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2/19/2017 6:29:24 AM
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It's closer to halo now
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  • That's what I like with special. It's the general balance that's just infuriating. The fact that something is always better is not appealing

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  • Yea it is. I don't think that is wise of them at all. I'm not even interested in hearing about destiny 2. This is not the game I was sold. I will not be tricked twice.

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  • To me it was the game I was sold. Vanilla was the most like halo besides now we had. Before felwinters before the dark times.

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  • Before felwinters and dark times, guns like Suros vex and pocket infinity were running the show. In vanilla autorifles could map you in less than a second and bladedancers were almost unstoppable. Not very much like halo to me at all.

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  • I didn't get suros or vex till after the nerf and I didn't see them often either. People over exaggerate how prevalent exotics were in vanilla. Many didn't have them. Very few ever got to touch vex in its prime. But that was the other problem exotics were balance for pve not pvp

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  • How prevalent exotics were? Vex was released when hard mode vog was released. It was nerfed in less than a month. Entire lobbies were leaving if they saw a vex. Pocket infinity was nerfed in less than a month as well. It could get doubles and triples across the map and had ammo for days. Suros with the original perk made it a 4 shot kill a sniper range. It became a problem the first time xur ever sold it. I know this game like the back of my hand. Probably more than the developers do. It was the best it ever could be in the how era. Almost ever weapon was a competitor and it was actually fun to play.

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  • That's a history of nerfs not how prevalent those exotics were in crucible. As a casual player I couldn't purchase from xur regularly for a long time. I didn't get ghorn till HOW as well as many of the other exotics since crota decided I needed over 24 no land beyonds. I never once saw a pre nerf vex in my crucible games. Some plan cs but few pocket infinities. That's what I mean. I saw some of the powerful exotics, but they were not everywhere. I didn't view their nerfs as usage based until much later. Just they balanced exotics for pve and not pvp. House of wolves was a mixed bag for me. Reroll encouraged people to experiment but after a couple weeks it was nothing but messenger, red death, thorn, last word, hawkmoon, final round ephrideet, and matador and the bullshit 0.6-0.4 ttk.

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  • All of those guns were once amazingly fun to use in pve. Now they are not fun to use at all. In rpgs the player wants to be op and will grind hours on end to do so. I get destiny isn't a traditional rpg but it definitely tries to be one. Especially with the class builds and perks to enhance playstyle. We even have elemental shields and weapons that follow the same principle as an rpg. It isn't supposed to be balanced like it us a mlg halo game. Every bit of what makes destiny destiny has to be changed in order for that. That is obviously where this game/franchise is going and I wish to be no part of that.

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  • Edited by Kone19ps: 2/21/2017 4:09:42 PM
    Well I've always said the balance should be split. Pvp shouldn't just be fodder to test OP pve weapons. Vice versa pve shouldn't be depowered because of pvp balance. They have minions of darkness buffs they can add. They don't. We lost fun stuff like elementals not because of pvp. Also I was using pocket infinity before and after the patch. If you can manage the charge time it's still really good. In my opinion all these nerfs were because bungie wanted to balance primaries against constant special. That wasn't possible. Specials as power weapons creates room to buff. Most of the nerfs now were a reaction to prepatch meta not the current one they created

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  • I was using it as well. In fact it was my very first exotic weapon I got it really early before hard mode vog dropped. It kicks way harder an has terrible range stability and mag size. Pvp should have had standard loadouts for players to choose from so everyone is fairly given equal opportunity. Exotics with perks that bend the rules should not be in a balanced sandbox pvp. It is a contradiction to itself.

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  • Well we can only hope they don't butcher a year 3 version

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  • negitive

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  • Edited by Kone19ps: 2/19/2017 5:59:23 PM
    How so? Specials as power weapons and arena shooter ttk. That's the halo formula

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  • yeah but the nades and movement and other abilities are very destiny

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  • Edited by Kone19ps: 2/21/2017 2:53:54 PM
    Which I love. To me just because you're fast doesn't mean ttk should be. You're supposed to use the movement to use the environment to you're advantage. Not just bumrush. You're supposed to use abilities to augment you primary. Not just keep a ohk special out all game

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  • A much worse, more generic version of halo

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  • How is it more generic?

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  • Theres way less development around this style of shooter, and it ends up being very unpolished, akward, and practically feels like a cheap version of halo. If thats not ehat its original intent was, yet they try to make it into that, its obviously not going to feel as good as the original thing

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  • Generic isnt the word you're looking for then. I get what you mean though but that's the fate of a game over tweaked since release. If they had gone with power weapons to begin with the game could have gotten some polish but no. They pigeonholed it so long into a special meta the game can't double back in one patch. Unpolished definitely, Jankey and inconsistent, without a doubt. But generic isn't the word I think you're looking for. People seem to forget vanilla was very close to halo ttk. It only started to run away from that with exotics.

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  • Yeah, im not talking halo ttk. Its just that everthing feels so meh. Everything feels so bland, weak, and uninspired

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  • The biggest difference though is weapon choice. Halo has interesting weapons throughout with really only one or two versions of each weapon class. Destiny floods the game with all these different variants for archetypes where before we had just one or two pulse rifles and both were nothing alike being covenant and unsc. So there is a lot more fodder in destiny weapons with less sticking out. They tried to have exotics offset that but didn't consider the pve to pvp jump being incompatible. I'm still waiting for more minions of darkness buffs. Instead of needler and the frantic action of grabbing it and using it managing your ammo. You just switch to telesto and manage ammo. No where near as fulfilling to me. The very aspect of looter slows the game down tremendously and once you've seen the game arsenal it gets bland quick. Power weapon status has put that importance back in special. Fusion rifle kills are more satisfying now than before because it's more than just can I prime faster than the shotgun gets to me

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  • Oh well that's no secret then. If you mean more than weapon balance holy shit destiny is a dumpsterfire of "good enough" but that was long before this patch. Ttk gave me some hope besides the giant gaping sore that was year one redundancy. But rise of iron regressed again.

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  • Ttk was regression for me. The loot was awful as well as the pvp. But rise of iron stablized it for like only a few months until now

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  • Edited by Kone19ps: 2/19/2017 6:27:39 PM
    I'm talking more game content design. We finally got actual story with missions and exotic quests. The game became more than just a slot machine with a handful of activities. Scannable lore. Actual interesting things to do in the patrol space. Rise of iron threw all that out. Gave a bland handful of missions and removed 750 rep worth of bounties from casual pvp. The weapon balance when ttk dropped though was just terrible. Loot was average too but so was year one to me. Rng cheapened exotics significantly for me. But this is currently my favorite balance because like I said before. I see variety, kill sidearms easily, and avoid 3v3.

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