[b]PLEASE READ POST BEFORE ANSWERING![/b]
[b]The issue[/b]
Currently, in order to end up with a piece of gear with the same light as whatever was dismantled, they would need to be 6 points or less apart.
Here's an example:
I have a scout rifle that I want to use instead of my current 310 one. In order to get it to exactly 310, my scout rifle must be at least 304 before infusing. It's currently 280 light.
I could get it there in exactly two infusions, but that would mean infusing two 310 items into it.
I'm okay with sacrificing my raid scout rifle for this new one, but I don't want to be forced to get rid of the auto rifle too.
In order to do this without sacrificing my auto rifle, I need to either go RNG and get another 310 primary in the raid (which does NOT happen often for me), or I need to get at least 2 more legendary primaries, one of which must be at least 304 and thus must also be found in the raid.
My point is that this is a lot of crap that shouldn't be necessary. I shouldn't have to go through all this just to get my new scout rifle "up to par". What if I was in the same situation but with heavy weapons which are even rarer?
Having to get 2-3 other pieces of gear in the same slot to use as stepping stones to the light level you want is just plain stupid.
[b]My proposed solutions[/b]
One of two things needs to happen:
1) Infusion should make the new gear go straight to the light level of whatever was dismantled. This way, only one infusion is necessary.
Even if not all the way, it should still be a lot more than 6 points before it starts to decline.
2) There should be an alternative method to increasing the light value that doesn't involve infusion. Maybe you can raise the attack/defense value of an item by 10 by buying an item from Xur for 5 strange coins? To keep 320 gear exclusive to endgame content, this method could cap at 310, and the gear would need to be infused the rest of the way (310 gear and up should go straight to 320 when infused with 320 gear though).
Both of these methods retain the exclusive nature of 320 gear, as 320 gear must already be owned in order to bring lower level gear up that high.
Honestly, I feel as though this would save a whole lot of running around that simply shouldn't be necessary. It's there purely as a barrier to keep us from enjoying the game and I despise it.
[b]After you've voted, I don't suppose you'd consider hitting the like button too? I mean, if this is to actually make a difference, Bungie would need to see it.[/b]
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Simply raising the PVI ( Point Value of Infusion ) From 6 to around 15 sound awfully fair to me
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11 RespuestasHonestly, infusion is Bungie just throwing the players a bone if you want to keep playing with certain weapons. TTK is the first DLC were the raid weapons aren't necessarily better than other legendary weapons you've found along the way. So if you get that hand cannon with Fatebringer like perks but it was only 280 light. It can still be viable thru infusion. It was a better solution than the etheric light mess.
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2 RespuestasEditado por Archon879: 1/2/2016 6:56:46 AMI have a different solution. The problem is the lack of throwaway items with high enough light to infuse. The purpose of infusion was to prevent us from hitting a progress wall the way we did in year 1 around level 28. It has failed. I've been stuck around light level 298 for months, despite playing almost daily.
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My solution. Infusion stays as is. Infusion system is great, and allows for more diversity of gear. Etheric Light and straight 1/1 upgrades were too easy. I liked Etheric Light system a whole lot, but it was indeed too easy to max. To reduce the grind, we get rid of the ridiculous "graded" loot drops from endgame. Essentially, there is not one auto rifle available from hard mode raid. There are ten possible auto rifles that drop between 311-320 damage. Not one single loot item to strive for, but 10 of each to grind for. As a result, there are literally scores of potential loot drops one can get from end game. It's not about waiting for that one chest piece like I did with Crota's End. It is waiting for that 320 chest piece, which is actually one of ten possible chest piece drops. Oh, you might get a 311, then a 314, and so on. But THAT is the real problem. It's no longer about getting that one final missing piece of gear you need to be max. It's going through multiple iterations of THE EXACT SAME CHEST PIECE and waiting for it to finally be max. In year one, one could be assured that EVERY DROP in the raid would be at the absolute MAX for the activity. As it is with King's fall, RNGsus is on crack or something. "Oh, I see you have 310 boots from normal mode. For hard, I shall surely bless thee with 311 boots!!!" [laughter in the halls of RNGsus ensues] Since things drop anywhere from 311-320, there are 10 AR's, 10 scouts, 10 snipers ... 10 of everything! [u]Here's how to fix[/u] ... this applies to loot drops for activity rewards (raid chests, nightfall completion, etc) not random engram drops from random enemies. Normal raid - everything drops at 310 Hard raid - everything drops at 320 Nightfall - 310 Tier 3 Court of Oryx - 310 Tier 2 Court of Oryx - 300 Tier 1 Court of Oryx - 290 Heroic strikes and daily heroics - 300 Iron Banner - 310 Trials - 320 Special missions like Lost to Light / Black Spindle - 310 Exotic Quests like Sleeper Simulant - 310 All exotics drop at 300 minimum whether from engram, Xur, whatever. Exotics drop at whatever light matches the activity otherwise. Finally, for the love of God MAKE YEAR ONE END GAME RELEVANT AGAIN!!!!!
