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3/27/2019 3:58:24 PM
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it is an enhancement core, it enhances the item you choose. It provides meaningful choices for you to make based on how often you play, so the game is respecting your time investment. The ecomomy, if fully understood is easily navigated to allow players choices, the more you play the easier those choices are.
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  • This comment so eloquently explains the situation! The real t, if you will...

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  • They renamed it to justify the change, which doesn’t work because they didn’t address the actual system

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  • You may not like the system but, it does work just fine. You can buy them, get them rng etc.. lots of ways to get them. How you choose to use them and when is up to you. If you have found a way to be successful, there is no issue, the system works, it is you that may not be playing within the system. Maybe you don't understand the system and that is why you hate it and want it removed.. lack of understanding shouldn't be the reason to remove them.

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  • The system issue is not with acquisition. They don't make any sense as an infusion material other than to limit player choice, which makes no sense in a loot based game. Again, too many cores, and not enough cores, two sides of the same coin, reinforce the reason why they don't work.

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  • [quote]The system issue is not with acquisition. They don't make any sense as an infusion material other than to limit player choice, which makes no sense in a loot based game. Again, too many cores, and not enough cores, two sides of the same coin, reinforce the reason why they don't work.[/quote] Ok, if acquisition is not the issue, then please explain how they limit player choice, without mentioning the scarcity of the item in the economy.

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  • you call it limiting, others call it meaningful choices. You could wait to infuse that gear until you were 700 and jump from 650 to 700 in one transaction, doing it every 3-5 power means 10 times the investment or more. You could wait to get the exact same piece at the power you want and infuse it that way for 5000 glimmer, but, you choose not too. The system works fine, it is the choices you make that ultimately cause you the issues and why you don't like it..

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  • You can call it what you like, infusion is not a meaningful choice BECAUSE of the systems in the game. Your response above, LITERALLY, explains why it is meaningless. Waiting until max level, negates the point of having a wide variety of gear. Waiting for RNG, proves that RNG is more meaningful than actually choosing one piece of gear over another. The fact that cores can be completely ignored, removes all relevance from it in regards to what is meaningful. LOL I mean, come on.

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  • Editado por justin_giver: 3/27/2019 5:04:48 PM
    You are welcome to your opinion, but, stating it as fact shows you have no interest in reading the responses with an open mind. power could be removed form the game, as with materials, as with anything they chose.Relevancy is based on opinion. Why is it that you believe you should have a wide variety of weapons all at max power. You have a variety of activities all with vastly different power levels, why wouldn't it be equally acceptable to have a variety of weapons and armour at vastly different power levels.

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  • I am referring to in game systems, not just how I think the game should be. End game progression, is about loot, always has been. And no one has actually given a reason as to why they should be part of infusion other than "they are easy to get", which is dubious at best or "they make your choices meaningful" which has been proven to be false as well. IF cores were part of unlocking gear, they aren't. IF, they were the only path to max level, they aren't. IF, the added some meaningful value to gear beyond bumping an arbitrary number from one value to another... Oh, wait, THEY DO. That is the point. Master working is end game progression for gear. THAT is the place for cores, not because I say so, but because that is their primary function. That was their intention from the day they were introduced. Infusion cores was an afterthought, which is why people have an issue with them. And that's kind of it. What do they add to infusion. Nothing. Why nothing? Because infusion doesn't actually increase our power, or our access to power. If it did, THEN, the cores could be considered part of the process. It doesn't. Because infusion is a mechanism, but not a progression path. Consider a system where infusing an item, regardless of level, bumped the item being infused into by a set amount. So the act of infusion actually boosted power. Having a limit on this mechanism would make perfect sense. But in a system where I can do a crucible match, get a drop 10 levels higher, and simply equip it. At that point, infusion is simply a means of choosing an item i like, over a duplicate, or something I won't use. THAT is the fundamental issue with cores, as they do not affect anything but choice of gear, and not in any meaningful way. I can farm milestones and used everything that drops, ignoring look, ignoring preference. And I can reach max level without infusion. Negating the impact of the system. None of that is opinion. It is built into the game. In order for these things to have meaning, there has to be consequence. Not feeling like farming up cores, thus not being able to wear a certain cape, is not a meaningful consequence. Does that explain the point any further.

