I was kinda shocked how easy and completely lacking in bullshit it was. It was neat as a change of pace. The dialogue is like 50% of the reward for the quest.
Dyshow am I even using this gunRegistered Userregular
Quick tip for the new exotic sidearm: if you release the trigger at the moment it stops charging you get a more powerful laser blast out of it. It's almost like a perfect draw on a bow.
All the pinnacles except IB are high-end PvE activities. The highest end ones in fact, which is the point. How difficulty they are to do overall is a matter of how hard this game is ever (it's not that hard), but in terms of the challenge offered, they are the top of it. The Raid and the highest-end NFs and Nightmare Hunts and such.
That's not true and I've already detailed sources you're ignoring.
The Nokris strike and the Inverted Spire can be done for 100k on matchmaking difficulties. There's probably others, those are just the ones I've done it on and one of those was almost accidental.
Pit of Heresy is not a highest end of activity style bit, either, unless....and I'm realizing it now, you probably are....you're putting it into a silo and ignoring the level of the activity versus other PvE activities and only comparing it to Shattered Throne. It's not as high a power level required or as difficult as a nightmare hunt, for example, though.
All of those can be done 3 times per account per week.
This is not the equivalent of a valour reset, cause that's way more time and the easiest level of PvP the game offers. A pinnacle reward for PvP should be attached to an equivalent level of difficulty and time-investment on the PvP side of the game. Hence, something connected to Trials or Comp or other high-end PvP activity and something reasonably doable in a few hours and that can be repeated once a every week.
Time spent grinding through something *is* part of the difficulty of something, but even if on a philosophical level you disagree that it is, you also said -
Giving one for a valour reset locks it behind a huge timesink that most people aren't going to be able to do and so PvP still effectively has no pinnacle reward unless you are a poopsocker. It doesn't actually help your average PvP player. But it gives the crazy fuckers a way to farm infinite pinnacle rewards over and over again. God, just imagine the exploits.
On top of where the pinnacle goes and separate from it, the game also needs to give PvP players a way to grind high-end armour mats, the same way people running high-level nightfalls can. (and also give PvE players some other places to grind those too other then high-end NFs)
So you want something that's of comparable difficulty, but resetting is too hard for most people so it needs to be easier, and you're worried about exploits....
....so you suggest Trials / Comp, which is (admittedly imo) way harder than a 100k Ordeal or Pit of Heresy and has been the PvP centered activity which has always been most rife with cheating motherfuckers going back to the Destiny 1 days. Worse, it's cheating that adversely affects other players.
Shryke, I think I understand your position. In every argument you've ever made on these boards, you're very rigid in how you want things, and not in a bad way. A lines up with a, B lines up with b, C lines up with c. There is an inherent logic to making a pinnacle activity line up only within its own activity profile, which is what I think you're sticking to. Nightfall Ordeals are the highest level of strike, ergo only it can do Pinnacle! Pit of Heresy is a higher power level dungeon than Shattered Throne! Garden of Salvation is the current raid!
I'd posit to you that in a game like Destiny, putting each activity in a silo and ignoring activities that offer the same or better rewards is inherently a mistake. It is easier. It makes sense on a flowchart....but it still doesn't change the fact that you can sleepwalk through a lot of PvE activities to get multiple pinnacles while getting nothing for performing a reset in PvP, which imo is harder. Just because it's a different activity class is irrelevant to me.
I think rewarding a single Pinnacle for Valor reset would a net positive for the game.
On top of where the pinnacle goes and separate from it, the game also needs to give PvP players a way to grind high-end armour mats, the same way people running high-level nightfalls can. (and also give PvE players some other places to grind those too other then high-end NFs)
Yep, high five on this, 100% agree. As I mentioned, you can get like 7-10 cores, but that's still not enough for the effort of a reset.
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All the pinnacles except IB are high-end PvE activities. The highest end ones in fact, which is the point. How difficulty they are to do overall is a matter of how hard this game is ever (it's not that hard), but in terms of the challenge offered, they are the top of it. The Raid and the highest-end NFs and Nightmare Hunts and such.
That's not true and I've already detailed sources you're ignoring.
