The weapons in destiny two, in my opinion, are really fun. If I did not have my ear to content creators, I could live in blissful ignorance with weapons that might not be optimal but are extremely fun. However, there are things about the weapons that need to be looked at as well as addressed to further elevate the game.
First off, I do not believe that random rolls will make destiny 2 more fun. Randomly rolled guns subject you to a slot machine where you have zero control of the outcome. Not only do you have to hope for a weapon to drop but then you have to hope for it to have a set of perks that work perfectly together or, to a higher degree, weapons that fit the META. As new perks are introduced into the pool, the chance of the player getting that “God Roll” weapon shrinks. Sure, it creates euphoria for finally getting it but there was so much pain to get it that it wasn’t fun at all. Sometimes, the grind was so high that by the time the person got the “God Roll”, the Roll gets nerfed and all of their hard work and pain and tear were for nothing. The only reason people are yelling for random rolls is the rose colored glasses of wanting something to chase. That is the true essence of the random roll cry(IMO), not actually random rolls. So let’s give everyone something else to chase and add to their fun.
The foundation for a more immersive weapon experience has been laid with Masterworks. Whether you, Bungie, planned on advancing weapons higher than Masterworks or not, you have created a foundation to build something greater with the implementation of static Roll as the base.
We all know that every weapon in the game acts and performs in a specific manner. Each weapon indeed has its own identity. Because of this, and the number of weapons is actually rather small, there are duplicates of weapons being dropped. This isn’t a bad thing though.
The first thing is to provide a way to keep the random drops relevant . Take Masterwork weapons out of the loot pool and make them something achievable thought the use of the infusion system. Once a weapon reaches max power for the current DLC/Expansion, it becomes eligible to become masterwork. (If you don’t get the DLC, you can still masterwork a weapon since your power hasn’t increased.) This in turn makes getting to max Power more than just getting a number. Once max power is reached, another slot is opened up for secondary infusion. This slot is used for sacrificing the duplicate weapons to transform the legendary into a masterworked gun. Having this second slot will allow players to increase the light of a masterworked weapon without losing its status because Maxed Power was raised.
Once that slot is filled with the required number of sacrifices, you can officially make the Masterwork Weapon. That slot is then transformed into the perk slot that can be randomly rolled as you have created already. But that’s not the end of it.
As there can also be a higher tier of masterwork weapon that gives another slot to an additional behavior mod to the gun. Now, I’m not sure if this is treading on the exotic realm at that point. I would call these Demi exotics. I might be be crossing into a blurred line but for the sake of fun but, why the heck not. These are going to add in an additional mod slot that can really be used to tailor a person’s experience and make it even more personal. Okay Demi Exotics sound stupid but they would sort of be like that. Legendary guns that would be bordering on exotic but without taking up your exotic slot.
Why do this? To further the power fantasy. This can also allow bosses to get harder or add another level of difficulty after prestige. I would like to see the requirement for advancing a specific weapon from masterwork to the advanced tier to be pretty significant. It would be a reward for time invested. It makes sense for guardians who have time to have the best while others would have to make a decision on which weapons they want to bring up with them.
Exotics weapons can also be done in a manner where they are transformed into a masterwork and higher tier. However, instead of getting a mod, it adds some sort of bonus to what makes it exotic (I.e. having borealis’s perk to do extra damage on shielded enemies and when killed, they create an icebreaker-like explosion). By doing that, the power fantasy for the weapon is explored even more. Maybe the conditions for exotics is to use the exotic in masterwork stage as you get fewer of them than legendaries.
Gaining exotics have a great foundation to them. Niche exotic weapons (fighting lion, sweet business, vigilance wing) are found in the wild through engrams and Xur. These would be the more common Exotics are are tailored to specific play styles. They are exotic in a sense that they don’t play the way normal guns in their archetype play but they aren’t super powerful. Then you have the exotics that are weapons tied to stories in the world. (Sturm, Rat King) weapons that have deep story to them. Quest exotics that aren’t hard to complete but are only accessible through those quests. Then, you have the super powerful exotics that have extensive quests that you have to complete it Exotics you get for achieving specific goals. Maybe Shaxx and Zavalla each have a weapon that they will give for high performance in crucible and strikes and path to them is laid out. So it doesn’t seems like a random drop that nobody can figure out how to get it. Maybe going flawless 7 times will an exotic that is themes for trials of the 9 and it has perks that fit PVP or PvE or both.
This is my idea of an improved weapon endgame using the resources that exist within the game instead of making a clean break from what’s there again. This means moving farther away from the engram game more. We don’t mind them being there but we don’t get the excitement of getting “Exotic C” from anything anymore. It’s “I got an engram and I don’t remember how I got it.” Because an engram doesn’t satisfy instant gratification, the weapon dropping does. Getting Better Devils at the end of a crucible match is exciting. Getting Sins of the Past from a raid chest is exciting. Getting Legend of Acreus after that long ass quest line and hard ass missions makes you feel accomplished. Getting an engram just means you got an engram and the player only remembers decrypting said engram from Rahool or Tyra (who is irrelevant)
-
3 RepliesNah, sounds more like you just want the game tailored to your own personal taste, i liked random rolls and think its much better than the system you just made up
-
A good random perk system only applies BONUSES. A gun can still have default perks, with one additional random. There is no reason why it would ruin anything.
-
Na. Random rolls and special weapons, make it happen bungie. Guarantee they make it back by Fall 2018, you heard it here first.
-
You never played D1 did you? Because those weapons were fun. D2 weapons, other than a few select exotics, are the oppositen of fun. They are bland, boring, and uninspired.
-
2 RepliesI don't think bungie has the business agility any more to actually implement constructive change based on new theories. They are basically in firefight mode from the bad press, and every fire they put out is impacting a Gantt chart somewhere for the rest of their work in other dlc and possibly Destiny 3. That being said, some of your ideas seem rooted in common sense, but i don't think they'll ever be able to allow masterwork at 305 for those without dlc, simply because that will delay anyone getting DLC. If you're at current cap and can get those rolls, then why upgrade only to have to then be ineligible for a while?
-
3 RepliesI enjoyed chasing the fatebringer roll of the imago loop so I can’t agree. I think for some people they don’t want to do that but for others who come from a background of more grindy games it’s just fine. Grinding borderlands bosses for a perfect variant has made me used to it.
-
3 RepliesThere's no way I'm gonna read all of your post because I took a major issue with it right off the bat. I just wanted to say that giving a bunch of subjective opinions on something, is NOT debunking anything. That's your opinion anaginst random rolls and someone else can have just as many reasons in favor of random rolls. So you might wanna change the wording of your first point because you didn't debunk anything. Not trying to argue or anything. You may have made some great points about MW weapons (again I didn't read that), just trying to help you out so more people actually read your post instead of seeing that debunking nonsense and immediately turning away.
-
I strongly agree with this post. Getting rid of that gambling system was a great idea. Regarding exotics, I do think that some of them can be buffed slightly but like the fact that they are not there to make your guardian OP. They are there to create different play styles and change the way you play the game. Great job Bungie. I just hope the community adapts to this. I.e: Lucky pants makes you more efficient with hand cannons, skull of ahamkara gives you your super more often
-
-
2 RepliesI actually agree with everything you said here. I was thinking about your idea for exotics as a thing that could work on Legendaries. Basically a mod that improves the weapon's natural abilities. Example being, weapons with explosive rounds now deal increased damage with them and the explosions are larger. Weapons with Outlaw now get a version that doesn't require precision kills, etc.