for that character.

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