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Destiny 2

Discuss all things Destiny 2.
Edited by One Shot Ted: 10/19/2017 4:30:44 AM
5

My mod system ideas:

So, we all remember hearing that "there will be a reason for duplicate weapons to matter" over this summer, right? Well, as of right now, that just isn't true. All duplicates are the same. Now, when "weapon mods" were announced, I immediately saw potential. This thread will cover what I had originally speculated during the time between D1 and D2. [i]NOTE: None of these mods should have any attack value associated with them. All of them are purely functional and do not effect power levels.[/i] [u]Sight/scope mods:[/u] We've all had it happen before (at least, if we played D1): We get that god roll we've been wanting for so long. But wait... Those sights look like ass! Quickdraw IS? Ugh! Get that shit outta here! That hideous scope with the giant open circle "crosshair?" Gross! Never fear, weapon mods are here to save the day! Simply attach the weapon sight mod you like to your weapon of choice, and boom! Now you've got that glorious god rolled scout rifle with a nice red dot scope! Certain sights would be limited to the matching weapon foundry (Omolon sights can only be attached to Omolon weapons, Hakke to Hakke, etc.) [u]Weapon stat mods:[/u] You remember those stat-tradeoff perks, like Rifled Barrel and Casket Mag? Well, they now have a place in your favorite mod slots! Weapons would have slots for barrels, stocks, and magazines. For example, if you wanted a weapon with Rifled Barrel, Feather Mag, and Hand-Laid Stock, you could apply those mods to their respective slots. This would VASTLY vary the performance of different copies of, say, Uriel's Gift. One player may have it optimized for range and ammo capacity, while another might focus on stability and swift reloads. Raids and endgame content could also drop Exotic Stat Mods, like "Mastercrafted Rifled Barrel." These might have the same stat buffs as their legendary counterparts, but without the drawbacks. However, you can only have one exotic mod applied to a given weapon. [u]Ammunition mods:[/u] You know High-Caliber Rounds, Ricochet Rounds, Steady Rounds, and APR's, Timed Payload, and Explosive Rounds? Those are now mods as well. Weapons that used to have these as perk options would now have other minor perks in their place, like quickdraw, snapshot, etc. (Timed Payload and Explosive Rounds would be replaced with actual perks, like Triple Tap or Outlaw.) The prestige raid-exclusive exotic mod would be "light rounds," which would greatly increase the weapon's damage to AI combatants. This can only be applied to exotic weapons, though, so you can't just triple-stack and breeze through PvE content. There might be a Trials-exclusive mod, too, but it would have to be cosmetic to prevent flawless trials players from pubstomping casual lobbies (more than they already do). For example, a High-Caliber Round mod (with the same functionality as the legendary version) that also creates a visual effect on killing an enemy. ___________________________________________ That's what I think when I hear the phrase "weapon mods." I believe that adding a similar mod system to this could actually make duplicate weapons worth keeping. You could have a copy of your favorite weapon for different kinds of activities, like casual PvE, Raids, and PvP. However, the mod acquisition system would need a dramatic rework. Here's my idea for a start: [u]Gunsmith packages:[/u] On top of the mods you're given from packages, gunsmith weapons should have at least two mods in them as standard. They should also have one of a few gunsmith exclusive legendary shaders, like gunmetal gray. [u]Engrams[/u]: Legendary engrams should have a fair chance of obtaining an additional mod if the engram would decrypt into a weapon. The weapon itself would not be modded. [u]Dismantling weapons:[/u] Dismantling a weapon with mods should have a 100% return rate on any applied legendary mods and shaders. Exotic mods should have a 50% return rate, so you would need to think before mindlessly applying them. [i]NOTE: All acquired performance mods will be legendary by default. There will be no "upgrade three blues to a purple" system. These mods will only drop after hitting level 20 anyways, so they shouldn't be blue to begin with.[/i] Anyways, those are my two cents. Let me know what you think.
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