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Edited by Lord Magris: 12/4/2023 9:14:48 AM
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Armor Could Use a Quality-of-Life Update, Not Just New-Looking Sets

I've already heard all about the "make more better-looking armor" discussions and debates, but if you ask me, I'm not really interested in most of the armor regardless. Armor transmog makes me even less interested as I'm satisfied enough with how my guardians look. And transmog also brings another issue because if you already have the stats you want on your armor and you can make it look like almost anything else you've had at least once, then armor just starts being treated like trash. You look at armor drops and just want to immediately dismantle them a lot of the time. I literally see armor drops as just loot pool clutter most of the time. I really think armor drops need something else on top of them to keep players more invested in that regard. The great majority of armor is missing a lot of uniqueness that could make them more sought after and keep players more occupied without feeling like the grind was a waste of time. The conversation has came up before, but I do think perhaps armor pieces would be better if they came with random modifiers tacked on top of them. I can't remember who it was that brought it up, but they talked about armor that had modifiers that, for example, made you deal slightly more damage to Fallen while it was equipped. When I think about something like that, I see each different slot of armor having specific modifier possibilities on them that do different things depending on the slot and also depending on the source of the armor. This type of thing has been explored before in both Destiny 1 & 2 with armor traits, but with the current armor system, quality of life has sacrificed incentive here quite a bit. Something like this would catch my attention: *NOTE: Sources and targets mentioned in brackets are possible results in that type of context and are limited to 1 possibility, like "[charged melees/grenades/supers]" mentioned below means that the modifier could say only one of those things. For example, "Charged Melees deal" yadayada, and grenade/super abilities are not involved.* - Helmet Modifiers: "Abilities deal 2% more damage to combatants", "[charged melees/grenades/supers] deal 7% more damage to combatants", "abilities deal 5% more damage to [enemy faction] combatants", "[element] abilities deal 4% more damage to combatants", "increases super energy gains from defeating combatants by 5%", "increases super energy gains from defeating [enemy faction] combatants by 20%", "increases super energy gains from defeating combatants with [weapons/abilities] by 10%", "increases super energy gains from picking up Orbs of Power by 10%". - Arm Modifiers: "Weapons deal 3% more precision damage to combatants", "weapons deal 3% more AoE damage to combatants", "weapons deal 7% more damage to [enemy faction] combatants", "[element] weapons deal 4% more damage to combatants", "weapons deal 5% more damage to combatants inflicted with elemental debuffs", "weapons deal 10% more damage to combatants with overshields", "increases reload speed by 10%", "increases ready and stow speed by 10%", "increases melee speed by 10%", "increases grenade throw distance by 15%". - Chest Modifiers: "Reduces damage from combatants by 1%", "reduces melee damage from combatants by 3%", "reduces ranged damage from combatants by 3%", "reduces AoE damage from combatants by 3%", "reduces damage from [enemy faction] combatants by 3%", "reduces damage from [rank-and-file/major/mini-boss/boss] combatants by 3%", "reduces damage from Champions by 6%". - Leg Modifiers: "Reduces damage from [light element] sources by 3%", "reduces damage from [dark element] sources by 6%", "reduces [light element] damage from [mini-boss/boss] combatants by 5%", "reduces [dark element] damage from [mini-boss/boss] combatants by 10%", "increases damage dealt to combatants while critically wounded by 3%", "increases damage dealt to combatants while at full health by 2%", "increases natural health recovery speed by 7%", "reduces damage taken while at full health by 5%". - Class Item Modifiers: Misc. effects and resource-related benefits like for Enhancement Cores. Silly effects like the Sweaty Confetti mod's effect could go here. Example for resources: "Defeated combatants have a small escalating chance to drop an Enhancement Core. Defeating bosses significantly increases the chance of finding an Enhancement Core. Chances to find an Enhancement Core are improved while there are less than 10 Enhancement Cores in the inventory." I'm never typing that much again, but the point is that this type of thing would draw more players into looking for armor than the current armor situation. You could make the less-specific modifiers roll on armor if their sources are from Crucible, Vanguard, or Gambit. The elemental and enemy faction results could be more focused on armor that comes from destinations or other activities, like Grasp of Avarice could drop armor with modifiers more related to Fallen and Hive and maybe the most prominent elemental damage in the dungeon, which from my perspective I would guess it being Arc and Solar. And then world drops could just be a big mixed bag. The effects don't have to be super potent to draw someone like me in. Even if the effects were really small, I would see more appeal in armor. The difference that 1% or 2% can make can find ways to show like Resilience in the Crucible. And you can disable the modifiers for the Crucible too. I know there was also a point about adding too many layers of RNG to a loot drop, but currently at the end of the day, I'm just dismantling armor left and right because there is usually nothing interesting about it. It needs something else.

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