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4/2/2019 1:16:30 AM
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The point of enhancement cores is clear: Make infusion and masterwork choices meaningful. The problem with it? Armor and weapon choices are largely removed from the player without significant grind. A potential solution? New consumable that drops on first and every subsequent, differing piece of gear that reaches new max light of the season that lets you automatically upgrade other pieces of the same gear type to max light, but you only get three per drop. To illustrate: Each piece of gear, including weapons, are at 695 light. A helmet drops at 700 (your first 700 light piece of gear since the max light increased) and three of the consumables (let’s just call it “Gloss”) drops for helmets - Helmet Gloss. You can then use those Helmet Gloss on three other helmets to automatically bring them up to 700 light. This prevents anyone for getting an unfair advantage as you already have a 700 light helmet, but now you can instantly have variety on your choice of helmets. To continue: Feeding off the above scenario, your overall light level remains the same. You continue playing and a 700 light primary slot scout rifle drops. Three Primary Gloss drops. You don’t like scout rifles so you can now use one of those Primary Gloss to bring up your favorite hand cannon to 700 light. Since you already have a primary slot 700 light weapon, you’re given some choice without changing your overall light. Infusion up to this point is still meaningful and costs enhancement cores. Any further infusion to bring up max light items cost infusion cores once the three Gloss have been used up. It becomes less cumbersome to grind. Player choice is returned to the player once they begin getting max light items.
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