This was just one idea I had regarding what to replace Light Level with in terms of a progression system.
[quote]Indeed.
Personally? I would've had it where everyone, Day 1, could reach a max level of 100.
No Light Level of any kind, your Character Level serves as a straight up factor for your Offense/Defense versus other enemies.
Subclasses would have a "Mastery Rating" to serve as a second leveling system. Example...
Malphisto
WARLOCK: LVL 100
-MR 34 Sunsinger
-MR 34 Voidwalker
-MR 0 Stormcaller (Don't have TTK on the 360)
Mastery Rating and Character Level would both progress at different intervals so that players would take longer per character to reach the max possible level.
Instead of unlocking perks, players would earn "AP" (Ability Points) each time they ranked up their Subclass which they could then allocate to skills. New expansions for Destiny could then add NEW skills in each Subclass Skill Tree for players to play around and come up with custom builds to suit their play style.
You could also include "Weapon Proficiency" which allows players to earn exp as well for the various Weapon Types.
Someone just starting out with Hand Cannons (Hand Cannon Proficiency = 0%) would have low rate of fire, greatly reduced stability and accuracy and take longer to reload. Regardless of the weapon itself. All the Hand Cannons would still have their current stats, but because the person's proficiency is non-existent, each of those attribute bars are showing red.
Meanwhile, a person with 100% Proficiency with Hand Cannons would be able to use these weapons with their actual stats. There would even be Player Titles associated with it as well that people could have displayed under their names for all to see.
0% = Novice
20% = Apprentice
40% = Journeyman
60% = Expert
80% = Master
100% = Grand Master[/quote]
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