[b]Update(10/01)[/b]: [i]Wow I did not expect to see this get the attention it did. Glad I know there are others who feel its too slow (before factoring class stuff). All I can say though is I hope bungie makes updates to tweak it so playstyles revolving around Mod applications favoring abilities or armor stats takes effect. Its fun when choice plays a factor so its not only your style, but its also viable.[/i]
As I write this, its been a good while since D2 has been out and one of the biggest things that perhaps became the hardest to adjust to was the changes to our ability cooldowns.
Back in Destiny 1, we all know how the aspect worked, gear could come with a stat related to STR, DIS, or INT to reduce the cooldown of our melee, grenades, or supers.
What happened at one point (I believe around the taken king) armor would drop with randomized values (including exotic armors) with a variance of low to high amounts of any of these stats.
The drive for these was to seek out armor with secondary stats so we could make a build focusing and prioritizing how quickly our melee, grenade, or super came back. Obviously though it was tuned so that you couldnt feasible max out all stats.
Stats had 5 tiers, every tier you broke through would reduce that cooldown by a bit more.
It was ultimately something that while random on gear, it was universal for grenades and melee to have a default 1 minute or so cooldown and eventually it became around 25-30 seconds if you had max. For Int, it would usually knock 1 entire minute off the cooldown.
This was before the various talents or passives like overload, gathering storm, stoke the forge, bastion, etc came into effect via the players choice.
What I remember, I was a sunbreaker, took the armementarium, had max DIS, took arms with melee bringing back grenade energy with simmering flames and stoke the forge. It was a build where things constantly kept coming back.
Now in Destiny 2, one of the major things I understand is, bungie wanted to make us not as powerful, which is understandable.
But the recharge on grenade and melee, at base, is well, about 80 seconds now right?
Naturally again, some subclasses have means to restore their abilities faster.
But then there are the means to replace the STR, DIS, INT, we have the armor mods.
And this is where it gets, annoying.
You can have, at most, 2 mods for melee or grenade, and they only reduce the basic cooddown by, 7 seconds or so, basically they tune it down to about a minute...
thats it...
even in D1, when we had more power, I never felt as though there was any grenade spam (havoc mode was different, sunsinger super was designed that way, simmering flame sunbreakers had a pro/con effect and in PVP holding the super wasnt always the best, not like it was even doing anything until they were supercharged) and melee wasn't ever in a position where it was absurd PVE wise,
but thats just it, we have these mods, shouldnt they be worth more? If someone wanted to spec into their abilities rather than the armor stats, shouldnt we get a notable effect?
Its the reverse problem for class abilities, they recharge so much faster, there is outright no point in taking a paragon mod of any kind when its cooldown is merely 3 or 4 seconds,
the purpose of stat investment in the last game was striking that balance or focus for what your playstyle and class abilities felt good together.
This time, why is it that our investment in secondaries is much more minimal? [b][/b] [b][/b] [b][/b]E
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27 RepliesEdited by U8043781: 10/2/2017 12:02:33 PMIt's all bc of pvp bro, pve is in such a stale boring place right now it's not funny. All these changes are bc of pvp and it's really disgusting. Remove pvp from destiny make exotics worthy of being called exotics give us our space magic back and make pve great again!