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#feedback

3/23/2018 2:11:20 PM
26

How would you improve Masterworks and the Mod system?

Ignoring the people who are going to say "scrap this and just add random rolls". What improvements would you make? Here are some of mine. For Masterworks, I would make it an unlock system. Use the cores to create the conversion, then have quests or challenges that allow you to unlock the scope and final/gimmick perk nodes. They would start with the straight "generate orb" buff and have their intrinsic Masterwork perk/mod. But then you would upgrade them over time, similar to D1, which would then allow you to re-roll not only the Masterwork perk, but also the scopes and the final perk on the gun. To me this makes masterworks not only something to work on(as opposed to being a "gift" from RNGesus", but also sets them apart from normal legendary weapons in the game. Same thing for armor. Re-roll would be an unlockable(not out of the gate), but would also add a perk to the piece that was activity or enemy specific. This would always be in addition to the intrinsic perks of an item(so if raid or trials gear had something interesting on it, this would add another layer). For mods, the first thing I would do is eliminate redundancy. As it stands mods are generic and in terms of armor, this is just a pointless waste of space. Why have the same mod that is locked to one spot or another. An impact mod is an impact mod, right? So I would either combine them and then add new more interesting variations or I would leave them slot specific but add an attribute that actually made them make sense in a slot. Probably and offensive and defensive trait. So say an impact mod on the arms would reduce cooldowns, but as with D1, maybe increase throw distance, or damage. Whatever. Just something relevant to amrs. And one on a helmet or legs would do the cooldown and maybe increase resistance or something. Just add some more flavor to them. This would be in addition to adding more interesting variations as well. For weapons, I would make the tiers mean more(so blue would actually be the +5, purple +10, exotic +15) which would allow us to go over the power cap(I'd also make power relevant in activities again but thats another story). I would make these more archetype focused and I would add a lot more utility to the pool of mods. Basically making a masterwork gun with an exotic mod, VERY hard to come by, but also VERY unique and useful. With a stack of armor mods to offset any potential balance issues. There are a lot of things that could be done with the systems. These are just my basic ideas.

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