Yep. Enemies are too tanky and Nimbus is intolerably annoying. I avoid it as much as possible. But hey, the streamers and YouTube community love increased difficulty so I guess they’re happy. That’s what happens when you base your decisions on what people who play this game for a living think.
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The real issue is there should be a difficulty choice for all activities (including patrol). And with a harder mode, should be better loot. Like 2x or 3x the drop rate for rare materials - weapons etc. Other games have done this before.
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Destiny never was difficult, that whole "bring difficulty back to Destiny" was such a load of BS, all of D1 which is what some were trying to use as "difficulty" was never hard, I played D1 like last month and soloed PoE and it was like playing a D2 EDZ public event, D2 was on release was harder but not by much, but there was never this "difficulty" people like datto claimed, so yeah bumgo listen to the wrong people 100%, and now we have effed up public area and two dungeons with ridiculous boss health, and like the typical streamer, they all replied with, "this isn't what we meant", no, it is exactly what they meant
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Prison of Elders was nerfed and it’s below the light level requirement as it’s old. Not a good example to go back and play it right now. Destiny absolutely had difficult content. D2 on release was easier and now we have had the game become easier than it has ever been.
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And that's why the game tanked and the person responsible for the "bring challenge back to Destiny" is out the door. Because when you don't listen to your playerbase and listen to the 0.1% that is streamers and content creators, the game tanks.
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Increased difficulty is good where it makes sense (e.g. Day 1 raids, Master Raids, Master Dungeons, GMs, etc.). However, most of the game should be, above all, fun and rewarding. Nobody wants increased difficulty in patrol zones or places that require excess grinding for loot. The point of increased difficulty should be for the 0.1% of the community that wants a challenge and to feel like they accomplished something truly challenging. It shouldn’t be peppered everywhere just because. Most people play this game for fun, not to try and flex emblems to strangers who don’t GAF!
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For that that loot needs to be good to begin with and perk pools not fluffed with useless perks. As long as the perk pools contain bad perks, higher drop rates just make sense because it gives you a chance to get a decent role without an absurd time commitment.
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The problem is not bad weapons. Bad weapons in a scarce environment become good because the bad ones are the ones you have to deal with. It makes God Rolls more valuable and all the more powerful. The perk pool being bloated is a problem though.
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Weapons in destiny is too reliant on perks with no identity once you remove them. A legendary weapon without its perks won't be any different than whites in the same archetype, just slightly different stat in here and there They need more innate identity like borderlands do with manufacturers before perk rolls
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If destiny relied more on gun stats than perks for determining if a weapon was good I would agree with you. Sadly the perks determines if a gun is good which leads to the same gun one with good perks and the second with bad perks meaning you have one gun you will consider using and one you won't. I get the impression most players won't use a bad gun because it hinders gameplay and will just default to using exotics (ones from guaranteed sources like quest). It is the reason why having weapons archetypes works in this game. Two guns in the same archetype with similar stats, but differing perks is the thing that determines which one will be preferred even though at base they are almost the same.