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Destiny 2

Общее обсуждение Destiny 2.
Изменено (GeneralC22): 5/20/2019 9:06:23 PM
44

Upvote if you think Bungie should fix all the useless exotics instead of nerfing the fun ones

Seriously, look in your vault right now and tell me how many exotics you haven't used since vanilla d2, or since forsaken launched. Cerberus +1 Lucky Pants Oath Keeper ACD/0 Feedback Eye of Another World I could literally spend hours just listing exotics nobody uses, and instead of fixing all these exotics that don't measure up, Bungie is taking the easy route and nerfing the ones that people use the most. I suppose it's easier to make every exotic lackluster then it is to make every exotic fun after the fact.

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  • Most people I feel aren't really looking at the big picture here. It's not about making good exotics equal to bad exotics, v/s making bad exotics equal to good exotics. Destiny has an issue where using certian exotics are making end game content meant to be a challenge not a challenge. Often making encounters that are meant to go through multiple phases end before the first phase has even ended. Status quo means that our load out is set in stone, and LFG groups demand that only these loadouts will be allowed. In order to make the encounters challenging, Bungie has to make the encounters challenging with those loadouts in mind. Making other exotics considered bad even worse. Those without the gear will now be in a worse shape getting a lfg even harder. They could buff up other exotics to also be powerful, but this doesn't help make end game activities challenging. Bungie will only have to make the new activities that much more harder. Bullet sponge enemies, or convaluted mechanics that make DPS time very limited. What they are doing is bringing these few weapons, and armor down a peg to make them not be able to break the encounter. This is the easiest way sure, but also perhaps the right move. There is a downside of this of course. Players do love the power fantasy. You rank up, you gear up, and feel powerful, enemies that was once tough are a pushover. Enemies that were once almost invincable, or taken down, ect. This feeling needs to be kept, but at the same time, end game activities need to be able to be challenging, not just at first, but throughout the life span of that activity. Experience should make the activity easier, not the gear making the activity easier. This is why bring the few things down is likely the better option that bringing the other weapons, and armor up. Because if they then have to buff the encounter to match the gear buffs, you are left feeling no effect of the gear buffs anyway.

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