Problems:
As we progress through D2 the abundance of weapons is becoming a problem for the Devs to keep up with and power creep is a real concern.
But players work hard to earn their weapons and don't want to be forced to discard them.
As current season weapons are basically reskins of previous weapons due to archetypes players tend to continue to play with older gear.
Changes made to pve affect PvP and visa versa
Idea:
Would it be feasible to use our seasonal artefacts ( or have one for pve another for PvP if needed?) function to provide mods that give changes to our weapons something akin to weapon perks and to also grant bonuses when used on current seasonal weapons?
Reasoning:
.If the seasons artefacts provide the bonuses via mods the player gets to choose what weapons to apply them to.
.as the bonuses come from a seasonal reward
They will be temporary boosts and the Devs will not have to worry about these becoming future problems and when they are concerned about them having too powerful an effect can be weapon typed.
. being seasonal means players will be opting to play new content
.we can avoid issues between pvp/pve as the Devs can make it so they only apply to one or the other
.having them or potentially other mods provide extra bonuses to current weapons will always be an incentive to play with newer gear but it will be by choice, not forced. It won't be a cap but a bonus..perhaps just through using seasonal mod slot?
.it will avoid power creep as each season the topmost light level, etc will be the same.
.new reasons to play through raids and endgame content could be to earn permanent mods.
.You could even use this system to create mods that are only available through timegated content to continue with the "i was there theme" players could always earn the weapons and when they miss out on a mod it won't be as bad because another one will come along.
.instead of needing new options within a set archtype for new and exciting weapons you will be able to just focus on creating singular perks that can be slotted.
.the current nerf pendulum system won't be as needed due to the temporary nature of the mods
And when it is needed it won't completely trash a weapon as another mod can always be used
.you could create new exotic weapon mods that can be used to improve old/underperforming exotic weapons, (we have catalysts I know, but they're not on every exotic and mods work a little differently)
Closing:
Im thinking that using the modular system to a greater and more important effect will free up alot of problems and allow players to kit out their characters in new and more individual ways, without trivialising new or old weapons
And will us to "play our way".
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Bumping my own thread (posted a bad time, 😂)