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Destiny 2

Discuss all things Destiny 2.
Edited by VagueWisdom: 4/22/2015 9:58:32 PM
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General Destiny Ideas

Forewords. Edits or new ideas will be placed directly in other sections or new sections as replies. There are currently 10 sections total including this, plus one organizational mistake post. I recommend sorting comments oldest first so you can see them directly after this original section. Oh, & please don't directly reply to the other sections. It will complicate sorting through them. Instead, just post a comment talking about the idea that caught you. Also, this topic is looooooooooooooooong. [u][i][b]PART 1[/b][/i][/u] So many ideas I have right now. Here we go. [b]CURRENCY, MATERIALS, GENERAL[/b] Vanguard & Crucible commendations shouldn't be required to get the post-DLC gear, however, to balance this that gear would have to be reduced to the pre-DLC level 29 standard. Instead of commendations at reputation increase, there should be a different material that enables a tier increase to the post-DLC level 31 standard which would work similarly to exotic rerolling through Xur, except for legendary gear, all legendary gear including pre-DLC gear. I'm a hunter so for all you hunters out there that miss their Dustwalker or Ghost Angel, this would make those valid again. Just that alone won't solve the redundancy of the grind to get a rank increase, don't worry there's more. There should be a way to synthesize Ascendant materials into this new tier increasing material, say 7 Energy + 7 Shards + 2000-3000 Glimmer = this material. It should also be possible to get this material through Strikes & Crucible with a chance of getting it somewhat higher than exotics. Rerolling for Legendary & Exotics should work like this. Rerolling a weapon or armor piece that isn't maxed out will work, but will take the same amount of time to max as before. If a maxed weapon or armor is rerolled, then it gets an experience bonus toward unlocking the perks again, & if done again, gets a bonus stack, which can go up to a 5x bonus. If the gear has say a 3x stack but gets rerolled without being maxed, it's reduced to a 2x stack. It should not be possible to reroll gear to a level at which they've already been rerolled to. I was trying to hold a conversation with someone in a party while I went to Xur so of course I wasn't entirely paying attention, so I ended up accidentally rerolling an Ice Breaker that was already the 331 standard instead of my Patience & Time. Quick way to waste 7 Strange Coins & 7500 Glimmer. I had 4 spare Strange Coins & plenty of Glimmer boosters so I was able to make it up the same night by doing a Cabal kill run & a few ROC Strikes. I've heard that Vex Mythoclast & Necrochasm are going to be "frozen in time" which means they will never be rerolled. How about instead, it takes 9 exotic shards, & 25000 Glimmer. It would be a one time use & the effect would be "auto-evolution" where the weapons will always adhere to the best available standard. Not available for any other weapon besides Raid exotics. On top of that, as it pertains to legendary armor only. There should be a material that brings the store bought legendary gear up to par with Raid & Exotic armor. The previous material in the paragraph above would be used to make this material I'm now mentioning. I know it's getting confusing, just take your time, this is a wall of text that isn't going anywhere unless you click away from the feeling of TLDR. I'll try to simplify below. Old store bought level 29 armor piece: 7 shards + 7 energy + 2000-3000 Glimmer = new material, use it, [b]now level 31 armor[/b], (new material) + 3 Motes of Light = material to put on par with level 32 raid & exotic gear, use it, [u]sweet level 32 armor that honestly took as much work to get as trusting RNG gods to give all the raid pieces needed.[/u] NEW DLC (level cap now 34) Please not this entire process again. NO. Getting gear to level 32 now only requires (below) level 32 armor player busted their ass for, 7 shards + 7 energy + 2000-3000 Glimmer, is now level 34. [b]Please keep in mind the process must be repeated for each piece (helm, greaves, etc.) so this is by no means the easy way out.[/b] Old level 30 VoG armor 7 Shards + 7 Energy + 2000-3000 Glimmer, new material, now level 32, New DLC (level cap 34), repeat process, now level 34, repeat for each armor piece as stated before. Any post-DLC gear that uses Radiant materials instead of Ascendant can follow the same process, except Radiant of course. Everyone knows that there are weapons that have multiple loot drop versions with different elements, such as The Comedian, or Epitaph, so I thought it'd be cool to have a special material that can enable the ability to switch elements on a single weapon, like Murmur. It would only work on weapons with multiple element versions, & dismantling say the Solar version will create a 'Solar Essence', which as stated would only work on weapons with multiple element versions. There should be multiple ways to earn the 'Element Essence'. To apply an Essence it would take 7 Ascendant Energy + 3000 Glimmer + an Element Essence. Some say this would create favoritism to certain weapons, but so far all the weapons with multiple element versions are special or heavy weapons, & if you look at the 'Weapons' section you'll see this won't create too much favoritism to the point where a player won't bother collecting other weapons. The elements should have more effects to make them more unique instead of being some obstacle the player needs get over to deal effective damage. Solar should have an occasional ignite effect for extra damage. Arc should have a stun effect that prevents reloading & swapping, or in PvE, firing altogether. Void should have a rare gravity like effect that slows overall movement & shortens jumps. Player abilities should have a higher chance for these effects over guns. Fusion rifles should have a chance somewhere between player abilities & other weapons. In general, Bungie, you should slow down on gear introduction, like what you all did with the Vanguard & Crucible, no one is impressed by that. They're just repaints using the same models & maybe a couple different pieces. You get a pass this time because as stated, the ideas here will encourage gear collecting. The new armor looks sick though, but don't run yourselves thin so soon. Exotics & raid gear have quite the stranglehold. Also this idea will afford more time to develop add-ons that actually matter, & to fine tune & test new gear that will make an impact. We're all tired of gear getting introduced just to have it suck or wreck house completely, then have it buffed/nerfed later. There is a way to lower weapons in game, but players have to do nothing for 5 minutes. How about enabling players to lower their weapons manually by holding down both L3 & R3 for a second. Stability should be modified so that burst fire actually has a purpose on Auto Rifles, LMGs, & moderately on pulse rifles. I know it doesn't, I've tried. Example: Atheon's Epilogue. I fire, immediate recoil, many misses, need to utilize persistence & perfect balance inevitable. So how this will work is, depending on Stability, a split second window will allow lower recoil, so for the Epilogue, it would be around 5 shots. Not many, but fair. There is also a set cool down, that way this isn't used as a laser accuracy cheat. This will be enough for ranged harassment, but not a match against scout & sniper rifles. On the pulse rifle end, only the first burst will have reduced recoil. If the pulse rifle is high RoF, the entire first burst benefits, if low RoF, only the first 2 bullets. Remember that although I speak of reduced recoil, that doesn't mean the pattern is the same across the weapons. It means it is still subject to unique patterns & intensity. [b]Bring back The Queen's Wrath.[/b]

