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Destiny 2

Discuss all things Destiny 2.
10/20/2017 9:43:26 PM
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LOOT! How to fix it (almost entirely) in a fixed roll system.

In the following I will attempt to lay out my suggestion for bungie on how to realistically fix the following problems: loot stagnation, limited value of duplicate weapons and armor, unrewarding grind, lack of weapon/ armor customization, underwhelming exotics, and the limited value of legendary shards once the power cap is reached. The basic concept is TIERED GEAR, that has a progression system and unique perk loosely associated the planet or vendor of origin. EX: Uriel's Gift Lets Say you have two Uriel's Gifts. The Planet (I think) it comes from is Nessus. You could "Consume" the duplicate or 20 shards to make your original Uriel, Uriel 1.1. This Uriel 1.1 could now gain a 2% damage boost with the weapon while in PvE (to maintain PvP balance) on Nessus. This process could be repeated again to get 1.2 which could grant 4% bonus damage, 1.3 for 6% etc. etc.. Once the max level is reached for the gun, lets say 2.0, it gains the ability to add an extra perk. The perk would have to be a perk that exists only for that weapon type AND be a perk on that is on a legendary or lower. Let's continue the Uriel example. You have a 2.0 Uriel and your desire is to add the "Bottom of the mag causes more damage" perk. In order to do this you would have consume an auto rifle with this perk (Like the FWC one). Your final 2.0 Uriel's Gift would have the following: Precision Frame (original perk) Tap the Trigger (original perk) High-Impact Reserves (from another auto rifle) 20% bonus damage while using this weapon in PvE on Nessus (from using duplicates and shards to get it to Uriel 2.0) This concept could be essentially copied and pasted for all 4 planetary vendors and their weapons. Next let's tackle armor of planetary vendors. They could work in a similar fashion. However, armor no longer has inherent perks like in destiny 1. My suggestion would be once you get a piece of armor to version 2.0 you get an EXTRA MOD SLOT. Additionally, a semi unique perk could work the same way as with the guns. Ex: Nessus armor Boots: Sprint speed increased by "x%" on Nessus Chest : Kinetic ammo reserves increased by "x%" of Nessus Gloves: Melee attack speed increased by "x%" Helmet: ADS kills grant detailed radar while ADSing on Nessus for "X seconds" These are just an example. We know from destiny 1 that are many perks that bungie can code into armor. Also none of these perks stack or conflict with current armor mods. Now let take the admittedly harder task of PE event vendors (FWC, DO, NM). The same tiered system could work here for weapons and armor. However, the perks awarded could work everywhere in PvE, but be arguably less powerful to make up for it working in more places. EX: FWC Kinetic: precision hits have "X%" chance to move a round from the reserves to the magazine. FWC Energy: "X%" damage bonus against matching shielding enemies. FWC Power: Missing a shot will return it to the mag "x%" of the time. FWC Armor: FWCs lore is partially based around foresight and war. How about a bunch of radar perks and perks that trigger while surrounded? Again none of these perks conflict with current mods, and It would make the faction war gear worth it even if you missed the helmet and got 9 chest pieces. Crucible vendors: Again same concept here although balance is tougher. EX: IB kinetic: increase mag size by "x" while in crucible IB energy: kills with this weapon have "x" chance to auto reload the magazine. IB Power: the final round does "x" more damage. IB Legs: Movement speed is increased by "x" after and objective (picking up crest or capping a zone) IB Chest: Nearby teammates have "X" chance to also get power ammo when you pick it up. IB Arms: Grenade throw distance increases by "x" IB Helmet: While super is charged, orb pick energy will by transferred to an another teammate. The raid and other later endgame PvE activies: Let those weapons and armor actually be beneficial in the raid, especially future modes of the raid OR let the weapons and armor be stronger against the participating race ie. Cabal. The same concept can be applied to vanguard items and the nightfalls. Other simple fixes needed for this system to work: Strike and playlist specific loot Collection rewards (Ex: you get an exotic final round sniper from the EDZ guy after collecting all the weapons). Exotic armor would have to also get and extra mod slot once upgraded to 2.0. Exotic weapons would also have to get an extra perk after reaching 2.0 (I know, I know, balance but it is feasible). SET BONUSES: EX: If wearing 4 of the 5 Nessus armor pieces (so exotics are still viable) your super charges 10% faster in PvE on Nessus. This system addresses the majority of the gripes I have seen on the forums about loot. It adds customization within a fixed roll system, gives hardcore players something to grind for, could drastically diversify layouts for PvE and PvP activities, adds value to shards and duplicates, makes the guardian feel increasingly powerful, makes tokens more valuable and seems realistically implementable. If you took the time to read all this, thank you. If you believe this system could help save an already dying game please up vote so someone at bungie will actually see this.

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