Weird idea
-Remove cores from masterworking a weapon
-Mastering a weapon based on amount of kills earned by said weapon (for example my nation of beasts has 6.5k kills on it)
-be able to passively upgrade a weapon without spending cores
-more cores for infusion
[spoiler]#mithraxforkellofkells[/spoiler]
Edit: Glad to see some people like the idea, Thank you guys!
Edit 2: thanks guys for the input happy to see the community brainstorming together
Edit 3: I like all the ideas im seeing, thanks all who shared their thoughts on the idea
English
#destiny2
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I like the system we have. Getting thousands of kills on a weapon is a chore, plus why wait for the benefits if we don't have to. We used to have to level up our weapons to get them to full power, your idea is a lot like that. The new system is much better.
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7 отв.People don't want to grind for cores, I don't think people will want to kill 6,500 things to masterwork a gun. I got 250 cores, I'm fine with it as is.
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Изменено (The Hermit IX): 5/11/2019 10:48:05 PMI think it should be able to be done both ways. Cores or kills. I don’t have an issue getting cores but I understand some do. I think that’s a fair compromise. I like having the option of masterworking a weapon immediately if it’s something I’m going to use in a regular load out.
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I was thinking the same thing...mastery with a weapon is a lot more meaningful than chucking cores into a weapon.
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So we use the cores as d1 "Motes of light"?
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2 отв.Original D1 had you use a gun to unlock all the nodes. Late in D1 you could bypass the process with motes. Seemed like a fine system to me.
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100 % agree, it should be earned and used. Without going into the economy, how many masterworked weapons just sit in the closet. Have an upvote guardian.
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2 отв.People don’t talk about it much anymore but unlocking perks from kills on a weapon was one of the better things d1 has. I’ve always hated how perks were just unlocked in d2. I liked it back and could get behind this as well.
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2 отв.Изменено (RAUDRULF): 5/12/2019 10:55:31 AMGonna Spam this - as i need people to see. i edited it. - apologies I reworded this - had a brainstorm / fart. Masterworking will work in Tiers. Tier 1 – 3. (LEGENDARY WEAPONS ONLY) Masterwork per Tier is broken up per Weapon Type (Primary – Special – Heavy) Each Tier will have its own Challenges in order to Advance to the next Tier. Each Tier Step & Tier completed will have a certain Reward. Each Tier can be Fast Tracked with Enhancement Cores. Once a Weapon is Masterworked T1 -T3, the Cost of Infusion is drastically reduced the more the weapon is Masterworked. You can Re Roll your Weapons Stat Prior to Starting your Farming with an Enhancement Core. 1) 1 x Core = Random Stat Select 2) 3 x Cores = Next in Line Stat 3) 5 x Cores – Specific Stat Roll of your Choosing. [i][b]Ammo Weapon Types (Tier 1) Kill volume[/b][/i] [b]Primary [/b] Hand Cannons = 500 Kills per 20% Scout Rifles = 250 Kills per 20 % Auto Rifles = 500 Kills per 20 % Pulse Rifles = 500 Kills per 20 % Sidearms = 100 Kills per 20 % Submachine Gun = 150 Kills per 20% [b]Special [/b] Fusion Rifles = 150 Kills per 20% Shotguns = 200 Kills per 20% Sniper Rifles = 50 Kills per 20% Single Shot Grenade Launchers = 50 Kills per 20% [b]Heavy[/b] Drum-Loaded Grenade Launchers = 50 Kills per 20 % Rocket launchers = 25 Kills per 20 % Linear Fusion Rifles = 50 Kills per 20% Sword = 20 Kills per 20% [i][b]Ammo Weapon Types (Tier 2) Specific Kills Required[/b][/i] [b]Primary [/b] Hand Cannons = 100 Critical Kills per 20% Scout Rifles = 100 Critical Kills per 20 % Auto Rifles = 100 Kills per 20 % Pulse Rifles = 150 Kills per 20 % Sidearms = 80 Kills per 20 % Submachine Gun = 40 Kills per 20% [b]Special [/b] Fusion Rifles = 100 successive Kills of 3 or more per 20% Shotguns = 200 successive Kills of 3 or more per 20% Sniper Rifles = 80 Successive Kills of 2 more per 20% Single Shot Grenade Launchers = 20 Successive Kills of 2 or more per 20% [b]Heavy [/b] Drum-Loaded Grenade Launchers = 25 Multi Kills per 20 % Rocket launchers = 25 Multi Kills per 20 % Linear Fusion Rifles = 20 Precision Kills per 20% Sword = 25 Multi Kills per 20% [i][b]Ammo Weapon Types (Tier 3) Specific Kills Required + Challenge[/b][/i] [b]Primary [/b] The following can be accomplished with - 5 Guardians Defeated in the Crucible or 1 Invader Defeated in Gambit (assists do not count, no penalty or regression system for losing) = 20% Progress Hand Cannons = 15 HVTs or 5 Bosses defeated with Crit shots 20% Scout Rifles = 10 HVT Kills or 5 Bosses defeated per 20 % Auto Rifles = 30 HVT Kills or 10 Bosses defeated per 20 % Pulse Rifles = 20 HVT Kills or 10 Bosses defeated with Crit Shots per 20 % Sidearms = 5 HVT or 8 Bosses defeated per 20 % Submachine Gun = 5 HVT Kills per 20% [b]Special [/b] The following can be accomplished with - 5 Guardians Defeated in the Crucible or 1 Invader Defeated in Gambit (assists do not count, no penalty or regression system for losing) = 20% Progress Fusion Rifles = 100 successive Kills of 3 or more per 20% Shotguns = 200 successive Kills of 3 or more per 20% Sniper Rifles = 80 Successive Kills of 2 more per 20% Single Shot Grenade Launchers = 20 Successive Kills of 2 or more per 20% [b]Heavy [/b] The following can be accomplished with - 5 Guardians Defeated in the Crucible or 1 Invader Defeated in Gambit (assists do not count, no penalty or regression system for losing) = 20% Progress Drum-Loaded Grenade Launchers = 25 Multi Kills per 20 % Rocket launchers = 25 Multi Kills per 20 % Linear Fusion Rifles = 20 Precision Kills per 20% Sword = 25 Multi Kills per 20% [b]T1 Breakdown (NOVICE): (Primary)(Secondary)(Heavy) - (T1 General Boost + 5% Orbs + 15% Glimmer per Kill) – Kill Volume Based – Requirements differ per Weapon Type & Ammo Type – Infusion Cost Reduced by 10 %[/b] 20% = +5 Stat - (Advanced) = Reward 5000 Glimmer 40% = +8 Stat - (Enhanced) = Reward 8000 Glimmer 60% = +12 Stat (Adept) = Reward 10,000 Glimmer & 25 Planetary Materials 80% = +15 Stat (Expert) = Reward 15,000 Glimmer & 40 Planetary Materials 100% = + 20 Stat. = Reward (Masterwork) or 25,000 Glimmer and 100 Planetary Materials & 10 E.C [b]T2 Breakdown (SKILLED): (Primary)(Secondary)(Heavy) - (T2 General Boost + 15% Orbs + 25% Glimmer per Kill) – Infusion Cost Reduced by 20 %[/b] 20% = +5 Stat - (Advanced) = Reward 5000 Glimmer 40% = +8 Stat - (Enhanced) = Reward 8000 Glimmer 60% = 3,000 kills gets you +12 Stat (Adept) = Reward 10,000 Glimmer & 25 Planetary Materials 80% = 4,000 kills gets you +15 Stat (Expert) = Reward 15,000 Glimmer & 40 Planetary Materials 100% = 5,000 Kills gets you + 20 Stat. = Reward (Masterwork) or 25,000 Glimmer and 100 Planetary Materials & 10 E.C [b]T3 Breakdown (MASTER): (Secondary) (% Based on Weapon Type, Accrued % Differ per special weapon Type) – T3 General Reward gain on Kills (Select Perk – Orbs / Matterweave / Shards / Glimmer) – Infusion Cost Reduced by 30%[/b] 20% = +5% Reward Gain per Kills - (Advanced) Reward 1 Core. 40% = +8% Reward Gain per Kills - (Enhanced) Reward 3 Cores. 60% = +12% Reward Gain per Kills (Adept) = Reward 5 Cores. 80% = +15% Reward Gain per Kills (Expert) = Reward 8 Cores. 100% = + 20% Reward Gain per Kills (Masterwork) = Reward 15 Cores. Note: - Infusion Cost perks stack if weapons are equipped whilst infusing. If you have x 2 Tier 1’s = 20% less infusion to infuse into a Heavy if you have a weapon to infuse with.