The Nokris strike and the Inverted Spire can be done for 100k on matchmaking difficulties. There's probably others, those are just the ones I've done it on and one of those was almost accidental.
Pit of Heresy is not a highest end of activity style bit, either.
All of those can be done 3 times per account per week.
All the pinnacles can be done once per account per week. A valour reset cannot though, hence another reason it's a bad place to put a pinnacle.
And all those activities are high-end PvE. Again, just cause you think they aren't that hard doesn't mean that, in the context of this game, they aren't the highest level of PvE activities. You can even tell by the fact that they are not matchmade, which is something Bungie only does for what they think of as the most challenging PvE stuff.
This game is never that hard, I complain about it all the time, but there are still things that are harder then others and Bungie locks the pinnacle reward behind the hardest of those things because that's the point of pinnacle rewards. Your level that you get via pinnacle rewards is supposed to be the thing you show off to demonstrate that you've been doing the hardest content in the game.
Literally none of this is any different from the stuff I've said at every point in this conversation.
This is not the equivalent of a valour reset, cause that's way more time and the easiest level of PvP the game offers. A pinnacle reward for PvP should be attached to an equivalent level of difficulty and time-investment on the PvP side of the game. Hence, something connected to Trials or Comp or other high-end PvP activity and something reasonably doable in a few hours and that can be repeated once a every week.
Time spent grinding through something *is* part of the difficulty of something [/quote]
It isn't though. You can again see this pretty clearly in the rest of the game's design. The raid is by far the longest regularly available pinnacle reward to get and it's like an hour or two tops. Master nightmare hunts and high-end nightfalls are like 10-20 minutes, maybe dragging out to 25 for some of those nightfalls. Most of these are actually quite short. The difficulty is in the content itself and that's why you get the reward for it. You engage with the game's hardest content, you get rewarded. Not for time-investment, but for being able to beat it. The time investment is often fairly minimal, least directly.
Valor resets are not hard. They just take a long ass time. You just keep queuing and banging your head against the wall and you get there. That's the point of the system. It's entirely designed to be the casual PvP grind where you can't ever not make it to the end, you can only take longer. It's pure a time sink to get there and that's not really the point of pinnacle rewards.
IB is the only pinnacle that really gets away from this idea and that seems to be a deliberate choice in order to get everyone into IB. IB is the big PvP event that's supposed to get everyone in there to play, even the people who don't normally PvP. So they offer a bunch of soloable pinnacle rewards to entice everyone to participate.
As someone who plays an absolute fuckton of PvP, the most resets I've done in a season is I think around 13-14. Over the course of a season, that's not a crazy amount of Pinnacle engrams. Also keep in mind some of those ranks were in the same week because of 2-3× valor, which probably wouldn't net an engram.
All the pinnacles can be done once per account per week. A valour reset cannot though, hence another reason it's a bad place to put a pinnacle.
Incorrect.
I can generate 3 pinnacles per week per account from the Nightfall Ordeal. I can generate 3 pinnacles per week per account from the Pit of Heresy. If it were limited to one pinnacle a week per Valor reset, I could receive at most 1 pinnacle per week for PvP.
I even got two from the Sundial *950* last night. I didn't go for the third because boredom.
One Pinnacle per reset per week max would be a token offering at best by comparison.
And all those activities are high-end PvE. Again, just cause you think they aren't that hard doesn't mean that, in the context of this game, they aren't the highest level of PvE activities. You can even tell by the fact that they are not matchmade, which is something Bungie only does for what they think of as the most challenging PvE stuff.
Wrong. Matchmade Nightfall Ordeals are not the highest end PvE even in the Nightfall section and they can grant Pinnacle gear.
Pit of Heresy can only be considered some top tier PvE if we go by the matchmaking bit, otherwise it's a push-over, but if you're sticking to the matchmaking bit, I'd refer to my silo argument.
This game is never that hard, I complain about it all the time, but there are still things that are harder then others and Bungie locks the pinnacle reward behind the hardest of those things because that's the point of pinnacle rewards. Your level that you get via pinnacle rewards is supposed to be the thing you show off to demonstrate that you've been doing the hardest content in the game.
