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#feedback

11/4/2014 7:59:23 AM
1

Void Arc Solar and the Gunsmith

Cool idea bro...

6

Nah bro, your idea sucks...

2

I heard there was punch and pie?..

0

So, upon playing since the release I realized something. There is no benefit to having weapons that do different elemental type damage. Yes, I understand that certain elements take down or do more damage to shields, but the elemental types themselves do really do anything. What it boils down to is very much like Pokémon style play. Resulting in "Uh-oh that guy has a blue shield better pull out my blue damage weapon." What I propose is that this changes in a simply way that most loot based games have already embraced (Diablo, Borderlands, to name a few). Let me explain further. Say I have 3 shotguns, all with the same stats and skill trees. One does solar, one does void, and the other does Arc. Which one do you choose? The answer? It doesn't matter which you choose, merely which type of enemy you think you'll encounter more will be the deciding factor. What I suggest Is this. With the three elemental types we add a status effect for each one with a low % probability to occur. Now what will these Status effects be? Void should have the ability to blind, Solar can cause a burning effect over time, and Arc can cause a chain lightning effect (think of the hunters arc grenade). Now what this does is actually create a little more variety in existing content but also change the way you play. Now players are looking for that particular damage type, changing the way you play and encouraging a little more grinding. Now let's talk about these three new elemental status effects and the gunsmith. Most players outgrow the gunsmith at level 15 and never see him again unless it's for an exotic bounty. Most players also complain that the raid is all there is for endgame content and that once you have the raid set there is nothing to do. To add more end game content I suggest that once level 30 is achieved you can take motes of light and use the RNG to gamble for an elemental damage type to be applied to a main weapon at the gunsmith. Now this opens up a huge door for potential abuse so to counteract this you can only do it once per weapon, and it cannot be done to exotics. This should keep game breaking weapons to a minimum. Another issue is this and I bring it up at the end because it deals with upgrades. The three resource types, sapphire wire, plasteel plating, and hardronic essence should not be class locked. Here's my reasoning. If you take the upgrade tree for gear and make certain perks require a combination of sapphire wire, plasteel plating and spin metal (just an example) you add variation and increased resource spending. You also add value now to green and blue drops (which are useless to higher level characters) as they need to break these items down. If you add this, and all classes have access to the upgrade material in combination with the RNG for what you get when items are broken down hours are added to the gameplay. Now green and blue drops have value again because you need materials for upgrade trees. Let me know if these ideas are something players would like to see. Critics and suggestions are welcome.

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