I mean its because d1 was just simple. Your abilities and the perks on your guns were water balloons compared to this game so yeah the guns themselves were better. D2 is balanced around buildcrafting which makes sense because your primary and special weapons blow everything up and you have constant uptime on abilities that do some combination of nuke everything in sight, heal you on demand, or weaken your enemies in some way.
Ill give you an example.
My go to loadout is lightning surge warlock with heart of inmost light + synthoceps and I usually use it with tinasha's, lord of wolves and an LMG. Syntho lightning surge nukes everything in a 20m radius of you including champions, the void grenade weakens targets, phoenix dive heals you on demand, HOIL gives you constant uptime on all of these things, every kill with any ability gives you devour which full heals you, and song of flame gives you damage and a huge DR bailout. tinashas stuns every champion and slows/freezes groups of targets at a time and has no shortage of ammo, lord of wolves melts any boss or yellow bar even post nerf, and corrective measure with destabilizing rounds and killing tally just blows up any trash mob you look at with it in your hand.
This is hardly even a "build" with uniquely good cohesion and synergy its just a bunch of strong guns and abilities smashed together. As good as it is its not even the full meta.
This is what the game is balanced around. So yes your auto rifle at face value doesnt do as much damage. It can probably get some kind of perk combination that makes it good, like pyroelectric propellant with jolting feedback and eddy current, it's one of my favourites.
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[quote]Ill give you an example. My go to loadout is lightning surge warlock with heart of inmost light + synthoceps and I usually use it with tinasha's, lord of wolves and an LMG. Syntho lightning surge nukes everything in a 20m radius of you including champions[/quote] This stuff is why I find it hard to stay in destiny. We have access to so many abilities and weapon perks that just delete entire hordes of enemies with basically zero effort and trivialize the game. It has gutted the entire balance of the game, and they are leaning into it even more with the expansion. They said they want us to just delete entire spawns before they have a chance to do anything. That doesn't make good or engaging gameplay and you develop the game into a corner. Now the only way for them to make anything pose a challenge is to give it an absurd amount health which has now caused even more balance problems because with things like you pointed out, if a gun can't accomplish the same, its deemed useless which is why everything revolves around volt shot or tthe IB sidearm with specific perks. Then they have to increase the capacity for enemies to 1-2 tap the player in many circumstances. They took the game balance so far into an absurd power creep that the game just isn't fun when you can delete entire spawns with 2 button presses. It lacks engaging moment to moment gameplay.
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Power creep at its finest.
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Yup and bungie leans further into it and goes "here delete everything that spawns and be braindead drones that stare at flashy lights"
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You can still chase speed on challenging stuff.
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I dont disagree with you at all, I like the potential for fun builds that prismatic and the class item have opened up but I think it was a bad balance choice to make them so effective in every activity. Nuking everything in playlist strikes, normal seasonal content or a normal raid is one thing but being able to play almost the exact same way in Master, GM, and contest content is a little wild. And like you say they have had to start balancing the game around it, and there are some clear recent examples. - Radiation in vesper's host - The lightning in vesper's host - Being frozen in herald of finality - Being suspended in sundered doctrine - The eyes in the sunless cell GM - Hypernova banes To me these instances feel like them saying "we had no way to make the combat challenging enough to be engaging so we had to add a mechanic that one shots you if you dont pay attention to it regardless of how good your build is". That doesnt mean I hate these mechanics or that they are poorly designed, I love the chaos of the corrupted puppeteer and herald of finality, you really have to pay attention and stay on your toes 24/7. Its good to have "attention checks" like this now and then to test your skill outside of pure combat and ability to nuke enemies. But you cant help but notice how often they come nowadays. I was talking in another thread about how I recall how brutal GM nightfalls were when they first came out. I remember using two izanagis and divinity and having to 3 man focus down every champion in the strike because there were no weapons or abilities that could let you take one on on your own, and you could only stun champions with the seasonal mods, there was no "slow stuns overload" "radiant stuns anti barrier". The notoriously easiest and quickest GM to farm was lake of shadows and it took ~10-15 minutes with a competent team and was still hard to do efficiently. Now that is the top end of GM difficulty, and the low end is something like insight terminus which takes like 5 minutes and is ridiculously easy. Same thing with master raids, I remember master VoG being the first master raid and it was not a joke at all, you really had to think through your builds and teamwork in encounters like confluxes and gatekeeper. Master raids these days feels indistinguishable from normal mode with the exception of some encounters that have uniquely hard challenges like exhibition, verity, and warpriest, and they are only hard because of the challenges.