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Destiny 2

Discuss all things Destiny 2.
11/30/2017 3:12:14 PM
59

Please stop asking for for RNG, random rolls do not add "variety"

Every time I see a video or post about random rolls on weapons/armor, I wonder if people actually understand the concept of QUALITY vs QUANTITY. How many low tier Eyasluna's did you get in D1? Did you use that over something else JUST because it had the potential to roll with awesome stats? No, you gravitated towards whatever "god" rolled gun you had in your arsenal. KNOWING that getting Uriels or Better Devils, gets you a viable OPTION is far better than sharding every other drop in hopes of getting what is being touted as a "god" roll. The one thing I have noticed in D2 is that base stability seems to be better on the vast majority of weapons. Which means archtypes have a much greater impact in how I CHOOSE to play. This is a good thing. I surely do not miss hunting around for a "good" roll on a particular gun. So to be frank, what we really need is MORE items. More mods. And even more of a difference between archtypes. Uriels, for example, is a melt machine. Hit your head shots in PvP or PvE and it shreds just about anything. Is it too good? Perhaps. But the solution to that is to add a counter. Something which Bungie really needs to think about moving forward. Consider a mod that decreased flinch. Or crit damage taken. So Mida needs 5 or 6 shots instead of 4. Uriels is less effective against PARTICULAR players. No nerf required. Now you roll into the crucible and never know what people are rolling with. Maybe you can kill opponent A easily with your loadout, but opponent B is geared up to counter your every move. Then you have to watch your engagements. Having set rolls allows for this type of system to be expanded. Because it gives weapons a CLEAR purpose and utility. Thus there can be clear options for countering those weapons. The more random things are, the more limited are the options for balance. Can't plan out a counter to a high caliber rounds laser, if there are 10 different versions. Then there is the option of countering the counter. Consider a high impact kinetic mod. It overrides some of the protection granted by the other mods. The possibilities are endless. THAT is what I think they are striving for with the mods, they just shipped the game too soon, with too little variety. I am hoping the expanded system is one of enhancement, not just a bunch of random perks to increase the grind.

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