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10/15/2017 9:40:47 PM
19

Massive Post About Possible Weapon Overhaul In Destiny 2 / Destiny 3 (Worth The Read)

Saddle up. This is going to be a long one. So when I get on the forums, a lot of the posts (about weapons) are how the fixed rolls don't sit well with the community, the duplicates don't offer any reward factors, and that acquisition of Top Tier weapons (on a whole) is too easy. The idea I have, I do NOT think will work with Destiny 2, as it is a massive, complete overhaul of the system. However, I have an extremely strong feeling a lot of people would enjoy it. So here is my complete thought on the notion. [u][b]1.) Make Rare Weapons Rare, and Common Weapons Common[/b][/u] The first thing I would do, is make weapons actually feel rare (or common) again. For instance, if you played 4 hours a day, 7 days a week, and averaged around 30 hours per week (on the whole), we'd make up a number of around [i]100[/i] engrams. Of those 100 engrams, 70 would be Common(White) Engrams, 20 would be Uncommon(Green) Engrams, 6 would be Rare(Blue) Engrams , 3 would be Legendary(Purple) Engrams and 1 would be Exotic(Gold) Engram. Now you might think "Great. Only 3 engrams can help my level." - In the current situation, you'd be right. But in my method, [i]ALL WEAPONS COULD REACH MAX LEVEL[/i]. Here is the trade off: Whites would only have 1 perk. Greens would have 2 perks. Blues would have 3 perks. Legendaries would have 4 perks. And Exotics would also have 4 perks, but also an Intrinsic Exotic effect. [u][b]2.) Make Duplicates Matter[/b][/u] You're always going to have farmers, or duplicates in general. So how would I make duplicates matter? When you dismantle each type of engram, you'll get a [i]"Material Type"[/i]. White Materials, Green Materials, Blue Materials, ect. / / You would use these materials to boost both the power of your weapon, and also unlock perks for your weapon. Case in Point : You have a Rare(Blue) Handcannon. It dropped at Level 150. Max level is 250. By infusing 50 "Blue Materials" into the gun, it now boosts to level 200. When you got the weapon, it had 1 perk unlocked. By putting in your materials, you have now unlocked all 3 perks. You now have the option to pick your perks. However, picking your perks are permanent. Once you select them, your gun is locked into those perks. If you want different perks, you would have to get a different gun, or the same one. "But won't everyone just pick whatever perks are the meta?" - This will always be an issue. It's not the game, it's human nature. However, I would suggest that all guns (to a degree) have their own set of perks. When you choose your perks, you select from the ones available for that gun. Not all perks in the game in general. Example : The handcannon you have is Mid-ROF. You can roll Outlaw, Firefly, or High Caliber for the Final Perk. / / Another hand cannon, say a Low-ROF could roll Rangefinder, Hidden Hand, or Explosive Rounds as the Final Perk. Ect. [u][b]3.) Balance In Crucible/Environment[/b][/u] This method solves a lot of issues. Rare weapons can be rare again, without the [i]NEED [/i] to acquire them to boost your stats. I feel Rare Weapons aren't rare, because if we didn't get them all the time, we'd never advance. This method allows certain weapons to be stupid rare and valuable, without penalizing the player and advancement opportunity. Your strength and level is dictated entirely by your skill and time invested into the game. Duplicates are now your source of fuel for all things. Nothing is wasted. Everything you collect matters. It has a meaning, and you use it. Every step you take amounts to something, you'll never sit back and assume what you accomplished that day was worthless. You get a balance of "fixed perks" on weapons, but also the ability (to a degree) pick from a pool of those "fixed perks" to customize your weapon. This allows for certain types to have a unique and diverse feel from one another, but also keep your play style free from "crouch reload" on all your gear. Example : Mida is tough to beat today. You don't have Mida. However, you just got a Legendary Mid/Max-ROF Scout Rifle. You break down other legendaries, power up your Scout, and unlock a few perks. Along the lines, you pick Stability, Full Auto, and High Caliber. However, this reduces your Range, Ammo Capacity, and Speed. - - You have a shot to beat the Mida, however, you might lose to a Long Range, High-Hitting Pulse. - - - - - - - - - - - - - - - - - - - - Don't get me wrong. I get frustrated all the time. I've been banned on these forums for being too hot-headed at least a dozen times. Some of you reading this have probably down-voted posts I've made in the past. What I tried to do today was actually give a very good FEEDBACK on what could improve the game, instead of just shouting about all the things I think are wrong with it. If you made it this far, thank you. This was a long-ass read. I'm sorry if I missed something. Cheers.

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  • My intuition with regards to duplicates is that they are considering adding a system that will unlock a 2nd or 3rd mod slot after getting 5 to 10 copies of the same piece of gear. If implemented on weapons, I think they'd need to widen the types of mods available to not just change damage type, but armor has enough variety currently for it to make sense.

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