I was able to craft a blue AK with determined to get my super back faster. While standing in the BOO, the requirements were very low (and I was able to unlock it). however, when the LAst Stand match started, the requirements skyrocketed, and they were no longer active. Is this normal? I have never noticed it before. I know that FA, Stam & SP lower in Last Stand, but I didn't think gun requirements changed.
Any tips for anyone who's reading? So that way anyone can get the most out of crafting?Originally Posted by XahRith16 Go to original post
- Scottie
This situation seems odd. First of all, you have to be 30 to play Last Stand, so it's probably pretty rare for somebody to go in there with a Blue item. I'm assuming it's not even a level 30 item. So the effect normalization has on it could be non-standard.
The typical issue with normalization only appears with Classified gear, which came into existence after normalization was created. Simply put, the normalization code was never updated for classified level stats, which seem to be above the normalization point. Being adjusted downward instead of upward is what breaks the gun talent requirements.
I think we need more info to understand what actually happened in this case.
Personally I would like to see weapon talent requirements removed as it really only hinders build creativity. By removing the requirement you would open up more build options for all builds. I feel the weapons talents should be just that, the weapons talents. Limiting talents to player build choice may seem like adding depth and choice but there isn't enough options for all builds. A glass cannon skill build can only run two talents, competent and talented, those are the only talents with low enough requirements. Point is you have us jumping through hoops where other games have none.
An example would be weapon perks in destiny having intelligence, discipline, and strength requirements. Would be an unnecessary headache for players to work around. "Oh yeah just got the Ghallarjorn, but I need to change my entire build to meet the weapons requirements before I can use it properly". Just isn't my idea of fun.
My 2 cents.
If you don't mind elaborating on this a little bit... what parts of the open-ended character builds do you enjoy? How does having that freedom - or the opposite - influence your play style?Originally Posted by ReapingRevenant Go to original post
I like not having artificial restrictions that limit how creative I can get. Being able to experiment with setups you normally wouldn't have access to by removing the talent requirements would add some longevity to the game as well as open the doors for some of the more heavily restricted builds to get more creative with talents. A major example of heavily restricted builds are any of the 9k builds as there just isn't enough left after to unlock more desired talents. 9k builds are also punished again by normalization as you have to put almost everything into that one stat to keep it active for last stand or skirmish.Originally Posted by Ubi-RealDude Go to original post
I know removing the talent requirements would buff the top builds some but I feel the under performing builds would benefit more as the strongest builds usually have the stats to unlock most talents already. An example would be the Tac build I tried for pvp. If I had been able to run better dps talents to compensate for my low firearms the build would have performed far better and possibly stood a chance.
Removing the talent requirement would also allow us to not have to run low gearscore weapons on our builds to unlock more desired talents. Skill builds are prime examples, we already have poor weapon damage due to high electronics demands and yet in order to unlock desired talents we use 182-204 gs weapons, further reducing our weapons effectiveness when enemies rush. Many dps builds also run a low gs sidearm to unlock coolheaded and determined talents.
As far as what to do with Alphabridge 4pc, I say give it back the old 6 talents instead of just 4. Would be a nice little buff to Alpha as well.
Anyways I think that about sums it up. If you have more questions feel free to ask.
Originally Posted by ReapingRevenant Go to original postGladly.Originally Posted by ReapingRevenant Go to original post
Might I also ask a similar question for how gear sets (especially classifieds) have influenced your gameplay? I ask because the gear sets, while not exactly artificial restrictions, can create artificial restrictions by outperforming any alternative in some cases. I kind of like your notion of total loadout freedom, but I want to know how it affects you (or how the lack of it does so).
I think the talent requirements were fine when the game first came out but once sets were added, that called for specific setups, the talent requirements became more of an inconvenience. Once 1.4 came out and skill power was adjusted, skill builds started to adopt using lower gs weapons for the active talents because we needed to invest more into electronics. Over the course of the games life aspects of the core mechanics have changed (electronics and skill power scaling, patch 1.4's re-balancing, gear sets, classifieds, etc) but the talent requirement is still designed for a singular character archetype even though more were introduced.Originally Posted by Ubi-RealDude Go to original post
Some classifieds do tie the players hands when the 6pc requires a heavy stat investment and can feel like an artificial restriction but the investment is usually worth it and makes up for the builds deficiencies. However, the gear sets are not all created equal and or balanced but that is by design. Some sets are meant to be utility or support where as others are meant for dps. The problem is the talent requirement system doesn't account for the variation in builds and therefore feels more like a punishment if you deviate from the standard character archetype. I understand this is meant to be a trade off system but it's designed for the original character archetype before sets. To me the sets always felt like they had their place or niche roll for the most part and in my opinion are more akin to the talents themselves as some are obviously better than others but they still have their purpose.
I feel that if the talent requirements were removed more under performing builds would be able to utilize talents that would put them on more even ground with builds that already do, creating more balance between builds. We also wouldn't need to use low gs weapons for the talents, thus allowing us to use max gs weapons and preserve the sense of progression. Most importantly it would give the player the freedom to choose for themselves what talents they want to use to compliment their build.
Sorry if I'm rambling but I have a headache and it's hard for me to articulate my thoughts clearly.
Very interesting. Do you feel that the gun talents should be more of a way for players to express their own play style by being outlandish and unique... or emphasize specific cahracter archetypes and cater to the common strengths/weaknesses of certain sets?Originally Posted by ReapingRevenant Go to original post