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Destiny 2

Discuss all things Destiny 2.
Edited by iMoo: 1/17/2026 4:45:50 AM
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New PvEvP Activity idea

This idea is of course all fantasy, for if Bungie ever had the resources again to make something like this. It is for fun. Technically this would be a Battle Royal+, but hear me out- it isn't always the game mode itself that people don't like, often times it's coupled with a bad sandbox and a boring map. This would be unique- it would take advantage of all of the aspects of why Destiny is such a fun game to so many people, and would spin everything into a new evergreen activity with its own allure. It would be rewarding, well paced, fair, fresh, and most importantly fun. First thing's first, the maps: A real reason for veteran players (really all players) to play in the destination sandboxes again! Imagine if every planetary destination we had in game was used as a potential battleground for this new game mode! I'm going to rapid-fire aspects of the mode, each point an essential design decision so you don't have to sit here all day reading a novel, imagine it with me: • 6 to 12 Guardians drop into the [Dreaming City] [EDZ] [Nessus] etc. all at once. 1 to 2 Guardians per zone, depending on its size, spread out over the entire destination. • Lost sectors are *not* instanced. Completing a lost sector will remain completed for the entire bout, first come first serve. • Preferably the entire map wouldn't be instanced but I assume that's not possible for the game engine and not suuper necessary. • Everyone's light level starts from 0 and they all work their way up. • Start with all gray armor • No abilities • No weapons except 1 gray primary • PvE enemies are still present-- world-spawned random red-bars, Lost Sectors and their bosses, World Chests, World Events (race wars, High-Value Targets, etc.) are all still active. • In areas where public events don't spawn, more chests can be laid around for progression balance. • Earn XP to level up, granting you abilities • PvE enemies grant XP • PvP ghost crushes grant XP • Opening World Chests grant XP • Completing Lost Sectors grant XP • Completing world events grant XP • Everything grants XP • Abilities you are granted from leveling up are truly random rolls, including the element- • 1st level gives you a grenade, 2nd gives you a melee, 3rd gives you your class ability, 4th gives you an aspect, 5th gives you your super, and 6th is another aspect. After that every level gives you a random fragment until you get 5, then another random grenade, melee, then aspect, rotating between those last 3 until the game ends. • XP required to level is flat across all levels and reduced to account for the heightened pacing of the mode- completing a public event, for example, could give 2 or even 3 levels because of the risk. • Earn weapons and armor from chests and events. • Item quality starts grey and progress up to legendary • Chances of getting higher quality items increase the more of one quality you have, but it is possible to skip tiers. Higher difficulty chests have a higher chance of skipping a tier (lost sector, public event, etc.) • Slots have bad luck protection, so no getting 2 legs when you need an arm and a head • exotic weapons and armor should drop about once per game each, sometimes twice if you're lucky, randomly, regardless of what armor/weapon tier you are currently at • Weapons and armor you earn are random (stats, mods?, etc) - maybe the exotic armor you get could be slightly weighted depending on the aspects you have? Or vise versa? • Engrams dropped from PvE enemies in the world can be kept in a temporary inventory and converted into specific item types by the vendors in the area (Petra, Devrim, Failsafe, etc.) for possible focusing. • Vendors are safe-zones, and once you leave the safe zone you are teleported out away to another random unoccupied location • 5 seconds respawn timer when you die. Infinite respawn lives. • Guardians must crush the ghosts of other guardians to remove them from the bout • Last guardian standing wins • Rewards scale up depending on how long you stay alive for, plus what rank you end your bout in • There is an indicator of how many guardians are in the zone you are currently in, but not of where they are. • Every 3 to 5 mins or so the habitable zones will shrink, pushing all remaining Guardians towards each other. Guardians will have to evaluate the risk of completing an objective vs fleeing to the zone next to them. What y'all think? How's the idea? What would you add or change?

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