I blame Luke Smith being he was head of project, because as for me being in a supervisor position irl all changes, additions, and any type of decision making has to go through the department head before being executed. If game developing operates anything like my field it means that the weapon system changes would have went something like:
Developer: hey Luke, me and joe were thinking were thinking that changing the weapon system to two primary weapons and all the old special weapons would get lumped together with heavy and we will call all heavy weapons “power” weapons from now on!! What do you think?
Luke: Yeah you know what Bill that’s a great idea! I think we should move forward with that idea! Great job coming up with that!
English
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The weapons categorization isn't a problem tbh.
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It’s definitely one of the problems, many people dislike it! It makes the gunplay less interesting switching from a non elemental primary to just another primary that does element damage and then everything else is a heavy or power weapon now! It makes it dull for me tbh
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Edited by Courage_Wolf_Sez: 10/21/2017 3:22:29 PMI would say those people are in the minority. The only thing I would add is more weapons and variety.
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personally I agree, I love having 2 auto/smg, but that's just my own style. I can also easily understand there are a lot of people for whom it's simply turribul and that for them it's a big problem because they enjoy playing very differently. (I can also see bungo doing precisely what they did, for it to be easier/more-attractive to n00bs/childrens/etc. because I will readily admit it's a fairly lazy still of play, which, again, is totally suited to who I am / how I played D1 for the last 3 years lol.) then again, I was just earlier tonight doing pyramidion with clan-brothers and I quite literally went to 0 of every single type of ammo and there was nothing for me to pick up. so, there's that too lol.
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I wouldn't say the Kinetic/Energy/power classification system is geared more towards noobs. The frequent legendary and exotic drops and light level being more or less irrelevant in the grand scheme of things on the other hand...
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have to agree with you about the drops & level part, yes! at first I was so happy to finally get to the "crafting!!!" stage of 'Destiny: The Accounting Game!', where I can make purple-mods all day long. only to find out that, yes, levels over 265... really don't seem to give much/any advantage in PvE. - and I. Ron Bannerfly is not "level advantages enabled" so what's even the fun in that? I was hoping that with no-more-rolls + always-standard-perks, Destiny: The Accounting Game would be so much easier to manage than it was in D1. but it's not. between the severely limited+shared Vault, and getting so many drops (yeah I know that part is like complaining about free stuff) - it has gotten even so much worse in D2 trying to juggle gear around and fit everything and trying to keep up with what will I regret burning/infusing etc. :(