Literally none of this is any different from the stuff I've said at every point in this conversation.
Valor resets are harder, though. Also, the artifact puts the lie to that thought process from Bungie. I ran into a guy last night who was +21 already on his artifact. His power level was way higher than people I know who had better Pinnacle drops than he did.
It isn't though. You can again see this pretty clearly in the rest of the game's design. The raid is by far the longest regularly available pinnacle reward to get and it's like an hour or two tops. Master nightmare hunts and high-end nightfalls are like 10-20 minutes, maybe dragging out to 25 for some of those nightfalls. Most of these are actually quite short. The difficulty is in the content itself and that's why you get the reward for it. You engage with the game's hardest content, you get rewarded. Not for time-investment, but for being able to beat it. The time investment is often fairly minimal, least directly.
Yes, time invested is part of difficulty. It took a lot of hours and experience for people to pull off 1 to 2 hour runs in the Garden, for example. Shit was hard. Even if you tried to Sherpa in 5 total newbs (to the Garden), that is guaranteed taking longer than 1 to 2 hours because they'll need to get the execution down.
Valor resets are not hard. They just take a long ass time. You just keep queuing and banging your head against the wall and you get there. That's the point of the system. It's entirely designed to be the casual PvP grind where you can't ever not make it to the end, you can only take longer. It's pure a time sink to get there and that's not really the point of pinnacle rewards.
Well, really, the point of Pinnacles is a carrot to keep people playing that was immediately undercut by the Artifact / caps on how much power level actually affects the encounters. You can't go into Garden at Powerlevel 1010 and start one shotting things. You can't even do that in EDZ.
Ignoring that, if you philosophically don't agree that time is a part of difficulty, there's nothing I can do to argue against it other than to say that if we're really talking accomplishment, Pinnacles should only be for the raid and smaller PvE events that are 980 (given the current max normal power of 960). There's no way a matchmaking equivalent of a Nightfall Ordeal is equivalent to a 980 Monster Hunt.
IB is the only pinnacle that really gets away from this idea and that seems to be a deliberate choice in order to get everyone into IB. IB is the big PvP event that's supposed to get everyone in there to play, even the people who don't normally PvP. So they offer a bunch of soloable pinnacle rewards to entice everyone to participate.
I'd agree that's the overall reason for IB specifically, but IB is also supposedly an endgame PvP activity since "power level matters".
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The concept of end game Pvp was cool way back in the beta of destiny when iron banner was on for like the last day.
When the entire concept of this mix between FPS and RPG was new and exciting the idea that there was an arena where only the highest level dudes would battle it out was interesting and even exciting
But it makes no sense anymore. The entire game of destiny lives in the end game now.
Iron banner is just this weird painful break from regular crucible where sometimes dudes survive things that are one hit kill and its laggier than normal
It’s fun for an event with rewards etc but the endgame vibe of it is pointless and dumb. There’s no reason in this version of destiny for light level enables crucible
It kind of mattered in Destiny 1 but the damage was so steep people hated it. So instead they did the D2 route where it barely makes a difference except at extreme light level differences. I don't know how else they could balance it.
Light Level in Crucible was a neat idea but ultimately feels fairly lame unless you're the one murderating weaklings.
It was an attempt to give us something advantageous for the grind. But ultimately, what real purpose does was that trying to do? To respect PVE grinding with an advantage in PVP? To give PVE players an arena where they may have a positive handicap over just PVP players? To give PVP players a sense that they had an end-game too?
The novelty of Iron Banner has disappeared besides the gear, and since the gear is so stale at this point, Iron Banner seems like it's lacking anything motivating to play it above normal Crucible, and normal Crucible at this point also lacks incentive.
I feel like they can never satisfy my voracious desire for more content when we have so much already and it never feels enough. When are they gonna find the time for a Vendor update or whatever when each season (pass and activity) needs their own armor and weapons, plus exotic quests, plus incremental content like Raids/Dungeons/Mystery-stuff.
It seems like we're unlikely to see a Season of Shaxx or whatever, so those inventories are staying still for way longer than they can sustain.
