If the only thing you enjoyed in the entire of Destiny was Ophidians’ extended melee range, that’s a you problem. As a Warlock main, I can say it feels good to be playing a fair game with the other classes now, instead of sniping them with my Celestial fire + ophidians scout-rife melee range.
English
-
Edited by Gunship: 7/11/2023 12:06:26 PM[quote]If the only thing you enjoyed in the entire of Destiny was Ophidians’ extended melee range, that’s a you problem.[/quote] I would agree. But that's not what I said. What I said was this: [quote]"You have now nerfed or ruined every single thing I liked about playing Warlock. Well, actually, it's more like everything I like about Destiny."[/quote] Specifically What I am talking about: • 3.0 element changes • Class Identity Problems - Starting with the stoopid Devs calling Warlocks "Healers" (I am still pissed about that). Don't simplify my class identity into such a ridiculously tiny box after presenting such a deep wealth of lore to the contrary AND telling us repeatedly that who we were in Destiny was our story to create. • Stasis - I hate it because it slows combat and clogs up the 'focal point' of Combat; freezing enemies in the way of fellow fireteam members line of fire. • Strand - I hate the aesthetics; turning everything a monochromatic sickly green with such intensity that it actually [i]overrides[/i] the shaders being used. General awkwardness in use. Even Forcing 3rd person view when you get hit in PVP, which is super jarring when it happens. The whole element is super heavy handed. • Removal of overshield from Well of Radiance. • Introduction of the seasonal 'Bungie controls all' McGuffifin: The Artifact - allowing Bungie to specify what weapons I can effectively carry and rely on each season. • Bungie 'doubling down' on the Artifact's choice narrowing effect, adding 'Surge', by which they can now heavily push what ELEMENTs we use during the season. • Sunsetting Weapons - Which took from me my favorite sword from Black Armory (favorite from an Aesthetic perspective), One I spent a fair bit of effort to acquire, along with other loved weapons. • Sunsetting Entire Planets - Resulting in the loss of 2 of my favorite locations: Mars and Titan (and no, what we got back does NOT count). • Introduction of Champions - Enemies effectively IMMUNE to dmg by anything but McGuffin of the season weapons. • Bungie's mentally impaired obsession with 9000 flavors of Bullet Sponge, leaving us with the soul killing monotony of emptying clip after clip into mobs for no reason. • Bungie's reliance on increasingly stoopid [i][b]Artificial Difficulty[/b][/i] methodology in 'Combat Design', leaving combat a joyless tedium devoid of all the grace and elegance Bungie's Combat Mechanics were once exemplary of. • Bungie's [i][b]GREED[/b][/i] - Apparently not happy with being the second most profitable video game of all time, Bungie allows monetization tactics to reign supreme over quality in every facet of Game Design. Even going so far as to (by their OWN ADMISSION), [i]actively hold back[/i] their own Digital Artist from putting forward their best work (At least without an Eververse price tag)! • Bungie's Double Standard in addressing in game issues: Immediately jumping on [i]any bug[/i] that works to the players advantage to the point of flat out disabling a champion mod for [i]half a season.[/i] Yet pushing back fixes to other issues till next season or even next year, if they even bother addressing the issues at all. • Nerfing Orb generation from Masterworked weapons - replacing it with several iterations of increasingly worthless and build compromising systems. • Oversimplifying and Nerfing Build-crafting - The current iteration if which stripped out the most valuable aspect of Powerful friends (20 point mobility bump) - If mobility was only about movement speed & jump height, maybe not so bad. But it heavily effects strafe speed, and as such is an indispensable aspect of both survivability and more importantly, [i]AIM.[/i] I use a two-part technique for aiming, first snapping my reticle to one or the other side of my intended target, then strafing fire across their current position. This is especially effective against mobs 'artificial difficulty' 'dodgyness' since they actively avoid stepping into line of fire. Thus allowing me to contain their movement most of the time, keeping them from running to hide every time I try to kill them. Removal of the relied upon mobility buff from build crafting, so slows my strafe speed that it makes Aim take longer and become way less agile. Not to mention screwing with thousands of hours muscle memory. • Out of touch Game Developer Quotes by Bungie: Players will "Throw Money at the Screen", "Making Content is Hard", "We don't want to Overdeliver" [i][b]Gunship[/b][/i]