[quote]You guys are killing the entire class of weapons that are supposed to be uniquely powerful and game-changing. If you were gonna have every exotic nerfed into the ground, why bother having them as exotics in the first place? That yellow box means it’s special! You’re making the most special gear less and less special. If we grind away at the game we paid for and stand at the top of your progression system, we should be able to have game-changing gear. Otherwise, what’s the point? Challenge is fun but having less choices on how to deal with said challenges makes your game less fun. If you truly “listen” to your consumers, leave the exotics alone! You’re shooting yourself in the foot in the middle of a race you should’ve been in 5 years ago.[/quote] Well I am willing to bet the oath keepers won't see another nerf, the one it got was BS to begin with. That aside, the changes won't help with challenge for pve. You want to add challenge to pve improve the ai, add new enemies and abilities. Making high damage bullet sponges is the lazy way to add a challenge. If people are using supers too much why not add an enemy programmed to absorb it and buff the enemies around it. There are so many choices beside nerfing available.
like nullifiers in warframe
I have never played warframe, but there are other stuff to look at. Just even adding a cooldown on how often you can get your super back from an exotic works. Put a 60 second cooldown, then we have a choice, using our super twice in quick succession or saving it for once a minute. Then if snipers are too strong give bosses an ability to put up a wall, forcing the snipers to relocate or wait out the duration. Shotguns an issue let a boss use a debuff aura that slowly drains health to heal it, while reducing the guardians damage, reload speed and movement speed. I don't think Bungie realizes that buff to a guardian we can get is also a debuff that an enemy can use.