But even if they did introduce new stuff, would you play with it if it wasn't OP? There is simultaneously too little and too much content for the hard core.
I think we're past the point where "surely new guns will make the game interesting" is at all an answer in any part of the game, but especially PvP. It feels to me like they're reluctant to put PvP stuff into the season pass because as soon as you do that you split your player population and that's inherently bad in PvP but it also feels to me like because it can't go into the season pass it also can't get the same level of care everything else does.
I mean hell you could probably make all of these same arguments about Gambit, but I don't think anyone out there has a burning passion for Gambit. There are a lot of us that would mainly play PvP if that were an option (and honestly do anyway, even without having a "good" reason to).
PvP for me needs to have at least one of several things going for it for me to play it on a nightly basis as my primary interaction with Destiny (like I did the latter half of D1, once new PvE content was exhausted).
1. A reward to chase (a bonus if its something actually interesting and not just "I'm getting it because")
2. Fun moment to moment engagements (This is personal and is dictated by the meta, which is pretty stale atm)
3. PvE content exhausted and no other compelling multiplayer game to play.
I've been playing more PvP in the last week or so than I have in awhile and it was propped up by first, something to chase (Komodo), then fun/interesting engagements (mostly on my end as I play around with different stuff for shits and giggles even though 90% of my matches are Hunters using Dust Rock, NF and Wardcliff) and will slowly be edging into "no other fun multiplayer game to engage in". That last one is obviously highly variable due to boredom, frustration or some other game popping up.
It kind of mattered in Destiny 1 but the damage was so steep people hated it. So instead they did the D2 route where it barely makes a difference except at extreme light level differences. I don't know how else they could balance it.
It actually makes a big difference at small light level differences, which is the whole problem. A ton of tactics become useless once you get like 15 or something levels below the enemy and suddenly a bunch of things no longer one-shot.
It actually makes a big difference at small light level differences, which is the whole problem. A ton of tactics become useless once you get like 15 or something levels below the enemy and suddenly a bunch of things no longer one-shot.
Yeah....
I was a big fan of the concept in D1. Power matters, YEAH! Make the grind in the raid worthwhile, etc. That, plus old MMO style games like Shadowbane / Ultima Online / EQ / WoW....I was totally onboard with power mattering.
After experiencing it for a bit, though, it just doesn't work in a shooter. I don't know why, specifically. Speed of death, maybe? In an MMO kill times are (generally) not sub one second in normal situations so if can better gauge if someone is outgearing you and adapt (even if it's to run?). I dunno. Either way, yeah, it doesn't really work in Destiny.
Even now, it's still not cool. I know that Titan who shoulder blocks me and I live isn't exactly enjoying the game when I shotgun him / voop him in response.
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In D1 in some Light based modes, I would spec my titan with max resilience, and I could survive shoulder charges when otherwise you would not be able to. IIRC It sacrificed other spec options and required specific exotics, but felt nice to take an option that most players didn't to be able to have an opposing Striker running at me, and I calmly let them hit me in the face and I promptly shotgun them in response.
That felt good. But the reason it felt good was because it felt like I was making a choice in how I built my character to take advantage of that. Particularly in a Trials environment, that choice won us rounds, and then matches.
The reason I enjoyed that was because I believe the Light mattered slightly, but I think it was also the spec - without both at the level of power disparity, it wouldn't have been possible. So I put my eggs into one basket, and it had one trick, but when that trick worked it felt good.
Meanwhile in IB (perhaps exacerbated by the Artifact), that's just a standard benefit of having played slightly longer than your opponent. And similarly your weakness grates -a very small light difference basically changes your whole routine. And while mix-up is nice, it lacks a choice element - it just is, and it's sometimes beneficial and sometimes punitive, but it seems separate from any decisions you made. So it feels dumb.
I'd prefer they took away power difference, and made Resilience a bit more significant, since right now it's the usual loser in builds.
If anyone has seasonal void armor but dont feel like fussing with the seasonal armor mods, you cant go wrong with the mods that charge light by picking up orbs of light, and the other one for destroying shields with a match weapon.
