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originally posted in: Armor Transmogrification
Edited by FairlySplendid: 1/8/2014 1:46:37 AM
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[b]Short and sweet, here is why I'm against transmogrification:[/b] From a tactical standpoint, having specific perks attached to identifiable gear (and weapons) is ideal. There's great value in that knowledge. It allows studious and perceptive guardians to (at a glance) gauge what they are up against. Transmogrification throws a wrench in the works and adds even more of a wild card factor to a game that will have a steep RPG learning curve, as it is.
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  • Not...really. If this game has it's gear done like any game that uses random gear lots, then your Superiors and down will all look similar/the same and have different effects. If you read his post, you'd see where he mentioned not being able to trans exotics. So you'd still know that someone is carrying Red Death, and has a bad ass Helmet, but the rest of his armor is irrelevant to you, because you're not going to know exactly what THAT piece of vex armor does. When you fight someone, you should be able to see how they're playing, what weapons they're carrying, what exotics they have, what class they have, and know what your up against, at least to a point that you can form a tactile decision. Unless you have a pop-up version of a game guide, there's just know way you'll know what they have on their misc armor.

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  • Yeah, fair point. My main concern is gamers finding ways to "hide" advance perks or completely throw off important visual cues.

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  • Well, that would be a risk, but not much of one. Your main cues should be learning exotics, and identifying them as quickly as possible, then trying to see how they're playing/attacking, and just assuming the rest of their armor assist towards that goal. So if I see someone with Red Death, I'm going to assume that I'm fighting someone who's utilizing it's health regen, so they're going to be hit and run, firing from the hip, so forth.

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