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Edited by Redbone: 4/15/2019 2:25:37 PM
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Light Level is the most bullshit mechanic in any type of RPG to date.[b] It only exists to Handicap players, never to reward them[/b]. If you are a lower light, you melt like butter. Why is it that im not 1-shotting the 20 Light Level Dregs in the EDZ with my Sidearm at 690 Light?[b] I have more light NOW than when I defeated Oryx for -blam!- sake Bungie.[/b] #[b][u]MAKELIGHTLEVELSMATTER[/u][/b]
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  • Edited by Necrogen: 4/15/2019 9:33:31 PM
    [quote] Why is it that im not 1-shotting the 20 Light Level Dregs in the EDZ with my Sidearm at 690 Light?[/quote] [i]space magic[/i] Respect Gregg the Dreg, Randal the Vandal and Hank the shank. Without them, we are nothing.

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  • Because that game model doesnt work well in a shooter. Itd be mad boring if you could one shot an old raid boss with 1 rocket. Come on. Why do an old raid if 1 max level guy could solo damage everything? With damage normalized, activities stay relevant. The challenge is still there if you ever want to return.

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  • Edited by Redbone: 4/15/2019 8:51:00 PM
    Why not have a Hard Mode of each raid that progresses LL normally, say 50-75 below current cap, and drops loot at your Light Level. Why split and try to keep the difficulty relevant but the Loot irrelevant..?

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  • We tried hardmode in the past. 90% of players never do the hard mode version of raids, so why bother. Casuals can barely muster up the social ability to start a Last Wish or Scourge raid right now.

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  • What’s the definition of a casual?

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  • Did you rven read my description of how I would do a Hard Mode though..? Lol..

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  • Disagree. Other games use it to fine effect. The problem is that Bungie is trying to use it to keep us playing in the place of actual LOOT. The only other dev that's trying that same stunt is BioWare....and its not working out for them either with Anthem. YOU HAVE TO REWARD YOUR PLAYERS...and ACCEPT THAT THEY WILL LEAVE when they've accomplished everything they want from the game. Otherwise you break your game....and people end up quitting it in frustration.

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  • I disagree with you lol. Any Mechanic designed only to impede Players without Rewarding them is flawed in design. I think there is No game that has implemented a system like this well. Examples..?

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  • Its not desgined to do that. That's jsut the way Bungie is choosing to use it. Its like saying a trophy is a weapon just because some one chosed to pick one up and hit you over the head with it. Actually the progression system of both Division games, and Anthem function very similarly. You've heared almost NO complaints about the progression system in The Division 2 because Massive SHOWERS you in loot so that the RNG that is structured into the system doesn't frustrate player progress. They also SIMPLIFIED the system, so that there isn't such an overwhelming number of build options....so the odds of getting the item you want is absurdly low. Also they allow to re-roll one stat item or talent (perk) on a gear item....as well as craft gear under under controlled conditions if you're looking for a specific roll. IOW, Massive uses a similar system....but has a VASTLY different philosophy in using. They Follow Blizzard's Loot 2.0 philosophy. Reward the player, and don't allow RNG to be an impedicment to the player's sense fo accomplishment...and help the player to meet their goals in-game. Wherea Bungie is taking the opposite approach. Their goal is to try to keep you grinding away in frustration as a means to keep you playing. Conditioning you to accept unpredictable rewards, unpredictable progress....and while keeping you compulsive and addictively grinding at a game that is no longer enjoyable. Simiarl systems. To philosophies of implementation that couldnt' BE any more different. The Division 2 is getting praised. While Bungie is essentially at war with their player base.

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  • I dont like the way that those games implement said system ether, but even in those games theres a limit. Like once your level 15-20 in The Division you are shitting on level 5 enemies with negative difficulty. I can go play Leviathan or the Acrius Arms Dealer Strike right now at Double the recommended Light and still get beat down like a drunkard who just picked a fight with a group of sailors

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  • Because The Division 2 is tuned to play like an RPG, and Destiny has always been tuned to play like a shooter. That has nothing to do with their progression systems. Those are game tuning issues.

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  • Destiny tries to blur the line between shooter and RPG which ends up frustrating Shooter fans and disappointing RPG fans. They need to pick a side and IMO, a Looter-Shooter should always lean more heavily on its RPG routes. However, I still disagree with you. Just because Destiny leans more towards a Shooter does not mean that the Light Level system has to always Hinder players and never Assist them.

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  • THEY PICKED A SIDE. They just didn’t honor the choice. Year 2 and 3 were loot-based RPGs that we’re tuned like shooters but had loot and they progress ion systems like an RPG. But instead of building on that brand identity, Bungie tried to recreate the entire franchise and turn it into a campaign shooter with a candy-coating of RPG. That’s the fundamental problem with this game. BUNGIE IS CONSTANTLY GOING OFF IN ALL DIRECTIONS AT ONCE. To the point that [i]customers[/i] have no idea what kind of experience they’re going to get from the game. At this point I have NO IDEA what kind of game this franchise will produce going forwards. And for a five-year old franchise that piss-poor management to the point of absurdity.... ...,practically [i]tragedy.[/i] Because all these wounds have been self-inflicted by Bungie’s arrogance and (I believe) internal factional fighting over creative vision that spilled over into the final product.

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