So RNG is rather fickle, and the unlucky ones among us are often cursed with repeats. Due to the static rolls, this can be irritating and unfulfilling. I have a solution.
Every duplicate you get will still be the same. However, there will be the opportunity to infuse these duplicates together for a particle effect (a la Flawless gear) that grows without a brightness cap or a curve. Eventually the long-term players and the unlucky players would be running around the Crucible with weapons that glow with the brilliance of suns, while the plebs who thought this game sucked can only look on with envy, their drab, sad guns drooping by their sides.
Shaders should apply to this effect, since otherwise it won't go with whatever aesthetic you got going on.
Exotics would be a sticking point, but that might be solved by giving all RNG exotics a "Charge of Some Sort" that the Collection Exotics would lack. "Charged" Exotics would stack when infused, whereas the Collection Exotics would dampen the effect.
A counter on each Overcharged item to track the Brightness levels would be nice, but otherwise any implementation of this would be dank.
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I think duplicates -- ESPECIALLY EXOTICS -- should have the option of infusion into the same named item at (current item power) +5, up to whatever the level cap happens to be (305 for now). I could've had a full collection of 305 exotic hunter armor pieces by now, thanks to crappy RNG.