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  • long post could have been shortened to the fact you don't want to accept the reasons people have for leaving them in the game. You don't accept them and therefore they are wrong. Hard to have a conversation based on that.. HAve a good one.. Don't expect bungie to cave either.

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  • No one has give an actual reason. That is all I am saying. "i don't care" - not a reason "i have 1000" - not a reason "they make infusion important" - the game says otherwise. Give me a real reason as to what they add to the process of infusion. Or better yet, here, I'll ask this question and not argue with any answer you provide: What do YOU gain by not being encouraged to infuse any item you like at any time? How does that benefit YOUR game play? That would answer my initial question.

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  • they are reasons, just like peopel who will say they like the system etc.. you just don't like those answers and so in your opinion they don't count.

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  • No, its a masterwork core, same icon and everything, that was changed to make the game more grindy, and limit player choice. Some people think this was a poor change, hence the discussion. Don’t play dumb, you know how these things were designed to work.

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  • Why ask the question if you are going to be unwilling to see the responses and understand them? You have made up your mind they are bad and don't actually care to hear peoples response except to tell them they are wrong.

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  • You didn't answer the question. That's why. [quote]it is an enhancement core, it enhances the item you choose.[/quote] It is a masterwork core, that is it's primary function, even with the name change, and even with it being part of the cost of infusion. - Your first point is addressed and answered. [quote]It provides meaningful choices for you to make based on how often you play, so the game is respecting your time investment.[/quote] Infusion is not a meaningful choice. Never has not been since you had to upgrade individual nodes in D1. The whole reason it was changed to a 1-1 system was to encourage players to use any and all of the gear they found. Hell, it wan't even a meaningful choice when you had to unlock nodes, because you did that primarily by USING the weapon. See a theme here? USING the gear you find and like? [quote]The ecomomy, if fully understood is easily navigated to allow players choices, the more you play the easier those choices are.[/quote] The economy is a hacked together mess. D2 has always had this problem, first because of the token system, then because of a lack of foresight by Bungie. Do you know why Dreaming city and Tangled shore have mats? Mats that are basically useless outside of turn ins? Because that is the only way they could fit into the patrol/public event system. All mats are like this in some way, because Bungie dropped every ball imaginable when designing the economy. Each destination has a material. This is obtained in the world. It can be farmed, found, and obtained as a reward. This makes PERFECT sense. Something planet specific, adds diversity. Glimmer is the universal currency, which allows for things that are not tied to a destination, to have some value. Tokens were an attempt to simplify the system, except they existed along side of materials AND were too easily exploited. They still exist because there is no IB material. No Vanguard material. No crucible material, etc. They could have created these things, which would have eliminated the need for any tokens, but it was probably low on the priority list. Shards, which have always been the PRIMARY currency in regards to gear. Again, easily obtained through game play, they make sense in how they are acquired and used. Cores. Initially they wanted to add a higher tier for acquired gear. Masterwork. This was good, but the system was completely unfinished. So it became a joke. With Forsaken, they fixed the masterwork system. however, they also wanted to control progression. So they added masterwork cores to the cost of infusion, which basically forced people to abandon old gear, that was the whole reason for making the change. Why? Because they had no intention of bringing the bulk of year one gear forward, again, because they didn't think ahead, and had to shoe horn random rolls into the game. OR they just needed a year to finish what should have been D2 vanilla at launch(Forsaken). I can only imagine how different the game would be if it had launched in the state it was in with Forsaken. Bottom line. There is no good argument for having them as part of infusion. They do not do what Bungie has stated was the goal. The reasons that they don't do this, are highlighted in multiple posts, but I will close with the shorthand version, Any material that can be exploited by some but not others, can not be used as the basis of a mechanism like infusion. It will always push the "haves" and the "have nots" apart.

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