Then pair this with the mod that gives you big damage resistance once critically wounded.
It helps you when you need it, and is earned mindlessly. Its saved my bacon a few times without me consciously worrying about light.
I tried using the light mod to increase damage for light charges but it was lame and didnt feel impactful.
As someone who plays an absolute fuckton of PvP, the most resets I've done in a season is I think around 13-14. Over the course of a season, that's not a crazy amount of Pinnacle engrams. Also keep in mind some of those ranks were in the same week because of 2-3× valor, which probably wouldn't net an engram.
I have 71 lifetime valor resets, and that’s definitely a top %1 number. I have 1 season with 17, and that’s because I was trying to get a 77 win streak that season, and 90% win rate sessions were a disappointment
It kind of mattered in Destiny 1 but the damage was so steep people hated it. So instead they did the D2 route where it barely makes a difference except at extreme light level differences. I don't know how else they could balance it.
It actually makes a big difference at small light level differences, which is the whole problem. A ton of tactics become useless once you get like 15 or something levels below the enemy and suddenly a bunch of things no longer one-shot.
Not to diminish the change in stratagem that comes from OHK all of a sudden taking 1 and a shotgun (or whatever) - but having experienced what Jay is talking about the reason it can feel like "it's not that big of a deal" is because at one point in the early lifecycle of Destiny 1 the knob was turned so far that it wasn't just "OHK becomes OHK and a shotgun" to "OHK becomes OHK and 3 shotgun shots and maybe another punch". If you were at a decent light level difference then (which in D1 could on the shallow end of the curve be well within your 15 light example) it would make the person you were fighting nigh unkillable unless they were AFK - not just requiring one more shot from something.
There is a comment in one of the reddit threads that confirms they are fixing/“nerfing” Wish Ender’s damage. Not sure if it’s Tuesday’s hotfix or the patch before the end of January, but either way, if you’ve been holding off doing anything using it in it’s busted state, now’s the time.
I'm still a fan of bows, but I dislike the amount of work it usually takes to make work vs other easier to use options. Wish-Ender is still great for Comp because of the wallhack.
I'm still a fan of bows, but I dislike the amount of work it usually takes to make work vs other easier to use options. Wish-Ender is still great for Comp because of the wallhack.
A bow plus like a quickdraw/opening shot handcannon or the like is goddamn hilarious. With Wish-Ender wallhacks it feels a little like cheating.
My new dilemma is choosing between all these Old Fashioned drops I'm getting. I got a Quickdraw/Killclip one but it's a lot less range than the first one I got. Life is hard sometimes.
There is a comment in one of the reddit threads that confirms they are fixing/“nerfing” Wish Ender’s damage. Not sure if it’s Tuesday’s hotfix or the patch before the end of January, but either way, if you’ve been holding off doing anything using it in it’s busted state, now’s the time.
I took my own advice and solo'd shattered throne for the first time, but on my hunter instead of my usual main, warlock
turns out being able to dodge and turn invisible every 10 seconds or so (and also reload all your guns) makes that whole thing way, way easier.
+3
KalnaurI See Rain . . .Centralia, WARegistered Userregular
I have to admit I really like bows thus far, especially when they have explosive heads.
Also, the season pass sniper rifle has some effect that goes kaboom when I shoot people in the heads so . . . that's awesome.
Also, Uldred is dead, and the moon is crawling with . . . Hive? Maybe? And I finally gave Eris her cookies.
So all in all, a good day.
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So they did a speedrun of Last Wish at AGDQ last night. It went pretty well, Datto was there for commentary, they made a bunch of cash, etc. etc.
Here's the most insane part of the run, tho: https://clips.twitch.tv/RefinedUninterestedLapwingDogFace
Posts
That's not true and I've already detailed sources you're ignoring.
The Nokris strike and the Inverted Spire can be done for 100k on matchmaking difficulties. There's probably others, those are just the ones I've done it on and one of those was almost accidental.
Pit of Heresy is not a highest end of activity style bit, either, unless....and I'm realizing it now, you probably are....you're putting it into a silo and ignoring the level of the activity versus other PvE activities and only comparing it to Shattered Throne. It's not as high a power level required or as difficult as a nightmare hunt, for example, though.
