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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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  • That's a great idea but for example, a legendary gun has 4 rows of perks to choose 1 perk form each row of 3 and lock in 1 from each row. Is this correct? Also 1 time a month perks are refreshed and all the guns that drop have a different set to choose from.....FRESH....same applies to armor.

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  • They need to fire the Bungie employees in charge of this matter and hire you.....jus saying

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    • Holy batman wall of text. I pushed the "back" button after reading the first few sentences. SMH Ain't nobody got time for this.

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      • Edited by Forsz: 10/18/2017 12:57:26 PM
        Love the idea, all around. Especially the use of common and rares at potentially end game levels. Those guns can be pretty cool, and sadly 99.9% are just insta delete because, well, they are blue and green. Only good for the occasional troll match in PVP. This method keeps all the weapons (it seems that Bungie put a lot of work into), relevant and useable. Maybe just a perk or three less functionally than their big brothers. Truly fantastic idea, I hope this catches attention. Also love the random rolls coming back, which of course can be toned down just a touch from D1. Keeps people playing and grinding, having fun.

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      • I said this back in D1. Its a great idea. I woud love to get the strangers rifle at max level for PvP.

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      • Didn't read it all but, got the gist of it. You get my vote sir.

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      • This is the greatest idea ever, and I think that they could implement this into D2 they completely overhauled D1 with TTK. you are a genius

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        • Now [i][b]THIS[/b][/i] seems like a good rewarding grind I can get behind.

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          • How does this translate to a power progression system tied into endgame activities? How does participation in an endgame activity translate to that user being able to make a low-quality (Uncommon/Rare) item equal to a high-level item (Raid gear)?

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            • I dislike the first part of your changes, sounds WAY too grindy. Maybe moreso than D1, and D1's grind was a soul-sucking hell...

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              • Post this everywhere! And take a trip to reddit. They would love this.

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              • This actually makes sense for a shoot and loot like Destiny. I can see myself farming for HOURS in crucible, patrols, and the raid to try and farm up materials and roll different weapons and testing them out. There’s so much substance with your method here, it’s ridiculous how you were able to think if this, while bungie’s system isn’t half as good as this idea. Hats off to you, sir.

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                • I love this!!!! BUMPITY, BUMP BUUUUMP!!!!

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                • Bungo, pay this man. He just fixed your shit.

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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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                • I like it, only thing I would change is weapon perks. I kinda like the idea of mods, but I think it was implemented very poorly. My idea is similar to your perk idea but those spots would be open to place various mods… you would have 3 different mod types and be able to equip one of each type. Common weapons would not have mod spots, uncommon would have 1, rare 2, legendary would be able to equip one of each and so would exotics. Exotics would also have their intrinsic exotic perks. Burns would not be a mod, they would have their own separate thing you could use to change them. Doing this could help balance pvp and pve also… for competitive modes you could disable all mods and for keep them active only in quick play modes, or you could make a special playlist where you can use mods. This allows you to feel powerful in pve and skilled in pvp.

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                • Good ideas! Great post. I just am afraid that there will be more RNG added and called content. I'm really enjoying not having to level weapons. I also enjoy the fact that there isn't anymore hours of wandering around repeating content from some "God Roll" that will be useless when the next server reset comes. Until Bungie implements a loadout system for PvP or the ability to make tweeks to weapons on the PvP side only. it's useless . I spent a week in lord salad tossers iron nanner. Never used the Mida, or the last hope. Did pretty well. The gun fights i lost, were me losing to a better player. Not on any weapon. I just hope it doesn't turn into a fix for people with gambling addictions. Because D1 seemed like a casino to me. Not a loot shooter.

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                • thoughts, forum?

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                • Edited by Crandolicious: 10/16/2017 2:00:16 PM
                  destiny -blam!-en 3! -blam!-en get outta here bring back in game stats and ranks like halo fk destiny tracker i want to be able to grind to lvl 50 rank!!

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