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  • Edited by VagueWisdom: 3/16/2015 12:26:21 PM
    [u][i][b]PART 2[/b][/i][/u] [b]WEAPONS[/b] Players should be able to swap out a weapon's mods & abilities, & it would be done through the Gunsmith (honestly his only purpose endgame is weapon synthesis). This new aspect would involve a rank system like the various reputations. From the start you would be able to modify Uncommon, Rare, & Legendary (raid gear not included in that) for 3000 Glimmer & maybe some weapon parts, to swap out a single ability slot. Slots that can be modified are, sight options/stat modifiers, the tier 1 special ability, general modifier options, & the tier 2 special ability. As rank goes up it gets cheaper to change mods, cheapest at 1500 which would be rank 10. At rank 5 you unlock the ability to modify exotics & raid gear for 5000 Glimmer, 2500 at rank 15. Slots that can be modified for these are the sight options on raid gear, the stat modifiers on exotics, & the general modifier options. The tier 1 & 2 abilities on raid & exotic gear can't be changed, as they usually have abilities no other weapon can have. Each 2 ranks after 15 unlock special weapon modifiers that wouldn't otherwise be found on anything but raid gear. Example: Black Hammer's special ability where a player must get all critical shots to get a free magazine. Of course Exotic abilities can't be unlocked through this. Example, I got an Auto Rifle with fairly balanced stats, stats I can otherwise work with, or the stats don't matter because I already have an Auto Rifle with identical stats, so I decide the best modifiers are a tossup between skip rounds or penetrating rounds. This is because I want this Auto Rifle to be flexible in special situations, a situation in which the enemy tries to escape cause they know they're screwed so I pop on penetrating rounds so his cover for escape doesn't get in my way, or skip rounds so I know for sure my bullets will hunt him down. I feel this should be a part of the game because there's no reason to be a collector of gear, at all. Really the only reason to even get gear is because it fits a person's play style & it kicks ass in general, which pertains to what? Only exotic & raid gear... yeah. Another reason is because the abilities make a weapon unique, further increasing the player's desire to collect, & it will add layers of strategy which will create fine tuned play styles that players can have fun with. Given that any ability or modifier can be swapped, this also means a serious rebalance between these abilities & modifiers is in order, even across rarities, & care will have to taken to prevent ability swaps that contradict an exotic weapon's exotic ability, such as Hardlight's Volatile Light. It's a clear given that skip & penetrating rounds are not an option for this weapon, unless of course it's made so that the abilities can be used, but just stack, which I don't see as a good idea. The Gunsmith rank should carry over to other characters because if it doesn't, everyone will just vault gear over to the character with the best rank. Just cut the middle man this time. This is also a good moment to say that Skip rounds should be adjusted so that they ricochet up to 3 times, 2 for snipers & handcannons depending on impact angle. Penetrating rounds should be adjusted so that Snipers penetrate 2 objects while all other weapons that can use this mod only does it once. Hardlight should be adjusted to have the moderation of both sides, penetrate 1 wall & ricochet 2 times while it would be angle dependent. Thorn's Mark of the Devourer states it can overpenetrate, so I think it should be able to go through 1 object. I've read PvPers have complained of this, which is why, as stated before, a serious rebalance of the mods is needed.

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