All of those can be done 3 times per account per week.
Time spent grinding through something *is* part of the difficulty of something, but even if on a philosophical level you disagree that it is, you also said -
So you want something that's of comparable difficulty, but resetting is too hard for most people so it needs to be easier, and you're worried about exploits....
....so you suggest Trials / Comp, which is (admittedly imo) way harder than a 100k Ordeal or Pit of Heresy and has been the PvP centered activity which has always been most rife with cheating motherfuckers going back to the Destiny 1 days. Worse, it's cheating that adversely affects other players.
Shryke, I think I understand your position. In every argument you've ever made on these boards, you're very rigid in how you want things, and not in a bad way. A lines up with a, B lines up with b, C lines up with c. There is an inherent logic to making a pinnacle activity line up only within its own activity profile, which is what I think you're sticking to. Nightfall Ordeals are the highest level of strike, ergo only it can do Pinnacle! Pit of Heresy is a higher power level dungeon than Shattered Throne! Garden of Salvation is the current raid!
I'd posit to you that in a game like Destiny, putting each activity in a silo and ignoring activities that offer the same or better rewards is inherently a mistake. It is easier. It makes sense on a flowchart....but it still doesn't change the fact that you can sleepwalk through a lot of PvE activities to get multiple pinnacles while getting nothing for performing a reset in PvP, which imo is harder. Just because it's a different activity class is irrelevant to me.
I think rewarding a single Pinnacle for Valor reset would a net positive for the game.
Yep, high five on this, 100% agree. As I mentioned, you can get like 7-10 cores, but that's still not enough for the effort of a reset.
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All the pinnacles can be done once per account per week. A valour reset cannot though, hence another reason it's a bad place to put a pinnacle.
And all those activities are high-end PvE. Again, just cause you think they aren't that hard doesn't mean that, in the context of this game, they aren't the highest level of PvE activities. You can even tell by the fact that they are not matchmade, which is something Bungie only does for what they think of as the most challenging PvE stuff.
This game is never that hard, I complain about it all the time, but there are still things that are harder then others and Bungie locks the pinnacle reward behind the hardest of those things because that's the point of pinnacle rewards. Your level that you get via pinnacle rewards is supposed to be the thing you show off to demonstrate that you've been doing the hardest content in the game.
Literally none of this is any different from the stuff I've said at every point in this conversation.
Time spent grinding through something *is* part of the difficulty of something [/quote]
It isn't though. You can again see this pretty clearly in the rest of the game's design. The raid is by far the longest regularly available pinnacle reward to get and it's like an hour or two tops. Master nightmare hunts and high-end nightfalls are like 10-20 minutes, maybe dragging out to 25 for some of those nightfalls. Most of these are actually quite short. The difficulty is in the content itself and that's why you get the reward for it. You engage with the game's hardest content, you get rewarded. Not for time-investment, but for being able to beat it. The time investment is often fairly minimal, least directly.
Valor resets are not hard. They just take a long ass time. You just keep queuing and banging your head against the wall and you get there. That's the point of the system. It's entirely designed to be the casual PvP grind where you can't ever not make it to the end, you can only take longer. It's pure a time sink to get there and that's not really the point of pinnacle rewards.
IB is the only pinnacle that really gets away from this idea and that seems to be a deliberate choice in order to get everyone into IB. IB is the big PvP event that's supposed to get everyone in there to play, even the people who don't normally PvP. So they offer a bunch of soloable pinnacle rewards to entice everyone to participate.
I can generate 3 pinnacles per week per account from the Nightfall Ordeal. I can generate 3 pinnacles per week per account from the Pit of Heresy. If it were limited to one pinnacle a week per Valor reset, I could receive at most 1 pinnacle per week for PvP.
I even got two from the Sundial *950* last night. I didn't go for the third because boredom.
One Pinnacle per reset per week max would be a token offering at best by comparison.
Wrong. Matchmade Nightfall Ordeals are not the highest end PvE even in the Nightfall section and they can grant Pinnacle gear.