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Infusing is the idea of someone who was asked to add a function to the game that increases time spent playing. If you could infuse elements from a weapon into another, or a perk, infusing would be a benefit. It's nothing more than another grind function to increase play time to compensate for loss of player base.
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4 RespuestasJust take away infusion. The old level up system was better.
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Old light level system was boring. In HoW in 4 days: - 3 34 chars - 1 lighthouse - 1 Skolas
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Etheric light would solve all our problems.
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It would certainly lessen the grind......normally I like the grind. Hell I was grinding BL2 for 2 years to get all the perfect weapon rolls. Thing is, THAT was FUN. This grind is merely grind for the sake of grind. I'm assuming it was put in place to keep us playing more, although now it's having quite the opposite effect.
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Editado por JASBrickster13: 1/2/2016 10:05:25 PMMy idea is that it must be within 10 points to infuse all the way up. Also, the speaker should sell infusions of light for 25-30 motes that raise light by 5, capping at 310 to keep 320 loot special.
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Maybe instead of strange coins and Xur (who is only around for a couple of days), but maybe raising the cost of infusion so you need more parts, notes, and marks. Maybe ten marks, ten notes, and thirty parts at least. So that way you end up with a bigger gain at more of a cost instead of many smaller transactions.
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I want them to let's us break down gear and weeps for perk infusion instead of just attack/defense. It is incredibly frustrating to get useless perks
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#nerfhunters
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1 RespuestaI don't like the infusion at all. Go back to just getting gear at a set light
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Just wipe the drawing board clean and go back to square one: Year 1 leveling system. No endless grinding to get higher lvl gear to infuse. Once you get your gun, you just need to get "experience" with it.
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Editado por Graystash: 1/2/2016 12:57:36 PMI still prefer the House of Wolves leveling system to this nonsense of relying on pure chance to level up. The current system is something they would devise in hell as a sadistic punishment. The rude realization that I wasted two 310 exotics to infuse a Boolean Gemini at 293 to only 309 was unpleasant.
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Every 5th blue yoh infuse should increase light level by 5 points upto 300 then every 5th legendary by 2 points upto 310 and every exotic 5points upto 320. Shouldn't have to infuse higher light gear ... This is just an artificial attempt at lengthening game play
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1 Respuestainfusion was created to make lvling up more grindy to makeup for the lack of content
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Infusion is solely for the purpose of prolonging gameplay. It should just be removed and use the old system which was more fun.
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They should've just kept Etheric Light.
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I would like to see the following changes to the infusion system to make it more flexible and varied. 1.) Show the resulting light level of the infusion while deciding what gear to infuse. No screwing around with calculators and such. Hovering over the gear to be dismantled for infusion will show you what the final light level will be. Quality of life improvement. 2.) Rarity and upgrades should change the result of infusion. Currently legendary gear infuses at a rate of 80% and exotic gear at 66% regardless of the rarity or whether the gear has been partially/fully upgraded. For example: Proposed legendary infusion rates: Rare, 50% Fully upgraded rare, 60% Legendary, 70% Fully upgraded legendary, 80% Exotic, 90% Fully upgraded exotic, 100% And of course differing values for infusing exotic gear. One final change I think is appropriate would be to remove the requirement of Legendary Marks (LM) when infusing legendary gear with legendary gear and exotic shards when infusing an exotic with another exotic. The marks/exotic shards are being provided by the dismantled legendary/exotic gear. 3.) Rare quality gear should have the possibility of being upgraded slightly. Bring back the old style upgrade nodes of Y1 for rare quality gear. Example. Player acquires from patrol chest a rare auto rifle with 250 light. Player can level and upgrade the light level to 260 with motes, planetary, resources and glimmer. Thoughts?
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1 RespuestaInfusion is fun at the lower levels, but they goofed and made exotics start under the max level, then charge an exotic shard per infusion. I had about 60 shards when TTK dropped, now I'm down to 10. Also there's not enough 320 gear drops to power up all the stuff I want
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1 RespuestaIt's fine the way it is, honestly. Don't forget you can also roll exotics at 310 from engrams. Your idea with the xur thing sounds pretty broken, as gear above 300 is actually pretty rare, and your idea will just completely kill off the point of doing the normal raid.
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1 RespuestaInfusing an exotic up to a high level of takes an exotic shard every time. That's what pisses me off.
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2 RespuestasIt's funny how infusion solves the vault space issue...in an ass backwards way.
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6 RespuestasMy two cents, remove infusion all together. Instead, make it to where certain stats increase as you use a weapon more. For example: The more you stow and equip a weapon, the more your guardian understands the weight and balance if it. (Increase stow and ready time) The more you reload a weapon, the better your guardian's muscle memory is. (Better reload) The more you fire the weapon, the better your guardian understands the recoil and can compensate. (Better recoil control) All these would obviously have a cap to how much you could increase them, but I think it would add a realistic way to make a weapon your own. Just a thought.