Honestly the removal of them didn't really make things much harder just made it extremely dull.
Did people use fatebringer because it was arc and lowered arc shields better?
NO
They used it because every time you got a headshot you got the reward of seeing a crazy blue electricity explosion!
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由Happyjoey547014编辑: 1/1/2017 1:49:27 AMUm, yes that's exactly why I used it. It had the highest impact with firefly a primary could get. When that burst would receive the arc burn bonus there was nothing that stood a chance against it. It was also the only firefly with any elemental bonus so it still rocked against arc shields nearby. I used it because it was the best primary hands down. The only thing that came close was VoC.
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I used it because it was an arc primary and I like handcannons. The moment it was useless I deleted it and never looked back. The new guns raid weapons all are diverse and useful if used correctly, love them all. The Taken King weapons were pretty trash though, I have a hard time remembering any of the besides the Heavy Machine Gun.
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I agree, though I must point out that arc damage was the icing on the cake for fate bringer, letting it deal 3 TIMES the damage in pve on arc burn in year 1. Nowadays, with arc burn, the multiplier dropped down to 2 times. Unfortunately, if you brought back fate bringer now, elemental damage and all, it would be nowhere near as good as it once was in year one for a couple of reasons, and this is also why those well rolled imago loops aren't anything like the old fate bringer of year 1: 1: Firefly was severely, severely nerfed, and pulling off a headshot today on a group of thrall would do practically nothing to the surrounding thrall. Back in year 1, shooting an enemy in the face would almost always kill the minor enemies surrounding it. It felt rewarding to land precision shooting with that weapon, today, not as much, even if you have the well-rolled imago loop. 2: Field Scout, once allowed fate bringer to carry 13 shots in the bag, 12 without, and well over 100 shots in reserve. Now, this is not the case, you have 2.0 balancing to thank for that. 3: The global nerfs to hand cannons have just made them a non-viable option in pve. I'll use fate bringer/imago loop (well rolled) as an example. It is hampered by only 10 shots in the mag (as opposed to 12/13 in year 1), low ammo reserves even with field scout, low range, and, to top it all off, the low range stat make landing shots inconsistent and unrewarding. I wish more than anything that I could have fate bringer back, in its true and unnerfed form (not gonna happen, but one can only dream)
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They could always (one day) buff the firefly perk so it would do more AoE damage to minor enemies. They also could make the exotic weapons have a little more better rolls and maybe add some elemental damage to them. Plus, the reason I even most did raids was to get the elemental primary exotics/legendarys, I really hope they add elemental weapons which had great potential like the fatebringer, Vex Mythoclast and the word of crota.
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Exactly. One thing I also hate is how they said they removed elemental primaries so that you would have more options for burn modifiers, then they decide to keep halo supercell, the only arc primary (How is this broadening guardians' weapon choices?). It took me forever to get certain raid weapons, though I very fortunately managed to get black hammer on my first crota run and fate bringer on my second or third vog hard run. I think that they need to distribute some global buffs to all primaries: The examples you mentioned were true powerhouses in year 1: Fatebringer was arguably the best pve hand cannon in the game. Word of Crota did a great job of carrying the torch for void burn strikes. Vex Mythoclast was an excellent primary in pvp. I wish they not only brought back elemental primaries from the raid (raid weapons should be the best, and I like how they are doing that somewhat with Wrath of the Machine, but it could go further), but increased the power of all primaries. A good start would be buffing primary perks.