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This is a fantastic idea. It rewards time played and sets a path for upgrading a weapon you like using.
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Do you mean like how we leveled up weapons in D1? 🤔
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2 отв.I wanna know what I get for my 38k Fighting Lion kills 😂
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i like the idea based on kills with a gun
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This reminds me of defiance on 360 so many kills granted a mastery perk like accuracy or recoil reduction. But you could also reroll if you got one you didn't like, would add more playability, needs to be more done with exotics, i mean why cant we put shaders on exotic weapons.
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I like being able to instantly upgrade a gun when i loot it. Definitely don't like having to kill with it for it to reach its potential
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5 отв.1k kills is a bit excessive. Maybe 500 but over a thousand? Long time to be stuck with one gun.
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It's an ooook idea, but it's already implemented with catalysts and it's been tried before and was found to be quite boring (see nechrocasm).
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4 отв.
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EP would be a nightmare for one, so I think something to add is for removal of certain enemies to count towards weapon kills. Sure, getting rid of kills towards the counter for EP sucks, however it's better than all mars servers to be stuffed to the brim with constant level one EP events. Also I feel like crucible kills should count extra, maybe a second tracker next to it that counts crucible kills and upgrades take both kill counters into account with crucible kills counting as x3, x5, or whatever compared to PvE kills.
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2 отв.No. Play the game.
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"-Mastering a weapon based on amount of kills earned by said weapon" EP level 1 would be busy 24/7/365. Same Shuro Chi entrance. Burning AF idea.
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Yeah, when they announced the redo of masterworking with different tiers of masterwork, I thought it would be something like this. Pay cores to masterwork, then get kills with it to slowly increase the stats or maybe add a new perk when you get enough
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Not a bad idea. If Bungie doesn't take them out of Infusion, I'd be open for this alternative. If they don't do anything (adding gunsmith bounties in the next season not withstanding), I'll find it hard to keep playing even if they add a ton of awesome content later on.
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Like weapon proficiency from Borderlands (BL1). Yes, I've been saying this for a long time.
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Изменено (EnthusiasticRobot): 5/11/2019 9:50:41 PMGood Idea, but I think this would provide a great opportunity to improve on the masterwork system as a whole. They could add noticeable buffs to weapons as you get more kills (outside of generating orbs and a slight bonus to a stat). Some ideas are: -unlockable bonus mod slot(s) -unlockable sights/magazines/grips/barrels/stocks (these could provide stat bonuses instead of the bonus given with cores) -unlockable perk(s) -perk upgrades (rampage stacks to x6, ambitious assassin gives twice as much ammo as normal, boxed breathing is un-nerfed, etc.) In addition, they could add cosmetic changes to the weapon, like: -unlockable ornaments for some weapons (instead of eververse) -reversing shader regions (for instance, if you used the CoO Dead Orbit shader, the gun would be white with accents of black instead of black with accents of white) -unlockable sfx -unlockable aura slot
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3 отв.Изменено (TheShadow-cali): 5/11/2019 6:56:20 PMI got a better idea, well Imo I do. How about this company for once in the 5 years learn how to not change things that are not broken and learn to work with what actually works for the game so it can actually move forward and not backward's? This is not me hating on Bungie, this is actually a serious question. Think about this for a moment about what I'm about to say. If Bungie gave a heads up before they changed the infusion system asking for feedback from the player base, would they have had other options, ideas, suggestions, etc... like yours to work with that could have given them actual feedback that could have worked out for both Bungie and the player base? See, literally, the day the infusion system was changed just this forum alone was pissed off. Not because they changed the infusion system, it was how they poorly went about it when adding the new infusion system. [spoiler]Bungie deliberate way overpriced Spider, they deliberately left limited options to collect them, and the amount to infuse items as well was overdone. Also if I'm correct they boosted them for a second time to infuse items.[/spoiler] Personally, I wish they would stop playing this game that has been going on for 5 years now. Added something new without getting actual feedback from the player base that leaves just this forum alone constantly giving Bungie Ideas, suggesting or whatever after the fact when all of this could be as simple as just this company asking for feedback before making changes. Simple logic, yet it is so hard for this company for some dumb reason.