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Destiny 2

Discuss all things Destiny 2.
10/18/2017 4:03:55 PM
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Suggestion on how to fix some of Destiny 2's problems

With the closing of the Iron Banner many people have had enough with the RNG in this game. Don't get me wrong there should be a grind to get what you want but it shouldn't necessarily always be left up to the gods. For instance on my Titan I turned in 30 packages and received 4 weapons and 3 armor pieces. I received the chest piece 8 times and the boots 5 times (the weapon duplicates I didn't keep track of). Now I feel my luck was about average to what I have read but some people really got lucky and got all the armor in less than 10 turn-ins, while others worked much harder than me and got even less. The simplest solution to this RNG hell is to keep the tokens but each of the vendors allow you to buy certain items directly. This would be like how many other games handle vendors (they still do it for a reason because it works) allowing the player some control over what they are working towards. If you are worried about players getting things too quickly just up the token cost to buy the item it is really that simple. I think that the vendors should always sell the armor pieces and potentially have a weekly rotation of 1 or 2 weapons or cosmetic items. Let’s face it the armors themselves are cosmetic for the most part so allowing players to purchase them directly at an inflated cost shouldn't really be that bad. As for the engrams. Those should remain the way they are with a chance to drop everything they do today. This means you don't need to change that system at all and it still allows the players to dump excess tokens in a way where they may get something they want. Another more complicated option would be to allow direct buying locked behind a rank level. Kind of like some of the NPCs had in Destiny. This would allow the item prices to stay lower but require a certain amount of grinding reputation to unlock that item. This would mean you would have to take those ranked items out of the vendor’s engram pool or make them locked in the engram pool until the rank is reached. Another "problem" I've seen people complain about is the lack of RNG on weapons. To be honest my feelings are that RNG on weapons sucked in Destiny unless you managed to get that god roll early then it rocked. The solution I have in mind is to instead expand the weapons mod system. The first step would be to add another mod slot that can contain "perk" mods. These mods are weapon mods that add certain perks to a weapon increasing the effectiveness in some way. I would say that most of the "perk" mod benefits would not stack with a perk on a weapon naturally (if it is active for those configurable perks). The above solution would give the weapon RNG people something while also keeping the non-RNG weapon people happy as well. Another way to loosen up the weapons area is to allow kinetic weapons to be equipped with energy mods and vise-versa. This probably has balance issues but it is just a thought. I only mention it because way back this was how weapon mods were described which I thought was cool. Now on to fixing armor stats. It is no lie that many feel that armor stats seem lack luster and here are some ways I think they can be improved: [u]Recovery:[/u] This one is pretty much perfect right now with a very noticeable difference between a high value and a low value. In both PvE and PvP this is a very lucrative stat to have high. [u]Mobility:[/u] This one is pretty lack-luster past say 5. Yes it does increase walking/crouch speeds, strafing, and how high you can jump but it doesn't increase sprint speeds. The first change I would make is to make it increase sprint speeds above the limits. This will need to be tested and adjusted but with that change alone it would make this a more valuable stat across all classes. In PvE this will always be a situational stat but in PvP that change will make it very lucrative to have high. [u]Resilience:[/u] This is probably the most lack-luster of the set. In PvP the recommended value is a measly 4 to counter MIDA (by forcing an extra head shot) anything more than that doesn't really help that much. The tests I've seen report that this stat gives about 1% health increase per point. I suggest increasing it to 2-2.5% per point making a much bigger difference and a more lucrative stat to use in both PvE and PvP. The biggest thing to remember is that in order to get more points in these stats you need to give up something else. Right now the stats don't quite feel equal in benefits, though I'm sure some of my suggestions like Resilience are too much and would need to be play tested. Lastly can we get a size increase in the mods and shaders inventory or a size increase of maybe 100 in the bank? Most of my bank is filled with shaders and legendary mods because my inventory isn't big enough to hold them all.

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