Pit of Heresy can only be considered some top tier PvE if we go by the matchmaking bit, otherwise it's a push-over, but if you're sticking to the matchmaking bit, I'd refer to my silo argument.
Valor resets are harder, though. Also, the artifact puts the lie to that thought process from Bungie. I ran into a guy last night who was +21 already on his artifact. His power level was way higher than people I know who had better Pinnacle drops than he did.
Yes, time invested is part of difficulty. It took a lot of hours and experience for people to pull off 1 to 2 hour runs in the Garden, for example. Shit was hard. Even if you tried to Sherpa in 5 total newbs (to the Garden), that is guaranteed taking longer than 1 to 2 hours because they'll need to get the execution down. Well, really, the point of Pinnacles is a carrot to keep people playing that was immediately undercut by the Artifact / caps on how much power level actually affects the encounters. You can't go into Garden at Powerlevel 1010 and start one shotting things. You can't even do that in EDZ.
Ignoring that, if you philosophically don't agree that time is a part of difficulty, there's nothing I can do to argue against it other than to say that if we're really talking accomplishment, Pinnacles should only be for the raid and smaller PvE events that are 980 (given the current max normal power of 960). There's no way a matchmaking equivalent of a Nightfall Ordeal is equivalent to a 980 Monster Hunt.
I'd agree that's the overall reason for IB specifically, but IB is also supposedly an endgame PvP activity since "power level matters".
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When the entire concept of this mix between FPS and RPG was new and exciting the idea that there was an arena where only the highest level dudes would battle it out was interesting and even exciting
But it makes no sense anymore. The entire game of destiny lives in the end game now.
Iron banner is just this weird painful break from regular crucible where sometimes dudes survive things that are one hit kill and its laggier than normal
It’s fun for an event with rewards etc but the endgame vibe of it is pointless and dumb. There’s no reason in this version of destiny for light level enables crucible
It was an attempt to give us something advantageous for the grind. But ultimately, what real purpose does was that trying to do? To respect PVE grinding with an advantage in PVP? To give PVE players an arena where they may have a positive handicap over just PVP players? To give PVP players a sense that they had an end-game too?
The novelty of Iron Banner has disappeared besides the gear, and since the gear is so stale at this point, Iron Banner seems like it's lacking anything motivating to play it above normal Crucible, and normal Crucible at this point also lacks incentive.
I feel like they can never satisfy my voracious desire for more content when we have so much already and it never feels enough. When are they gonna find the time for a Vendor update or whatever when each season (pass and activity) needs their own armor and weapons, plus exotic quests, plus incremental content like Raids/Dungeons/Mystery-stuff.
It seems like we're unlikely to see a Season of Shaxx or whatever, so those inventories are staying still for way longer than they can sustain.
But even if they did introduce new stuff, would you play with it if it wasn't OP? There is simultaneously too little and too much content for the hard core.
I mean hell you could probably make all of these same arguments about Gambit, but I don't think anyone out there has a burning passion for Gambit. There are a lot of us that would mainly play PvP if that were an option (and honestly do anyway, even without having a "good" reason to).
1. A reward to chase (a bonus if its something actually interesting and not just "I'm getting it because")
2. Fun moment to moment engagements (This is personal and is dictated by the meta, which is pretty stale atm)
3. PvE content exhausted and no other compelling multiplayer game to play.
I've been playing more PvP in the last week or so than I have in awhile and it was propped up by first, something to chase (Komodo), then fun/interesting engagements (mostly on my end as I play around with different stuff for shits and giggles even though 90% of my matches are Hunters using Dust Rock, NF and Wardcliff) and will slowly be edging into "no other fun multiplayer game to engage in". That last one is obviously highly variable due to boredom, frustration or some other game popping up.
It actually makes a big difference at small light level differences, which is the whole problem. A ton of tactics become useless once you get like 15 or something levels below the enemy and suddenly a bunch of things no longer one-shot.
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It's a good way to get a bunch of XP for your Season track
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I was a big fan of the concept in D1. Power matters, YEAH! Make the grind in the raid worthwhile, etc. That, plus old MMO style games like Shadowbane / Ultima Online / EQ / WoW....I was totally onboard with power mattering.
