I think it's to try to reinforce a connection between the three energies and playstyles.
Like, Arc covers Swords and Shotguns (close-range, high-damage weapons) and Bows, Pulses, and Machine guns (multipurpose precision weapons...and machine guns I guess). It reinforces the idea of arc being about getting up close, and at the same time being able to stay just out of reach.
Solar just sucks. It covers Autorifles, both types of fusion rifle, SMGs and rocket launchers. presumably this would be all about mid-range burst damage I guess, but autorifles and rocket launchers aren't exactly hot topics, so... but hey, it covers Recluse, so at least there's that?
Void covers Hand cannons, scout rifles, grenade launchers, sniper rifles, and... sidearms.
IDFK man, some of this stuff just seems like it's here because they couldn't think of anywhere else to put it. But Void is mostly about precision shooting.
It helps to reinforce the "RPG-ness" of the game.
That said,
[i][b]Man this is going to drive away so many people that just want to shoot good with whatever armor they have.[/i][/b]
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Edited by Flawless: 8/15/2019 9:24:02 AMThe question is: How does this elemental perk limitation make the armor 2.0 system (or the game in general) better? Why should that limiting system be in place? The answer is: It simply does not make anything better in any way and is a pure downgrade compared to not having that elemental limitation. [b]It adds complexity to the system for both, devs and players, while reducing the quality. [/b] The elemental limitation of perks should not be a thing at all.
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Edited by superluigi6968: 8/15/2019 9:27:16 AMMy feeling is, really, it would be one thing if it were like this from the start, instead of 5 years in. If they had established at the very start that this is what the energies are about, that they had affinities with playstyles and weapons, that would be one thing. That would be fine. You're not suddenly taking something away that had always been there, the limitation was always there. But we're 5 years into Destiny, about to enter Year 6. Suddenly restricting people's builds with something as arbitrary as what elemental affinity their armor has is... not smart. I like the concept. But they executed it way too late in the life of the series.
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As is always the way with bungie. Half arsed. Half baked. And taking a good idea but seemingly and on purpose putting THEE WORST CAVEAT in the system with restrictions they know the player base will hate. At this point it’s just malicious pettiness against the player base.
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Honestly... It sort of feels like they wanted people to actually give a damn about the Element on their armour - Given that practically no-one actually pays attention to that, nor do many (If any) people bother masterworking their armour. The issue here, is that they seem to be gating not only weapon specific things, but also non-weapon specific things. Which limits the ability to use X weapon with Y completely unrelated perk. To say nothing about gear (Such as the Solstice gear) that comes with set elements and thus are literally going to be hard-locked out of being usable with 2/3 of the weapons and perks in the game. Honestly, if this is the case, they should have just scrapped the Armour element and made the slot be the new Intellect/Agility/Strength stat. So you have your base armour type (Mobility/Resilience/Healing) and then your "Masterwork" would be the stat (Int/Agi/Str). Then you put in the perks you want.
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Again, it would be one thing if this were implemented in D1Y1, not D2Y3, which is effectively going to be D-Y6 It's way too late to add this sort of system without seriously ticking off loads of players.