@pyrodactyl:1. I personally liked how it was scaled to 320, and only at Oryx. Roughly 309 was being 1 level below in previous Raids. But you weren't recommended to try that content until at least 311 because all of the enemies would be red. So you'd be taking, like you said a roughly 26%-0% penalty between 311-320 that went down the higher you went in light level, and not the guaranteed 30% that 1 light gave you back in Crota's End which was unavoidable. Not sure how you see Delta Scaling without the opportunity to get rid of the damage penalty as anything but awful and lazy game design.
2. I think it's a good system. It rewards time invested over blind RNG and prevents some of the most frustrating things in this games history, think forever 29 or 319. It also gives you constant forward momentum. The only thing it prevents is someone pumping a low level character straight to high level end game within a few short activities, which I'm honestly fine with. I know a lot of us at this point want to just do one Raid, get 335 gear from it and turn off Destiny for a few months but it honestly doesn't take more than a few (15 or so) hours of smart leveling from King's Fall Hard capable character to 335. When the new DLC comes out, I have a strong feeling most of us will hit max light level with a few weeks if this system stay put compared to the 6 months to never it took for most to hit 320 in Taken King. As far as gear goes though I do hope they go back to Vault/Crota Hard drops where the Hard mode drops double Hard drops unlike King's Fall that dropped your Hard+Normal gear. Which Normal gear was just dismantled immediately and a waste.
3. Why should max level be for crazy people? Honestly I think it was insane that only 1% of the Taken King population was able to hit 320. That's stupid and Bungie should be ashamed. Max level should be the first goal of most end game players and shouldn't take them too much time, honestly 3 weeks of Raids on the current content with 3 characters should be enough to have all 3 at or near max level. If that isn't happening then Bungie is doing something wrong with their drop rates or leveling system. Outside of Taken King Destiny's End Game has always been, and should always be about not hitting max level but finding good armor and weapons that, at max level, complement your play style. I like the current meta game for end game players of trying to gear tier 12 gear with solid perks, I think that should be the goal. I've played a lot and only have tier 11 gear with great perks because all of the well perked gear I get is low stat.
4. I would agree that they both played to separate strengths. Don't get me wrong, I loved, and still do love Crota's End. But I also think it's the prime example of a rushed out the door Raid that Bungie had to make cheap design decisions because they didn't have the time to do it justice. Fixing a Raid by putting in Unkillable enemies, Delta Scaling, removing health regen, etc, are the exact things I hope Bungie never again does in a Raid. King's Fall had it's own issues design wise, mostly due to how long winded it was.
5. Gunslinger in PvE? The only place that was useful was Oracles at Atheon and outside of Raids Solar Nightfalls. Sunsingers will always be a top tier Raid subclass because of Radiance and Flame Shield, regardless of situation. Voidwalkers have been useful is specific encounters like the Abyss and Exiles favorite Legions phase of VoG. Also running Ram they are very survivable on something like a no death run using a vampire build. Sunbreakers are only useful in those same situations as Voidwalkers and can be pigeon holed into other situations because of Cauterize. Same for Stormcaller. Strikers are more or less useless in any Raid situation except trolling teammates with Shoulder Charge (very useful for that). The only 3 subclasses that have ever really had roles/utility were Bladedancer/Nightstalker/Defender. Defenders have both Blessing/Weapons which each provided different applications in many places throughout each Raid, naming them would take paragraphs. Nightstalker can create orbs for days anywhere he wants, go invisible, block hallways, escape damage, and overall just be one of the best Raiding subclasses. Then you have Bladedancer who can be spec'd several ways including a Hungering Blade vampire type build with fast twitch or the more common invisible sneak who was used to stab Crota in the back so many times. There was a lot of utility there as well. I would definitely say certain strategies people employed required certain subclasses, but those were far from the only way to do those encounters so it would be hard for me to completely agree with that sentiment, but I do understand where it is coming from since there was the possiblity of utility in VoG and Crota's End where King's Fall had the Defender/Nightstalker/Sunsinger (for DPS/res) or you are doing something wrong mentality.
@devise22: Nothing you've said is inaccurate, we will all buy Rise of Iron...
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