After experiencing it for a bit, though, it just doesn't work in a shooter. I don't know why, specifically. Speed of death, maybe? In an MMO kill times are (generally) not sub one second in normal situations so if can better gauge if someone is outgearing you and adapt (even if it's to run?). I dunno. Either way, yeah, it doesn't really work in Destiny.
Even now, it's still not cool. I know that Titan who shoulder blocks me and I live isn't exactly enjoying the game when I shotgun him / voop him in response.
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That felt good. But the reason it felt good was because it felt like I was making a choice in how I built my character to take advantage of that. Particularly in a Trials environment, that choice won us rounds, and then matches.
The reason I enjoyed that was because I believe the Light mattered slightly, but I think it was also the spec - without both at the level of power disparity, it wouldn't have been possible. So I put my eggs into one basket, and it had one trick, but when that trick worked it felt good.
Meanwhile in IB (perhaps exacerbated by the Artifact), that's just a standard benefit of having played slightly longer than your opponent. And similarly your weakness grates -a very small light difference basically changes your whole routine. And while mix-up is nice, it lacks a choice element - it just is, and it's sometimes beneficial and sometimes punitive, but it seems separate from any decisions you made. So it feels dumb.
I'd prefer they took away power difference, and made Resilience a bit more significant, since right now it's the usual loser in builds.
Then pair this with the mod that gives you big damage resistance once critically wounded.
It helps you when you need it, and is earned mindlessly. Its saved my bacon a few times without me consciously worrying about light.
I tried using the light mod to increase damage for light charges but it was lame and didnt feel impactful.
Resilience now prevents one-shots at 8/10 and affects super armour.
Bonus round: To combat the growing problem of quests preventing bounty acquisition, a maximum of eight bounties can now be held at one time.
Also, Sleeper Simulant identified as an outlier and nerfed again.
I have 71 lifetime valor resets, and that’s definitely a top %1 number. I have 1 season with 17, and that’s because I was trying to get a 77 win streak that season, and 90% win rate sessions were a disappointment
There was a time where exotics where a challenge to come by, yeah?
Because now I don't think a day goes by that I'm not getting one from a variety of sources.
Not even good rolls either (highest is 54) or one of each affinity.
I've just been saving them to redeem whenever they introduce new world-drop exotics
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Not to diminish the change in stratagem that comes from OHK all of a sudden taking 1 and a shotgun (or whatever) - but having experienced what Jay is talking about the reason it can feel like "it's not that big of a deal" is because at one point in the early lifecycle of Destiny 1 the knob was turned so far that it wasn't just "OHK becomes OHK and a shotgun" to "OHK becomes OHK and 3 shotgun shots and maybe another punch". If you were at a decent light level difference then (which in D1 could on the shallow end of the curve be well within your 15 light example) it would make the person you were fighting nigh unkillable unless they were AFK - not just requiring one more shot from something.
https://youtu.be/rCN-IwCDjbY
*Remembers Final Round snipers existed and misses them*
I've actually been playing a lot with bows this season as an alternative to scouts/pulses for something to put appropriate champion mods on.
I've really come around on appreciating them, they tend to give the PvE red bar one-shots that I have been missing from hand cannons.
Also the anti-unstoppable mod on a bow adds a pretty notable explosion to every arrow that gives them a really nice all-around damage boost.
A bow plus like a quickdraw/opening shot handcannon or the like is goddamn hilarious. With Wish-Ender wallhacks it feels a little like cheating.
I took my own advice and solo'd shattered throne for the first time, but on my hunter instead of my usual main, warlock
turns out being able to dodge and turn invisible every 10 seconds or so (and also reload all your guns) makes that whole thing way, way easier.
Also, the season pass sniper rifle has some effect that goes kaboom when I shoot people in the heads so . . . that's awesome.
Also, Uldred is dead, and the moon is crawling with . . . Hive? Maybe? And I finally gave Eris her cookies.
So all in all, a good day.
Here's the most insane part of the run, tho:
https://clips.twitch.tv/RefinedUninterestedLapwingDogFace