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11/21/2019 5:15:31 PM
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Feedback on Armor 2.0

I'm a big fan of the MOD system of Armor 2.0. I quite like being able to choose what mods to slot, and the 10 energy limit is more than fair. I also like having a General, 2x Specific, and a Seasonal Mod Slots. HOWEVER, I believe we should have the ability to change the Energy Affinity so we're not so constrained by RNG. I would also love the ability to change which Season the Seasonal Mod Slot is affixed to on every armor piece. Make it cost X amount of whatever the new seasonal planetary material is. Now, the current STATS system is -blam!-ing stupid, backwards, and completely ruins everything about 2.0. While RNG stats encourages us to keep farming for more rolls, there's too much RNG involved with the armor already. High base stat drops are too inconsistent, and you sacrifice a lot of Mod Energy to boost just one stat. What I'd like to see is: - Give us a base number of stat points to freely distribute amongst all 6 stats. - With each Energy level you add to the armor piece, you get X amount of additional stat points to play with. - Masterworking an armor piece gives a larger boost of additional stat points, that we can put in 1 PASSIVE and 1 ACTIVE stat. - Separate the stats into PASSIVE (Mobility, Res, Recov) and ACTIVE (Discipline, Intellect, Strength) - Give each activity a set, non RNG based, number of stat points for that activities armor (Beyond Endgame = Base 65, Endgame = Base 60, Seasonal = Base 55, Casual PvE/PvP = Base 50, Leveling = Base 40) This post is just a copy-paste of a post I made on a destiny discord server. It was received well enough, and I've seen similar posts/ideas on Reddit so I thought why not share it here. If you're replying to anything in this post, be civil, and keep in mind that this only took me about 5 minutes to write so nothing is completely thought through. Thank you. Bungie if you're reading this, thank you for making this amazing game and the universe it's in. It's changed my life for the better and I will continue to enjoy the world of Destiny for hopefully years to come.

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  • My ideas have a ton in common with yours. Any number of these suggestions would be so useful: -Re-tool affinities and remove from exotics -Offer full set bonuses (full planetary sets for more damage/materials on planets, full raid sets for higher chances at curated weapons and high stat armor, full sets of any kind offer a bonus 5 points to every stat. Obviously Exotics would function as a kind of "wild card" to fit into any full set) -Reduce to 1 or eliminate the cost of specialized raid perks -Make enhanced mods the same price as base mods and have them replace base mods when earned -Introduce Glass Needles as a one-time change to affinities -Offer an expensive consumable that re-shuffles the alotted points for a piece of armor randomly. Did you get a 65 stat helm with 25 Strength? Now it can be randomly re-shuffled -Introduce a loadout manager (I use Ishtar, but one in-game would be nice) -Change Masterworking to allow you to give 12 bonus points to any stat(s) you want, not 2 to each category -Offer guaranteed methods of earning 2.0 versions of Year 1 and some Year 2 armor. I would sell my Warlock and Hunter if it meant having a Devastation Complex set again -Introduce Exotic Armor Catalysts that dramatically improve exotics. ------------------------------------------------------------------------------------------------ Example: Death Valley, a new masterwork perk for Phoenix Cradle. Does the following: -Any enemy damaged by a Sunspot gains the Melting Point debuff. Kills within a Sunspot grant health regeneration, and enemies that die to a Sunspot's burn increase the duration of that singular sunspot as well as increase its size and radius ------------------------------------------------------------------------------------------------ That's all off the top of my head. 2.0 is amazing, but has a lot of potential to be flawless if some of these things are looked at

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